Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Gryffin on January 26, 2012, 01:24:59 PM

Title: Pilot wounds
Post by: Gryffin on January 26, 2012, 01:24:59 PM
Instead of the whacky intermittent blackout that we have now, how about changing it so that the g-level at which blackout occurs gets lower over time.

For example, normally the pilot blacks out at 6 gs. When a pilot wound happens, this immediately drops to 4 or 5 gs, and keeps slowly dropping over time. After a few minutes, anything over 1.5 gs will cause blackout.

This retains all the key factors of a pilot wound (i.e. it gives the person who inflicted the wound a major advantage in the fight and makes the wounded pilot a sitting duck for the rest of the sortie), but if you can escape from the fight you can make it back to base by flying gently the whole way.

The way pilot wounds are modelled now is one of the cheesiest parts of the game IMHO.
Title: Re: Pilot wounds
Post by: davidwales on January 26, 2012, 01:29:11 PM
+1 good issue griffen  :salute
Title: Re: Pilot wounds
Post by: Rob52240 on January 26, 2012, 01:30:14 PM
Just shake it off.
Title: Re: Pilot wounds
Post by: VonMessa on January 26, 2012, 01:39:39 PM
Rub some dirt on it.   :aok
Title: Re: Pilot wounds
Post by: GNucks on January 26, 2012, 01:46:35 PM
Or you could gradually get narrower and narrower tunnel vision. The narrower it gets obviously the less G's you'll be able to pull without blacking out completely. Could also model lack of strength so you might not be able to move the controls so far to begin with.
Title: Re: Pilot wounds
Post by: SectorNine50 on January 26, 2012, 02:51:33 PM
The blackout has always bothered me as well.  This seems like a good solution to me.

The approach WWII Online takes intrigues me, I like the fact that you can injure a leg or an arm, which in turn inhibits your ability to rudder to that side or cuts the pilot's stick-strength (respectively).