Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Noir on August 16, 2012, 08:18:47 AM
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The game could use a boost in realism, a few examples often related to physics:
- Gvs have no weight - IE 40 ton tanks flipping like a coin
- Plants can't be destructed and stop any shell, any tank.
- The water is equivalent to concrete, and its perfectly flat, no waves.
- When CV's sunk, the animation is much to fast, and the "block" you sit on just disappears.
- Explosion blasts are unimpressive, the graphics are laughable. Explosions should push objects from the center of the explosion to the outside, like if you doped a bomb in the center of town all kinds of bits would come flying, and your ears whistling from the air pressure. Another thread on explosions http://bbs.hitechcreations.com/smf/index.php/topic,337951.0.html
- The damage/collision model needs improvement.
- Could use a few ambiance sounds related to your location (wave sounds while camping on the beach in your tiger)
I'm sure there is more examples, thank you for reading :salute
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The game could use a boost in realism, a few examples often related to physics:
- The water is equivalent to concrete
:rofl Its true
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The game could use a boost in realism, a few examples often related to physics:
- Gvs have no weight - IE 40 ton tanks flipping like a coin
Yes please, +1
- Plants can't be destructed and stop any shell, any tank.
I think I remember some one saying this was impossible because trees are a part of the terrain and you can't destroy terrain, not without a major overhaul of the game, hope I'm wrong though.
- The water is equivalent to concrete, and its perfectly flat, no waves.
Would make driving LVTs and PT boats interesting if we get waves. Only near shores though so the CV doesn't get knocked around like a washing machine.
- When CV's sunk, the animation is much to fast, and the "block" you sit on just disappears.
New animations would be awesome. Complete explosion, roll over, break in two, etc etc. +1 to the second part of the wish too but I think the code for CV would have to be re written all over.
- Explosion blasts are unimpressive, the graphics are laughable. Explosions should push objects from the center of the explosion to the outside, like if you doped a bomb in the center of town all kinds of bits would come flying, and your ears whistling from the air pressure. Another thread on explosions http://bbs.hitechcreations.com/smf/index.php/topic,337951.0.html
+1.
- The damage/collision model needs improvement.
Damage model, yes. Collision model, I don't think it can be any more improved, although it still does suck when you're on the receiving end of it.
- Could use a few ambiance sounds related to your location (wave sounds while camping on the beach in your tiger)
Yes, +1, radio chatter, birds, trees rustling, waves, wind, guns off in the distance. Of course, make it all adjustable so if you don't like it, turn it off.
I'm sure there is more examples, thank you for reading :salute
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When was the last "real" graphics update? July of '09 right? When the Brewster was introduced? A little behind the curve? http://youtu.be/XFRM4Wmvmm4
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well the current graphics engine came with aces high II...
- vehicles being hit should bulge, depending of the impact and the vehicle's weight
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I also feel that, after a base capture, the streets in town should should be littered with rubble, empty wine bottles and garters. :rock
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I also feel that, after a base capture, the streets in town should should be littered with rubble, empty wine bottles and garters. :rock
Sounds like a successful party right there.
Coogan :cheers:
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The game could use a boost in realism, a few examples often related to physics:
- Gvs have no weight - IE 40 ton tanks flipping like a coin
- Plants can't be destructed and stop any shell, any tank.
- The water is equivalent to concrete, and its perfectly flat, no waves.
- When CV's sunk, the animation is much to fast, and the "block" you sit on just disappears.
- Explosion blasts are unimpressive, the graphics are laughable. Explosions should push objects from the center of the explosion to the outside, like if you doped a bomb in the center of town all kinds of bits would come flying, and your ears whistling from the air pressure. Another thread on explosions http://bbs.hitechcreations.com/smf/index.php/topic,337951.0.html
- The damage/collision model needs improvement.
- Could use a few ambiance sounds related to your location (wave sounds while camping on the beach in your tiger)
I'm sure there is more examples, thank you for reading :salute
While I understand these kinds of wishes, I think it would be easier and maybe cheaper to buy your own WWII airplane and go fly it.
