Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Dover on April 26, 2012, 05:58:20 PM

Title: CARRIER COMMAND WINDOW
Post by: Dover on April 26, 2012, 05:58:20 PM
how bout when you take command of a carrier you get a few more options like a real commander would have

Like shut down the flight deck so people can't take off or the guns so people can't fire and give away the cvs position (this would have to be able to be overridden for missions or by vote or somthing so it can't be used wrong)
control the speed of the boat how about even being able to stop it so if the bombers are going over you can try to stop it shoot add a speed control in so you can have max speed to stopped ( not a huge fan of this idea even thought im posting it could make it harder to bomb a carrier)

i'm sure there are more controls people would like and that could be nice to have
Title: Re: CARRIER COMMAND WINDOW
Post by: MK-84 on April 26, 2012, 05:59:59 PM
The idea of giving someone control of someone elses choice in gameplay is a bad one.
Title: Re: CARRIER COMMAND WINDOW
Post by: The Fugitive on April 26, 2012, 06:16:02 PM
Having one person decide who takes off or who can shoot guns is a big no-no. HTC has it setup in game now so that it is very difficult for any one player being able to dictate how any one else gets to play.

Also, have you ever been on a CV? I have, while mine is a nuclear carrier (CVN69) and was a big bigger than the WWII cvs they are still huge! Mine having newer technology still took over a mile and a half to stop when we had a man over board. Turning radius was around 2 mils as well. They are NOT like driving a sports car.

On top of that the controls they do have in game are mostly ignored anyway. A good cv driver won't be flying, but sitting on the bridge. Turning the cv at every instance of an incoming con. Most players can't even be found on the same side of the map as the CV now, why give them more controls that they won't use.
Title: Re: CARRIER COMMAND WINDOW
Post by: W7LPNRICK on April 26, 2012, 07:43:39 PM
-100 NO!! this would immediately be abused and people would log because of it!  :huh
Title: Re: CARRIER COMMAND WINDOW
Post by: Reschke on April 27, 2012, 12:40:09 AM
How about you have to at least be spawning a PT, GV (LVT) or flying any aircraft from the CV to have control of it. That way you eliminate all the beavis and butt heads that don't care what those of us who like to fly carrier aircraft want to do. At least you get someone with a vested interest in keeping the carrier group intact and in the fight instead of being chopped up by bombers or shore batteries by being driven in so close to shore without knowing what is happening while you are AFK.
Title: Re: CARRIER COMMAND WINDOW
Post by: MachFly on April 27, 2012, 03:53:32 AM
-1
Title: Re: CARRIER COMMAND WINDOW
Post by: clerick on April 27, 2012, 05:53:51 AM
I wouldn't mind the CV "commander" having the option to take more direct control over speed and heading. I'd also stil like to see a system implemented that would tie command of a CV to a player in such a way that they cannot be a map away and still in control. They would ether be in the tower of the CV or in a plane/vehicle spawned from that CV to take control.
Title: Re: CARRIER COMMAND WINDOW
Post by: VonMessa on April 27, 2012, 06:51:14 AM
How about NO?
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on April 27, 2012, 01:52:35 PM
yeah defiantly have to be in the cv to take that level of command i don't think you should have command unless your on the deck or even make it its own room or something off the tower

one of the other things is turning off the auto gun I get a base having them but how often do you have a cv in a good spot and then someone not even looking for them gets puffy and its sunk shortly after

I know i don't even look for the cv when im hunting them i just get around 10k and wait for the puffy to tell me im with in a sector of it

Title: Re: CARRIER COMMAND WINDOW
Post by: guncrasher on April 27, 2012, 06:33:59 PM
I just wait for somebody on country to yell "wtf I lost another 262 to cv puffy ack!!!"  then I'll ask where it is and sink it.  there never fails to be somebody who thinks he can outrun the puffy ack :)


semp
Title: Re: CARRIER COMMAND WINDOW
Post by: Babalonian on April 27, 2012, 06:45:41 PM
The idea of giving someone control of someone elses choice in gameplay is a bad one.

