Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Nutzoid on February 18, 2013, 03:18:11 AM

Title: Missions and planning them
Post by: Nutzoid on February 18, 2013, 03:18:11 AM
Would like to see the mission planners have the ability to eject a player from their mission.


Nutz
Title: Re: Missions and planning them
Post by: kvuo75 on February 18, 2013, 03:27:35 AM
Would like to see the mission planners have the ability to eject a player from their mission.


Nutz

what if they got kicked out of the mission and just launched manually?
Title: Re: Missions and planning them
Post by: Nutzoid on February 18, 2013, 04:00:24 AM
what if they got kicked out of the mission and just launched manually?


Well I guess they could follow along, but would you after having been ejected? And having been ejected at least they wouldn't have access to the mission vox and be privy to mission particulars.

Nutz
Title: Re: Missions and planning them
Post by: kvuo75 on February 18, 2013, 11:31:08 AM
Well I guess they could follow along, but would you after having been ejected? And having been ejected at least they wouldn't have access to the mission vox and be privy to mission particulars.

Nutz

I don't think I've ever seen anyone actually use the mission channel!
Title: Re: Missions and planning them
Post by: Rob52240 on February 18, 2013, 12:51:45 PM
+1  Or let us build a mission blacklist into our game profile.
Title: Re: Missions and planning them
Post by: manglex1 on February 18, 2013, 01:50:04 PM
+1
Title: Re: Missions and planning them
Post by: earl1937 on February 21, 2013, 05:02:17 PM
 :airplane: How about this idea! If someone in mission you don't want in, as the mission planner, you would have the option to have escorts "shoot" him or her down. After awhile, I think they would get the hint!
Title: Re: Missions and planning them
Post by: Mongoose on February 21, 2013, 10:00:37 PM
I don't think I've ever seen anyone actually use the mission channel!

  I was just playing around, and realized it is there.  I will have to use it now, just so I can say I did.
Title: Re: Missions and planning them
Post by: Dragon Tamer on February 21, 2013, 10:51:17 PM
I don't make missions a lot but my CO does, there is always this one guy... he annoys us so much.

+1

 :aok

Also, if we had the ability to select a specific skin for a mission instead of having it reset to the default every time.
Title: Re: Missions and planning them
Post by: kvuo75 on February 21, 2013, 11:57:04 PM
  I was just playing around, and realized it is there.  I will have to use it now, just so I can say I did.

Oh, I knew it was there, but most people who join a mission who ask on range "what is mission vox channel",

If you told them "mission", or "5", they wouldn't have a concept of it..

"what channel?"

"5"

"no what channel?"

"5, the acxtual orange/yellow mission channel. channel 5".

"my vox is on 1xx what channel for mission"

"5"

"dumazz mission leader what vox channel?"

"200"

 :angel:
Title: Re: Missions and planning them
Post by: Tilt on February 22, 2013, 06:32:10 AM
or a "closed list" mission status with the ability to invite players to a mission?............ no invite no mission membership!

That way rather the negative aspect of ejecting someone is avoided by choosing those the planner wants in the first place.
Title: Re: Missions and planning them
Post by: The Fugitive on February 22, 2013, 07:45:32 AM
I liked the way we did it in AW. They had a "ready room" that the mission leader would create. The leader would then load up a saved mission... at one time I had close to 50 different ones, or would plan out a mission using the tools available which included a map that you could map out all the waypoints for each wing. As a participant in the mission you could choose to see only your mission path, or any/all of the others.

Once the mission was up players could request permission to enter the ready room. If they mission leader didn't "know" or want the player in he could deny that player entry. "new" player got in by being recommended by other players who could get in the ready room. If another player vouched for him, you let them in and give them a shot. If a player got the reputation of being an prettythang then they didn't get into too many missions.

Mission briefings were "private" and easy to do because you had all your mission guys in the "room" with out outside distractions. Once you rolled the waypoints showed everyone "where" to go, the briefings told everyone "what" to do, much less chaos for the leader. Also, it seemed a bit more immersive than what we have today, so that made it that much more fun.
Title: Re: Missions and planning them
Post by: Hazard69 on February 22, 2013, 09:07:45 AM
Actually speaking of mission planning, having never done it myself, is there a way to chart waypoints/RTAs etc. or some such and display those on the world map or maybe a separate mission map?

I've joined a few missions (sometimes a second before they launch) and always wished I knew where I was going and what my targets/objectives were without having to discuss it once again on voice.

While I always tune to the mission radio channel, Ive never seen it used.
Title: Re: Missions and planning them
Post by: waystin2 on February 22, 2013, 09:14:03 AM
or a "closed list" mission status with the ability to invite players to a mission?............ no invite no mission membership!

That way rather the negative aspect of ejecting someone is avoided by choosing those the planner wants in the first place.

