Aces High Bulletin Board

General Forums => Wishlist => Topic started by: 800nate800 on June 01, 2013, 01:12:37 PM

Title: Bombs
Post by: 800nate800 on June 01, 2013, 01:12:37 PM
Fire bombs for the A-20, B-25 and B-29
Title: Re: Bombs
Post by: Arlo on June 01, 2013, 01:14:01 PM
Regrettably, fire is one of the more significant frame-rate killers in Aces High.
Title: Re: Bombs
Post by: gyrene81 on June 01, 2013, 01:23:50 PM
here we go again...fire!!! fire!!! we want fire!!!   :rolleyes: meh...wouldn't you rather have destroyable trees and bridges?
Title: Re: Bombs
Post by: Arlo on June 01, 2013, 01:35:10 PM
here we go again...fire!!! fire!!! we want fire!!!   :rolleyes: meh...wouldn't you rather have destroyable trees and bridges?

Yes on the trees. I destroyed bridges by dive-bombing in a SEC frame a few weeks back.
Title: Re: Bombs
Post by: Eric19 on June 01, 2013, 10:18:06 PM
Yes on the trees. I destroyed bridges by dive-bombing in a SEC frame a few weeks back.
^^^^^^^^^^but you can't do that in the MA  :( ^^^^^^^^^^^^^^^^^
+1 to OPs wish
Title: Re: Bombs
Post by: Arlo on June 01, 2013, 10:55:14 PM
^^^^^^^^^^but you can't do that in the MA  :( ^^^^^^^^^^^^^^^^^
+1 to OPs wish

Objects can be destroyed if the damage points required are inflicted and it
has a down time. Perhaps the MA maps in question have them designed in
such a way to only have 'choke points' but the designer didn't want to hinder
GV flow entirely.
Title: Re: Bombs
Post by: Eric19 on June 02, 2013, 01:08:53 AM
Objects can be destroyed if the damage points required are inflicted and it
has a down time. Perhaps the MA maps in question have them designed in
such a way to only have 'choke points' but the designer didn't want to hinder
GV flow entirely.
go try it for yer self in the MA it does not work you can't kill bridges of any sort
I once took a B29 with 40 500s to kill a railroad bridge it did not go down and I made sure I hit it I made several low passes lining up on the bridge and dropped all 40 on it at the same time from about 1500ft AGL

I even once tried to kill a supply convoy bridge with a KT I had all HE rounds and used everysingle one it did not go down
I suspect it is like the runway not being able to destroy even though it has a list as 108k of ords to kill it
Title: Re: Bombs
Post by: olds442 on June 02, 2013, 01:29:12 AM
go try it for yer self in the MA it does not work you can't kill bridges of any sort
I once took a B29 with 40 500s to kill a railroad bridge it did not go down and I made sure I hit it I made several low passes lining up on the bridge and dropped all 40 on it at the same time from about 1500ft AGL

I even once tried to kill a supply convoy bridge with a KT I had all HE rounds and used everysingle one it did not go down
I suspect it is like the runway not being able to destroy even though it has a list as 108k of ords to kill it
You are very devoted.
Title: Re: Bombs
Post by: The Fugitive on June 02, 2013, 08:11:29 AM
go try it for yer self in the MA it does not work you can't kill bridges of any sort
I once took a B29 with 40 500s to kill a railroad bridge it did not go down and I made sure I hit it I made several low passes lining up on the bridge and dropped all 40 on it at the same time from about 1500ft AGL

I even once tried to kill a supply convoy bridge with a KT I had all HE rounds and used everysingle one it did not go down
I suspect it is like the runway not being able to destroy even though it has a list as 108k of ords to kill it

Objects can be destroyed if the damage points required are inflicted and it
has a down time. Perhaps the MA maps in question have them designed in
such a way to only have 'choke points' but the designer didn't want to hinder
GV flow entirely.


Bridges can not be destroyed in the MAs. They are set up on some of the "custom" maps made for the scenarios,  FSO, and AVA arena.

Airfields CAN be shut down by bombing the runway with a huge amount of bombs, but it does work.
Title: Re: Bombs
Post by: Arlo on June 02, 2013, 08:29:58 AM
go try it for yer self in the MA it does not work you can't kill bridges of any sort
I once took a B29 with 40 500s to kill a railroad bridge it did not go down and I made sure I hit it I made several low passes lining up on the bridge and dropped all 40 on it at the same time from about 1500ft AGL

I even once tried to kill a supply convoy bridge with a KT I had all HE rounds and used everysingle one it did not go down
I suspect it is like the runway not being able to destroy even though it has a list as 108k of ords to kill it


Bridges can not be destroyed in the MAs. They are set up on some of the "custom" maps made for the scenarios,  FSO, and AVA arena.