GVs have weight, but your looking to get away from the flipping of vehicles (remember, ask for what you really want, HTC knows already and you ain't fooling nobody). As stated the bushes and trees are part of the terrain and are not destroyable. What makes this game great is the active world we all play in. The towns have destroyable objects. These have to be destroyable EVERYWHERE at the SAME TIME, not just those few in front of you on your screen, because there are players playing everywhere at the same time. I don't know how many building are in a town, but it's over 75, and with 100 towns thats over 7500 destroyable objects that have to be created, maintained, and monitored 24/7 to keep our little perpetual world rolling along.
This doesn't even take in the hangers, ammo bunkers, fuel tanks and so on. Now you want to add a few billion trees just to make things a bit more realistic so that you don't have to avoid a tree of bush as well as just blowing it up if it's in the way. How much data do you think would have to be transmitted back and forth to keep our little world updated to everyone player with a few billion things that have to be "maintained" like that? Are you going to buy everyone super computer to be able to run this stuff?
I'm sure that a lot of things "would be cool", but to keep the game playable to the widest possible audience there will have to be some compromises. After all, HTC is in this to make money.
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fugitive perhaps a better explanation would be this.
I am lucky to have a good computer. it plays aces high with shadows at 4096 all eye candy on and the fps sometimes goes down to about 55. only one time i had it going down to 40 and that was due to the vtards bringing 20 sets of lancs to destroy a base. there were so many buffs on fire and what not that my puter could keep up with it but at 40 fps, but I heard on the chat that some people were having problems.
now having said that I barely get about 40 to 45 fps when playing wot. now there you can destroy buildings and whatever. but sometimes my fps goes all the way down to 5 to 10. and that world is only about the size of one of our towns. imagine if wot was the size of the maps we have where they gotta keep track of which trees have fallen over on every base just because I may jump from base to base. it would be the end of aces high, as I dont think i could play it.
semp
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now having said that I barely get about 40 to 45 fps when playing wot. .
semp
ON WORLD OF TANKS THE HIGHEST FPS A GOT WAS 4
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semp I'm lucky to get 20fps with all eye candy turned on in here and on WOT now that they have a better rendering system I can maybe get it up to 35fps but before that update I only got maybe 25 at the most
so bud your computer is way ahead of mine lol and mine wasn't cheap
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I think it'd be cool if, after getting destroyed, the CV coasted to a stop and settled down into the water before rolling over or going down or whatever... While it was sinking, the last few pilots could up from the dying carrier for a final push. :)
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Wait...GuyNoir....Noir... :huh Whut? :headscratch:
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See rule #4
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Really do need to update the gv's . Hitting a wall flips the tank . I understand why terrain cant be more realistic , now . Good explanation Fugitive . How ever there has to be something better . When I was at Ft. Benning in the mid 80's they were tearing down Harmony Church . It was the name of the area that was used by the 2nd Training Brigade . Composed of WW2 era "temporary barracks" .They brought in an M728 CEV to doze some of the buildings . The guys were having a blast . Hitting these old brittle wooden structures at 20 mph or so . Until they hit one that had a vault inside . Irresistible force meets immovable object in the most classic sense . Result's ? Minor damage to the CVE . In here the tank would flip . Instead of climbing up bushes or trees or remnants of walls . Why not just have the tank stop . Slowing you down or stopping you seems penalty enough .
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Hlbly and I are on the same "what if" path. Trees are rather solid objects and would absorb shell concussion (but would also most likely destroy the tree - possible resource hog,) , so they are fine as they are. Hedges however, I would like to react like the mini mounds (would raise vehicle and possibly change its direction and even flip it, rounds would go through and do damage, vehicles should be able to occupy the same space as a hedge). Basically, all hedge rows should be good for is the disruption of line of sight and additional camouflage.
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forgot about the puff ack, make it more realistic!!
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See rule #4
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See rule #4
thanks for the bump pervert :aok, now I know htc saw the thread :)
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See rule #4
really pervert theres nothing in violation on this thread
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really pervert theres nothing in violation on this thread
I know, its just the megalomaniac in me I guess :headscratch:
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I know, its just the megalomaniac in me I guess :headscratch:
okey dokey lol
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Hlbly and I are on the same "what if" path. Trees are rather solid objects and would absorb shell concussion (but would also most likely destroy the tree - possible resource hog,) , so they are fine as they are. Hedges however, I would like to react like the mini mounds (would raise vehicle and possibly change its direction and even flip it, rounds would go through and do damage, vehicles should be able to occupy the same space as a hedge). Basically, all hedge rows should be good for is the disruption of line of sight and additional camouflage.