This.... although, you won't hear me complain about a commander option to disable puffy.  :devil
Title: Re: CARRIER COMMAND WINDOW
Post by: ScottyK on April 27, 2012, 09:52:43 PM
 Dumb thought/idea, would it be possible to set it up that u have to be on the carrier to take control when u click 'take command' it automatically puts you on the bridge of the CV and u cannot up a plane or vehicle from any other base and have it similar to a shore battery, 8" gun, 5" gun, manned ack and show it as  'Occupied'. Once in the Command position no one can change the course of the CV unless they give up command of the CV thus taking away from "higher rank" to control it. 

Flame away.
Title: Re: CARRIER COMMAND WINDOW
Post by: thndregg on April 28, 2012, 07:54:34 AM
how bout when you take command of a carrier you get a few more options like a real commander would have

Like shut down the flight deck so people can't take off or the guns so people can't fire and give away the cvs position (this would have to be able to be overridden for missions or by vote or somthing so it can't be used wrong)
control the speed of the boat how about even being able to stop it so if the bombers are going over you can try to stop it shoot add a speed control in so you can have max speed to stopped ( not a huge fan of this idea even thought im posting it could make it harder to bomb a carrier)

i'm sure there are more controls people would like and that could be nice to have

Too many limitations, and too many details in a game context. HTC strives to balance playability with realism, therefore there are many things purposely left out of the functionality of vehicles, planes, ships & boats, ect... that would prove discouraging to the average player, and HTC would probably lose a chunk of subscribers- especially those that just want to log on and play without the headache of tinkering with extra... stuff. For the past 13 years, the proof is in the... cake. ;)
Title: Re: CARRIER COMMAND WINDOW
Post by: W7LPNRICK on April 29, 2012, 01:50:20 PM
How about you have to at least be spawning a PT, GV (LVT) or flying any aircraft from the CV to have control of it. That way you eliminate all the beavis and butt heads that don't care what those of us who like to fly carrier aircraft want to do. At least you get someone with a vested interest in keeping the carrier group intact and in the fight instead of being chopped up by bombers or shore batteries by being driven in so close to shore without knowing what is happening while you are AFK.

+1 Yes, this has been suggested before. The only exceptions should be unless 1. It's not already commanded or 2. Its radar is flashing & unattended/unmanned (Many times I've turned a boat while flying other side of map)
Title: Re: CARRIER COMMAND WINDOW
Post by: W7LPNRICK on April 29, 2012, 01:51:25 PM
I wouldn't mind the CV "commander" having the option to take more direct control over speed and heading. I'd also stil like to see a system implemented that would tie command of a CV to a player in such a way that they cannot be a map away and still in control. They would ether be in the tower of the CV or in a plane/vehicle spawned from that CV to take control.
+1 goes with my suggestions! :salute
Title: Re: CARRIER COMMAND WINDOW
Post by: Bino on April 30, 2012, 12:41:20 PM
how bout when you take command of a carrier you get a few more options like a real commander would have

Like shut down the flight deck...

Only if you *also* enable a "Deep-Six The Captain" voting option:
If enough irate pilots who are present in the ship's hangar click on a certain button, the erstwhile commander goes over the side.

  ;)
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on April 30, 2012, 03:28:10 PM
Only if you *also* enable a "Deep-Six The Captain" voting option:
If enough irate pilots who are present in the ship's hangar click on a certain button, the erstwhile commander goes over the side.

  ;)


exactly
Title: Re: CARRIER COMMAND WINDOW
Post by: W7LPNRICK on April 30, 2012, 05:02:56 PM
Har! but ya only get a vote if ya been on game >6 months... :salute
Title: Re: CARRIER COMMAND WINDOW
Post by: Mongoose on April 30, 2012, 09:22:58 PM
Also, have you ever been on a CV? I have, while mine is a nuclear carrier (CVN69) and was a big bigger than the WWII cvs they are still huge! Mine having newer technology still took over a mile and a half to stop when we had a man over board.