Airfields CAN be shut down by bombing the runway with a huge amount of bombs, but it does work.

I'm sorry if "Perhaps the MA maps in question have them designed in
such a way to only have 'choke points' but the designer didn't want to hinder
GV flow entirely." wasn't clear enough. What that refers to is map object
settings.  Obviously it was a design choice but bridges were not designed
by HT to be 'undestroyable.' :)
Title: Re: Bombs
Post by: The Fugitive on June 02, 2013, 08:48:51 AM
I'm sorry if "Perhaps the MA maps in question have them designed in
such a way to only have 'choke points' but the designer didn't want to hinder
GV flow entirely." wasn't clear enough. What that refers to is map object
settings.  Obviously it was a design choice but bridges were not designed
by HT to be 'undestroyable.' :)

You do realize that the "bridges" in question are part of the supply system of the game and have nothing to do with GVing at all. Some of the custom maps that Ranger has built I believe have bridges used as choke points in terrains, but none of the MA maps do.
Title: Re: Bombs
Post by: Karnak on June 02, 2013, 08:53:01 AM
There are database issues with destructible trees due to the sheer number of trees on an AH map.  It gets worse if trees have "hit points" instead of a yes/no state as the database needs to track the damage state for each tree.  In addition you need a timer for each tree's respawn once it is destroyed.
Title: Re: Bombs
Post by: Eric19 on June 02, 2013, 09:07:04 AM

Airfields CAN be shut down by bombing the runway with a huge amount of bombs, but it does work.
well then fugitive let me know when you want to try that I will swap sides we can both get into a flight of 29s and try it
but I asure you it does not work anymore in the MA
there is a code of somesort that pervents it from happening sure wish Hitech would chime in on this

P.S. sorry for Hijack nate was not intended
Title: Re: Bombs
Post by: The Fugitive on June 02, 2013, 09:34:26 AM
well then fugitive let me know when you want to try that I will swap sides we can both get into a flight of 29s and try it
but I asure you it does not work anymore in the MA
there is a code of somesort that pervents it from happening sure wish Hitech would chime in on this

P.S. sorry for Hijack nate was not intended

The runways take 125k to kill ( I only checked one map). In your example of "40 500lbers" it would take over 6 B29s with that load out in quick succession (to avoid the repair aspect of the supply system) to take out a runway.  Thats why you don't see it done.
Title: Re: Bombs
Post by: gyrene81 on June 02, 2013, 09:37:19 AM
There are database issues with destructible trees due to the sheer number of trees on an AH map.  It gets worse if trees have "hit points" instead of a yes/no state as the database needs to track the damage state for each tree.  In addition you need a timer for each tree's respawn once it is destroyed.
not if they are "persistent destructible" objects, which would probably be the best way to make the trees and bushes destructible. they wouldn't reset unless the map is reset.

wonder how much it take to accomplish and implement on existing terrains...  :headscratch:
Title: Re: Bombs
Post by: Karnak on June 02, 2013, 10:22:00 AM
not if they are "persistent destructible" objects, which would probably be the best way to make the trees and bushes destructible. they wouldn't reset unless the map is reset.

wonder how much it take to accomplish and implement on existing terrains...  :headscratch:
That only removes the respawn timer.  It doesn't do anything to address the need to track damage states.  Without damage state tracking trees would need to be immune to a certain class of weapon and below, probably 20mm, 30mm, 37mm or 40mm and below would do nothing and anything above would simply destroy it.
Title: Re: Bombs
Post by: gyrene81 on June 02, 2013, 11:03:21 AM
That only removes the respawn timer.  It doesn't do anything to address the need to track damage states.  Without damage state tracking trees would need to be immune to a certain class of weapon and below, probably 20mm, 30mm, 37mm or 40mm and below would do nothing and anything above would simply destroy it.
could be accomplished by assigning trees different damage classes based on size instead of tracking ammo types. it would be easier. damage ratings are already assigned to ammunition types/calibers.
Title: Re: Bombs
Post by: Lusche on June 02, 2013, 11:21:11 AM
The runways take 125k to kill ( I only checked one map). In your example of "40 500lbers" it would take over 6 B29s with that load out in quick succession (to avoid the repair aspect of the supply system) to take out a runway.  Thats why you don't see it done.


