Aces High Bulletin Board

General Forums => Wishlist => Topic started by: AKKuya on March 05, 2012, 01:40:58 AM

Title: POW Camps
Post by: AKKuya on March 05, 2012, 01:40:58 AM
This will add some extra flavor to the game.

Each country will have equal number of POW camps.  These camps would be like something similar to a strat system.  The POW camps would be used for increasing and decreasing morale for each country.

When one country liberates an opposing country's POW camp, that camp switches to the country that liberated it.  That liberation will increase the morale of that country that liberated it.  The country that loses the POW camp loses morale.

Morale would be used to increase or decrease a country's rebuild time for destroyed objects.  At the start of a new map, each country has 100% morale.  100% morale will be the arena settings for the map.  The higher the morale, the quicker for hangars, strats, guns, and buildings to re-generate.  The lower the morale, the longer the rebuild time.

Title: Re: POW Camps
Post by: MAINER on March 05, 2012, 06:42:01 AM
+1
Title: Re: POW Camps
Post by: Bruv119 on March 05, 2012, 06:50:27 AM
can we lock up the people we don't like (spies)? and are there any exchange of prisoners?  Maybe a Perk dividend to all of the opposing team upon release.  

Bounty hunters maybe.  You shot down Bruv and captured him alive   +1000 points.  

Brits get a +10 ability to escape via tunnels.  
Title: Re: POW Camps
Post by: PanosGR on March 05, 2012, 07:24:20 AM
can we lock up the people we don't like (spies)? and are there any exchange of prisoners?  Maybe a Perk dividend to all of the opposing team upon release.  

Bounty hunters maybe.  You shot down Bruv and captured him alive   +1000 points.  

Brits get a +10 ability to escape via tunnels.  
:rofl :rofl :rofl
Title: Re: POW Camps
Post by: titanic3 on March 05, 2012, 07:24:47 AM
How are we gonna take it? Bomb the crap out of the prisoners? Or if that's political incorrect, they'll be sheep! Can you imagine the awesomeness of all the sheeps running free when you bust the gates down?  :x
Title: Re: POW Camps
Post by: thndregg on March 05, 2012, 08:30:53 AM
can we lock up the people we don't like (spies)?

 :x :aok
Title: Re: POW Camps
Post by: waystin2 on March 05, 2012, 08:49:51 AM
Darn!  I thought we would be able to have squaddies locked up... :D
Title: Re: POW Camps
Post by: Bino on March 05, 2012, 10:16:52 AM
can we lock up the people we don't like (spies)? and are there any exchange of prisoners?  Maybe a Perk dividend to all of the opposing team upon release.  

Bounty hunters maybe.  You shot down Bruv and captured him alive   +1000 points.  

Brits get a +10 ability to escape via tunnels.  

Brits have to create vegetable gardens first, THEN get a +10 ability to escape via tunnels.    ;)
Title: Re: POW Camps
Post by: matt on March 05, 2012, 10:34:11 AM
can we lock up the people we don't like (spies)? and are there any exchange of prisoners?  Maybe a Perk dividend to all of the opposing team upon release.  

Bounty hunters maybe.  You shot down Bruv and captured him alive   +1000 points.  

Brits get a +10 ability to escape via tunnels.  
+1
Title: Re: POW Camps
Post by: Chilli on March 05, 2012, 11:35:21 AM
........ they'll be sheep! Can you imagine the awesomeness of all the sheeps running free when you bust the gates down?  :x
baaa-a-aaaa  I mean :aok +1  .... My morale has improved already just thinking about it!
Title: Re: POW Camps
Post by: Krusty on March 05, 2012, 11:49:54 AM
Buildings, guns, and hangars downtimes are already modified by existing strat objects. Not sure what this adds...?
Title: Re: POW Camps
Post by: guncrasher on March 05, 2012, 05:23:42 PM
If you want pow camps, you gotta have motorcycles too.   The great Escape wouldn't be the same without the bike.


semp
Title: Re: POW Camps
Post by: Chilli on March 05, 2012, 05:50:20 PM
Buildings, guns, and hangars downtimes are already modified by existing strat objects. Not sure what this adds...?