  Ok, Fugi, spill.  Who did you throw off the ship?   :confused:
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on May 01, 2012, 01:03:10 AM
one of the big things with the speed and stopping is that when you approach a base you can stop as far off shore as you want and just let people launch you don't have to keep it moving always and running turns and stuff

you could park it far enough away for the guns not to get it and then when you want to launch lvts you bring it in this way you don't ahve to keep it circling and have more country men auger while turning then take off
Title: Re: CARRIER COMMAND WINDOW
Post by: Shuffler on May 03, 2012, 02:23:38 PM
No way................ next?
Title: Re: CARRIER COMMAND WINDOW
Post by: Peyton on May 03, 2012, 06:57:05 PM
The idea of giving someone control of someone elses choice in gameplay is a bad one.




+1....we already have morons that take control of the cv and hide it. So more control is a bad one.
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on May 03, 2012, 10:11:28 PM



+1....we already have morons that take control of the cv and hide it. So more control is a bad one.

whats wrong with hiding a cv that belongs to the other group

shoot not that long ago we had the #1 rank guy switch from the knights to the bishops just so they could find one we hid and we couldn't stop them from getting it back
that's crap and they should so at-least have the deep six the captain idea so people with high rank can't miss use it
Title: Re: CARRIER COMMAND WINDOW
Post by: Peyton on May 04, 2012, 04:16:51 PM
whats wrong with hiding a cv that belongs to the other group

shoot not that long ago we had the #1 rank guy switch from the knights to the bishops just so they could find one we hid and we couldn't stop them from getting it back
that's crap and they should so at-least have the deep six the captain idea so people with high rank can't miss use it


I meant -1 on my previous post.

Dover, you are talking about 2 different things here. 1) someone switching should automatically be dropped from the cv control.  That is poor play and I agree.

2) Hiding the the cv is lame. Hiding 1 cv is not going to determine the outcome of the game. This game has gvs, planes and cvs.  That's the fun of it.  All should be used and not hidden in some corner. 
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on May 05, 2012, 07:05:35 PM
peyton im a big fan of using them too
but on some maps where they bases are close and the cv's pop the way they do hiding them makes a difference not all maps but a few I agree with the practice

like the maps that have like 20 cvs for each side you should use them but the ones where they are limited to certain lanes and don't get far ever then hiding them can be very strategic
Title: Re: CARRIER COMMAND WINDOW
Post by: wil3ur on May 06, 2012, 12:55:58 AM
I don't think closing the flight deck or being able to dictate positions is a good idea...  however having a few different formations to put the ships into would be helpful... and I think speed adjustments would be OK too.  I don't think there should be a full stop, however I think a 25, 50 and 100% speed settings would be cool.  All ships would return to default speed/position if command is given up.  I'd also like to see smoke screens added.  It'd be kind of neat to see a battle between ships that's normally an all out slugfest turn into something a little more chaotic.

 :aok

(http://www.history.navy.mil/photos/images/h73000/h73608.jpg)
Title: Re: CARRIER COMMAND WINDOW
Post by: alpini13 on May 07, 2012, 09:03:23 PM
  I guess you learn something everyday...the capitain of a boat is in command.......but does very little in the way of runninng and sailing the ship...he has 0 watch hours......however.. the XO runs and sails the ship and has 100% watch duty.  he is the guy responsible for the boat and everything and everyone on board.   he takes orders from the capitain...........so what we really need is an XO option.........to change speed and have several preset sailing patterns to avoid bombs.........maybe  somebody who dosent change sides?......or even an underway watch officer as a temporary assignment for this job? to keep somebody from taking command of a boat for toooooooo long...as in...until bombers come by and bye bye,glub glub the boat,lol.....and to take command...YOU MUST BE PRESENT ON THE BOAT....WHEN YOU LEAVE....YOU LOOSE COMMAND
Title: Re: CARRIER COMMAND WINDOW
Post by: VonMessa on May 08, 2012, 07:39:07 AM
Having one person decide who takes off or who can shoot guns is a big no-no. HTC has it setup in game now so that it is very difficult for any one player being able to dictate how any one else gets to play.