We have a winner.  This is a better option.  Private invite missions. :aok
Title: Re: Missions and planning them
Post by: manglex1 on February 22, 2013, 09:29:32 AM
or a "closed list" mission status with the ability to invite players to a mission?............ no invite no mission membership!

That way rather the negative aspect of ejecting someone is avoided by choosing those the planner wants in the first place.

This makes more sense. But, make it an option. Don't have every mission need to be invite only.
Title: Re: Missions and planning them
Post by: matt on February 22, 2013, 11:10:22 AM
:airplane: How about this idea! If someone in mission you don't want in, as the mission planner, you would have the option to have escorts "shoot" him or her down. After awhile, I think they would get the hint!
While i like the option too boot or shoot down said moron from mission -1
Title: Re: Missions and planning them
Post by: bustr on February 22, 2013, 05:47:38 PM
You guys ever consider missions are an open arrangment to deter balkanisation\class stratification of the community visa in-groups and obvious secret mission arrangments for those deemed acceptable? Or making players stand jury to the whims of petty napoleons by making everyone supplicant them for a slot? That causes foot voting with credit cards to freindlier climates with more open experiences. And then who would you have to look down your noses upon for not living up to your petty standards of game social suitability?

And new players, they supposed to follow you around kissing your posterior untill they shine it enough just to become an in-group probie to be in missions? Their $14.95 is exactly as good as your $14.95 regardless of how much longer you have been playing the game. This is simply petty and will hurt the game. Since HiTech has worked on AW and created WB. Gotta wonder why in Aces High he has kept missions in the MA an open membership first come first served policy since he opened the doors.

Just another example of Dunbar's Number and the worst of ourselves if left to our own devices.
Title: Re: Missions and planning them
Post by: Pand on February 22, 2013, 06:47:58 PM
I liked the way we did it in AW. They had a "ready room" that the mission leader would create. The leader would then load up a saved mission... at one time I had close to 50 different ones, or would plan out a mission using the tools available which included a map that you could map out all the waypoints for each wing. As a participant in the mission you could choose to see only your mission path, or any/all of the others.

Once the mission was up players could request permission to enter the ready room. If they mission leader didn't "know" or want the player in he could deny that player entry. "new" player got in by being recommended by other players who could get in the ready room. If another player vouched for him, you let them in and give them a shot. If a player got the reputation of being an prettythang then they didn't get into too many missions.

Mission briefings were "private" and easy to do because you had all your mission guys in the "room" with out outside distractions. Once you rolled the waypoints showed everyone "where" to go, the briefings told everyone "what" to do, much less chaos for the leader. Also, it seemed a bit more immersive than what we have today, so that made it that much more fun.

+1
Title: Re: Missions and planning them
Post by: The Fugitive on February 22, 2013, 07:17:12 PM
You guys ever consider missions are an open arrangment to deter balkanisation\class stratification of the community visa in-groups and obvious secret mission arrangments for those deemed acceptable? Or making players stand jury to the whims of petty napoleons by making everyone supplicant them for a slot? That causes foot voting with credit cards to freindlier climates with more open experiences. And then who would you have to look down your noses upon for not living up to your petty standards of game social suitability?

And new players, they supposed to follow you around kissing your posterior untill they shine it enough just to become an in-group probie to be in missions? Their $14.95 is exactly as good as your $14.95 regardless of how much longer you have been playing the game. This is simply petty and will hurt the game. Since HiTech has worked on AW and created WB. Gotta wonder why in Aces High he has kept missions in the MA an open membership first come first served policy since he opened the doors.

Just another example of Dunbar's Number and the worst of ourselves if left to our own devices.

The same could be said about joining squads. Use to be they were some what selective and a person had to earn there way in. Now a days most squads will take anybody. The squads that don't, are the better squads, and are the ones many would like to join. It inspires people to try harder, train a bit better and yes kiss up a bit to get into some of these top tier squads. Better players makes it more fun all around.

I understand the concept of "everyone play together in the sandbox", but whats work with giving people that little bit of incentive to go the extra mile to be part of the crew.
Title: Re: Missions and planning them
Post by: seano on February 23, 2013, 02:08:14 PM
YOU BOOT ME FROM UR MISSION I CHANGE COUNTRIES AND GO GOON HUNTING!
Title: Re: Missions and planning them
Post by: Pand on February 23, 2013, 02:27:34 PM
YOU BOOT ME FROM UR MISSION I CHANGE COUNTRIES AND GO GOON HUNTING!
:eek:
Title: Re: Missions and planning them
Post by: The Fugitive on February 23, 2013, 04:21:29 PM
YOU BOOT ME FROM UR MISSION I CHANGE COUNTRIES AND GO GOON HUNTING!

Thanks, I'll plan for that.

Good Luck!
Title: Re: Missions and planning them
Post by: matt on February 24, 2013, 01:28:50 AM
YOU BOOT ME FROM UR MISSION I CHANGE COUNTRIES AND GO GOON HUNTING!
:rofl