Sheep maybe?

If you want pow camps, you gotta have motorcycles too.   The great Escape wouldn't be the same without the bike.


semp

Maybe even sheep with mortorcycles  :rock
Title: Re: POW Camps
Post by: AKKuya on March 05, 2012, 07:06:48 PM
How are we gonna take it?

Real simple.  Each POW camp has it's own buildings and guns plus the POW Commandant Room.  Once the pre-determined buildings and guns are destroyed, then 10 paratroopers run in and capture the Commandant's Room.

POW camps would be dispersed around the map away from close airfields and bases.
Title: Re: POW Camps
Post by: B-17 on March 05, 2012, 07:12:47 PM
Real simple.  Each POW camp has it's own buildings and guns plus the POW Commandant Room.  Once the pre-determined buildings and guns are destroyed, then 10 paratroopers run in and capture the Commandant's Room.

POW camps would be dispersed around the map away from close airfields and bases.

More than 10, I say. At least 2 goon loads.

And maybe to add to the number of "prisoners" available for capture, the number of pilots that bail and recieve the "you have been captured" could affect it.?
Title: Re: POW Camps
Post by: 4Prop on March 05, 2012, 08:05:15 PM
can we waterboard?
Title: Re: POW Camps
Post by: Penguin on March 06, 2012, 06:33:30 PM
Every country would have a certain number of AI troops who would run to the gates via pathing algorithms.  You could then spawn in as a POW at an enemy camp or a guard at your own.  The system would work like this:

For playing as a POW:
-Shoot a player-controlled guard and you get a kill in the stationary guns department, and 1 GV perk at equal ENY
-Shooting a guard puts the base "on alert" for 10 minutes during which guards will immobilize NPC prisoners and kill player-controlled ones
-The number of POW's is equal to the number of captured players in each country (when you get the message "You have been captured") the number increases by one after a number of hours equal to the distance from the nearest camp in miles in a straight line over terrain (mountains and valleys therefore increase distance) divided by 15 (average truck speed in mph over rough terrain) passes
-At that point a new POW spawns
-If the number of player controlled POWs= (Number of NPC POWs)/(10*Number of Guards, NPC or player controlled) then the camp goes into "revolt" in which NPC POWs will attempt to escape (3 in 4 chance), shoot them (1 in 20 they have a pistol with 21 rounds), or attack physically (3 in 20 chance) on contact with a guard, killing it (1 in 4 chance) stunning it for one minute (1 in 4 chance) being stunned for one minute (1 in 4 chance) or being killed (1 in 4 chance).
-Every escape POW, save for player-controlled POWs, grants every player who was present at the start of the revolt 1 GV perk at equal ENY.
-You cannot respawn until the revolt is over, or one hour has passed, whichever comes last
-You get your name in lights for escaping (getting into an M3, Jeep, or C47) with your kills of player-controlled guards and prisoners rescued each getting one line

For playing as a guard:
-You take control of existing NPC guards, and once all guards are controlled you cannot spawn
-Prisoner respawn rules
-Stunning a prisoner if there is no alert or revolt gives you a ditch, killing one gives you a death
-You can stun by right-clicking if the base is on alert (a bell will ring) for 1 GV perk at equal ENY
-You can kill if a revolt occurs (a siren will sound) for 1 GV perk at equal ENY, and kills of player controlled prisoners can earn you your name in lights when you go back to the barracks (ends the sortie)

This could lead to better FPS controls, and even having C47s, M3's, and Jeeps rescue downed pilots and prisoners.  There could even be combined-arms attacks on the bases with tanks, air cover, etc.  However, the bases would be unmarked and unoccupied bases would change location every hour and a half.  However, having one render on your screen resets the timer, which does  not start counting down until the last person looks away.  It would be a high-risk operation, but the excitement would be unparalleled.  There could be AA guns at bases to limit the threat, though.