Also, have you ever been on a CV? I have, while mine is a nuclear carrier (CVN69) and was a big bigger than the WWII cvs they are still huge! Mine having newer technology still took over a mile and a half to stop when we had a man over board. Turning radius was around 2 mils as well. They are NOT like driving a sports car.

On top of that the controls they do have in game are mostly ignored anyway. A good cv driver won't be flying, but sitting on the bridge. Turning the cv at every instance of an incoming con. Most players can't even be found on the same side of the map as the CV now, why give them more controls that they won't use.

My grandfather fell off of his ship.  (USS Monongahela (AO42).  Sat low in the water (deck about 5' from the waterline) with a full cargo of fuel/oil/av-gas, etc (You can see the black line on the hull). He was sitting on the rail, feet hooked in the lower rail and an errant wave came along and slapped him off.

He said he was in the water and it took them almost 5 miles to turn around.  So far that he lost sight of the ship, almost.  He said that he felt like a postage stamp floating around out there.  

The standing order from the old man was "No sitting on the rail" so, when they picked him up, he got to spend the rest of the day and night in the brig   :rofl

(http://i239.photobucket.com/albums/ff107/tymekeepyr/Grandpop/712px-AO-42_Monongahela.jpg)
Title: Re: CARRIER COMMAND WINDOW
Post by: Dover on May 08, 2012, 02:32:22 PM
make it realistic have it be a room wher eyou gotta run around from one side to the other and other moving switches and knobs lol
turn the boat
runs to one sids turns the wheel
runs to the other cuts the throttle
runs to the middle area and takes command of the aa fire

lol could be fun and funny espcialy if you don't move any faster than a chute
Title: Re: CARRIER COMMAND WINDOW
Post by: Sabre on May 09, 2012, 01:21:38 PM
I've commented on this numerous times in the past, but here it is again. What I'd like to see is the following:

1) First and foremost, to use any of the below requires you to be present on the bridge continuously; if you leave the bridge, you can still modify waypoints, but can't affect speed and can't manually con the ship.  Leaving the bridge results in the CV automatically returing to normal speed and waypoint-following.

2) Direct speed control: three or four standard settings, such as "ahead 1/3", "ahead full", "ahead flank". No "all stop", or backing (reverse), since the only time a warship at sea would come to a full stop would be if they're docking/anchoring, launching boats, or rescuing (none of which are relevant to the game).

3) Direct con: basically allows direct steering of the ship via joystick input.

4) Make smoke: all ships in company with the flagship (which is usually the CV, but could be another vessel in a scenario map) begin generating smoke.

I would NOT give any individual the right to prevent players from upping in a gun, or to prevent Otto from firing, though with regard to the second, an argument could be made for allowing the CV commander to reduce (but not to zero) the engagement envelope of the puffy-ack (perhaps make it an arena option?).

Now, some would argue that several of the options above can make it darn difficult to either take off from or land on the CV, but I'd argue no more so then simply turning the CV using the current waypoint control already does. It will, however, make the CV a harder target to hit, when it's being actively conned.  From an offensive standpoint, the main benefit would be during shore bombardment; going to a slower speed setting would make that somewhat easier.  The downside is, a slow ship is easier to hit, too, and they don't exactly accellerate like a muscle car.  Also, there'd still need to be computer code to override direct inputs, so that you can't beach the CV or come closer than the allowed minimum.  Note also, that none of my suggestions here would make it any easier or harder to "hide" the CVBG; all are strictly tactical in nature.
Title: Re: CARRIER COMMAND WINDOW
Post by: Sabre on May 09, 2012, 01:31:10 PM
Oh, and on a similar topic, I'd like to have manning a ship's guns work a bit different.  For example.  I'd divide them into "batteries", such that a single player controls multiple guns with the same firing arcs.  You'd basically man a gun-director, with multiple guns slaved to it and firing in battery.  If the gun-director is destroyed, but not the gun, you would have the option to man individual turrets/guns.  Note that a battery has to be of all the same gun type; on the cruiser, of instance, you could not simultaneously control 8-in and 5-in guns from the same director.  Just some more thoughts...