It doesn't work at all. No matter how low you set the requirement in the arena settings, the runways will not be destroyed at all.
And if you try to destroy the runway via "kill objects", you won't even find any "runway" object at all.

Title: Re: Bombs
Post by: Karnak on June 02, 2013, 11:54:22 AM
could be accomplished by assigning trees different damage classes based on size instead of tracking ammo types. it would be easier. damage ratings are already assigned to ammunition types/calibers.
That would add another field the database needs to track per tree.  The problem is the sheer number of trees being too much to track destruction states.
Title: Re: Bombs
Post by: kvuo75 on June 02, 2013, 12:19:18 PM
sheer number of trees being too much to track destruction states.


for example, the map in the arena right now is a small map.. smpizza, its ~250*250 miles.. 62500 square miles.. how many trees per sq mile? '

its a lot of squealing trees.


Title: Re: Bombs
Post by: gyrene81 on June 02, 2013, 12:37:11 PM
That would add another field the database needs to track per tree.  The problem is the sheer number of trees being too much to track destruction states.
what database? there isn't a database for trees and hedges now. even still, with a parameter of persistent destructible object, the only tracking that would need to be done is on (undamaged)/off (destroyed). the servers aren't even taxed hardware wise the way they sit right now with 300+ players all over the place firing weapons, dropping bombs, etc... the added parameters using on/off persistent until the map is reset wouldn't add much overhead.
Title: Re: Bombs
Post by: Karnak on June 02, 2013, 01:02:12 PM
what database? there isn't a database for trees and hedges now. even still, with a parameter of persistent destructible object, the only tracking that would need to be done is on (undamaged)/off (destroyed). the servers aren't even taxed hardware wise the way they sit right now with 300+ players all over the place firing weapons, dropping bombs, etc... the added parameters using on/off persistent until the map is reset wouldn't add much overhead.
No, you need a database entry for each and every tree and bush that can be destroyed.  If you don't have such a database there is no way to communicate to the clients what has been destroyed.
Title: Re: Bombs
Post by: Tinkles on June 02, 2013, 05:02:55 PM
No, you need a database entry for each and every tree and bush that can be destroyed.  If you don't have such a database there is no way to communicate to the clients what has been destroyed.

Perhaps have a slightly different color and design for destructable trees?

For example, not all trees should be destructable (right now) there is no reason.   Now, I can see some random noob upping a lanc just to kill random trees in the middle of nowhere, since I've seen them kill-shot themselves via friendly fire more times than I can count.

However, perhaps have a series of trees only destructable where we know the combat will be?  Like, trees 3k around all GV spawnpoints, and sort of funneled outward.  In the direction of the base and town, then 3k around those areas (since tanks can and will camp around those areas).   

Or maybe (if we are able to or HTC has a system of doing it) 10k around all spawn points for destructable trees ( to ensure tanks dont hide behind indestructable trees).



I know it's not the 100% realism we want.  But, at least we would have destructable trees in an area that we know they would get shot at ( :devil), that wouldn't be too much work for HTC.  But at least we would have destructable trees.



In terms of napalm, perhaps HTC could 'invent' a smaller fire than what we have presented when hangers are destroyed?  Instead of (estimate) 40ft+ strong flames, perhaps 5-10 foot (at least for now) tall flames?  Then when either more players are able to expand to better systems (myself included) or HTC being able to 'invent' fire, we can have more napalm stuffs.

In the mean time I think the above is doable, it would definitely take most of their work force (unless they are able to drag n click and say "all this highlighted shalt be destructable", otherwise I assume it is individually like Karnak mentioned).  But in my opinion, it would be worth it, and add more combat diversity in terms of ground combat, and air vs ground, because of bombs/napalm etc.

Thanks for reading through all that, opinions?

Respectively,

Tinkles

 :salute
Title: Re: Bombs
Post by: Arlo on June 02, 2013, 06:48:06 PM
You do realize that the "bridges" in question are part of the supply system of the game and have nothing to do with GVing at all. Some of the custom maps that Ranger has built I believe have bridges used as choke points in terrains, but none of the MA maps do.


Nope, didn't know. Still, I believe all bridges are objects and, being such, are either destructible
or not via settings.