-Penguin
Title: Re: POW Camps
Post by: scottak on March 06, 2012, 07:59:56 PM
Every country would have a certain number of AI troops who would run to the gates via pathing algorithms.  You could then spawn in as a POW at an enemy camp or a guard at your own.  The system would work like this:

For playing as a POW:
-Shoot a player-controlled guard and you get a kill in the stationary guns department, and 1 GV perk at equal ENY
-Shooting a guard puts the base "on alert" for 10 minutes during which guards will immobilize NPC prisoners and kill player-controlled ones
-The number of POW's is equal to the number of captured players in each country (when you get the message "You have been captured") the number increases by one after a number of hours equal to the distance from the nearest camp in miles in a straight line over terrain (mountains and valleys therefore increase distance) divided by 15 (average truck speed in mph over rough terrain) passes
-At that point a new POW spawns
-If the number of player controlled POWs= (Number of NPC POWs)/(10*Number of Guards, NPC or player controlled) then the camp goes into "revolt" in which NPC POWs will attempt to escape (3 in 4 chance), shoot them (1 in 20 they have a pistol with 21 rounds), or attack physically (3 in 20 chance) on contact with a guard, killing it (1 in 4 chance) stunning it for one minute (1 in 4 chance) being stunned for one minute (1 in 4 chance) or being killed (1 in 4 chance).
-Every escape POW, save for player-controlled POWs, grants every player who was present at the start of the revolt 1 GV perk at equal ENY.
-You cannot respawn until the revolt is over, or one hour has passed, whichever comes last
-You get your name in lights for escaping (getting into an M3, Jeep, or C47) with your kills of player-controlled guards and prisoners rescued each getting one line

For playing as a guard:
-You take control of existing NPC guards, and once all guards are controlled you cannot spawn
-Prisoner respawn rules
-Stunning a prisoner if there is no alert or revolt gives you a ditch, killing one gives you a death
-You can stun by right-clicking if the base is on alert (a bell will ring) for 1 GV perk at equal ENY
-You can kill if a revolt occurs (a siren will sound) for 1 GV perk at equal ENY, and kills of player controlled prisoners can earn you your name in lights when you go back to the barracks (ends the sortie)

This could lead to better FPS controls, and even having C47s, M3's, and Jeeps rescue downed pilots and prisoners.  There could even be combined-arms attacks on the bases with tanks, air cover, etc.  However, the bases would be unmarked and unoccupied bases would change location every hour and a half.  However, having one render on your screen resets the timer, which does  not start counting down until the last person looks away.  It would be a high-risk operation, but the excitement would be unparalleled.  There could be AA guns at bases to limit the threat, though.

-Penguin
very well thought out.
Title: Re: POW Camps
Post by: W7LPNRICK on March 06, 2012, 08:30:59 PM
Rooks get a likeness of Steve McQueen with his motorbike and we need to add those long X-X-X-X-X- countryside fences..

(http://www.yalerecord.com/wordpress/wp-content/uploads/2011/10/steve-mcqueen-great-escape.jpg)

http://www.youtube.com/watch?v=_ccVu992CYE (http://www.youtube.com/watch?v=_ccVu992CYE)    :salute  one of the best movies ever... :old:
Title: Re: POW Camps
Post by: scottak on March 06, 2012, 08:36:12 PM
Rooks get a likeness of Steve McQueen with his motorbike and we need to add those long X-X-X-X-X- countryside fences..

(http://www.yalerecord.com/wordpress/wp-content/uploads/2011/10/steve-mcqueen-great-escape.jpg)

http://www.youtube.com/watch?v=_ccVu992CYE (http://www.youtube.com/watch?v=_ccVu992CYE)    :salute  one of the best movies ever... :old:
I would LOVE to see this feature in the game, but i think it would just be too hard for the developing team. It would be way too complicated, or at least so complicated it would take about 4 months to devlope the feature.