Hedges should be concealment not cover .
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Hedges should be concealment not cover .
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On the tropical maps with hedges, the main hedgerow itself will stop a tank and a tank shell. But, the large bush at the end of the hedgerow you can drive over(through) and if you see a turret poking from the bush and fire at it will hit the tank using it for concealment. I have stopped using these bushes as a hiding place outside tank town. :lol
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BUT, heaven help you if your tank tread clips the little wooden stilt that holds up the stilt houses, it will flip you and the little wooden garden carts will stop your tank dead in its tracks just like a tree.
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On the tropical maps with hedges, the main hedgerow itself will stop a tank and a tank shell. But, the large bush at the end of the hedgerow you can drive over(through) and if you see a turret poking from the bush and fire at it will hit the tank using it for concealment. I have stopped using these bushes as a hiding place outside tank town. :lol
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BUT, heaven help you if your tank tread clips the little wooden stilt that holds up the stilt houses, it will flip you and the little wooden garden carts will stop your tank dead in its tracks just like a tree.
Since, I can't recall any tropical terrain maps used in the MA, I am going to assume that the large bush that you refer to :headscratch: was a custom object placed there by the terrain maker. If there are such concealment only bushes in the MA, please give the location and map. I would like very much to see if this is another top secret GV intell or just a terrain makers attempt at adding realism to hedge structures.
In any case, now it has me re-thinking the physics request for hedgerows. Instead of them being one solid line _______________ and acting as a solid barrier. I suggest it be broken into segments and filled with identical looking "bushes" that could be driven and shot through. The line representing the solid portion of the hedgerow, and the OOO's showing areas of concealment only, that tanks can maneuver through, but not predictably, like this:
OOO___OOO___OOO
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Since, I can't recall any tropical terrain maps used in the MA, I am going to assume that the large bush that you refer to :headscratch: was a custom object placed there by the terrain maker. If there are such concealment only bushes in the MA, please give the location and map. I would like very much to see if this is another top secret GV intell or just a terrain makers attempt at adding realism to hedge structures.
In any case, now it has me re-thinking the physics request for hedgerows. Instead of them being one solid line _______________ and acting as a solid barrier. I suggest it be broken into segments and filled with identical looking "bushes" that could be driven and shot through. The line representing the solid portion of the hedgerow, and the OOO's showing areas of concealment only, that tanks can maneuver through, but not predictably, like this:
OOO___OOO___OOO
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Well for a high desert dweller from NM pretty well all maps with greenery are tropical to me. But, the map with tank town (not tank island) to me is a tropics map because of the palms and bamboo along with barns straw thatched roof and sheds on stilts (even tho no water near). These maps I at least associate with tropics like the philippines etc that the mapmaker might have been trying to emulate. The other maps with no hedgerows or bushes, but large trees I consider wooded terrain. Another terrain I am unfamiliar with in the desert where the tallest tree is usually the Eastern Cedar (juniper) which would make an excellent tank trap. As far as the map names, I haven't memorized them. As for the 'large bush', they are offset at the end of the solid hedgerow with what appears to be bamboo sticking up from the middle.
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The game could use a boost in realism, a few examples often related to physics:
- Gvs have no weight - IE 40 ton tanks flipping like a coin
- Plants can't be destructed and stop any shell, any tank.
- The water is equivalent to concrete, and its perfectly flat, no waves.
- When CV's sunk, the animation is much to fast, and the "block" you sit on just disappears.
- Explosion blasts are unimpressive, the graphics are laughable. Explosions should push objects from the center of the explosion to the outside, like if you doped a bomb in the center of town all kinds of bits would come flying, and your ears whistling from the air pressure. Another thread on explosions http://bbs.hitechcreations.com/smf/index.php/topic,337951.0.html
- The damage/collision model needs improvement.
- Could use a few ambiance sounds related to your location (wave sounds while camping on the beach in your tiger)
I'm sure there is more examples, thank you for reading :salute
all valid points to me, i would like to add a real 3D cloud modell where you can fly through, and rain water on windscreen and fog too
But sounds like a wishlist about an overall AH 3 version!
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But sounds like a wishlist about an overall AH 3 version!
then be it! I'd take a credit for an AH3-able PC :)