Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Chalenge on September 12, 2013, 07:39:14 AM
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I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.
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I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.
Wouldn't this be that forum?
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he doesn't want his g.i. joe desires trod underfoot by flyboy wishes... :lol
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he doesn't want his g.i. joe desires trod underfoot by flyboy wishes... :lol
I musta had over a dozen G.I. Joes growing up. Many ended up hanging from their chutes on electrical lines.
I blew the back of one's head off with a pellet gun. That was the day I learned about expanding terminal
ballistics.
But anyway ..... let's talk AHII infantry.
With the current ten man 'squad' in AHII, ground troop organization could extend to a 30 man platoon.
Essentially, if goons are allowed to operate in formation a play may deploy troops in platoon strength.
Furthermore, the duties of squads and platoons may be selected as 'capture' (the current function),
'Rifle' (static deployment, all rifles, 300 yd range per man), Anti-tank (2 men are assigned a bazooka -
range 100 yds) or Mortar (3 men are assigned a mortar - range 3000 yds). Anti-tank may cripple but
not destroy heavy tanks. Lighter vehicles may be destroyed. Mortars or for stand off attacks on enemy
infantry. Capture, Rifle, Anti-tank and Mortar may be mixed and matched.
(http://i1197.photobucket.com/albums/aa433/arloguh03/Airborne_Rifle_platoon_zps4734eb39.png)
If deploying troops via ground vehicle, they may only be deployed as single squads (or three man 'fire teams'
via jeep).
The time limit for troops on the ground would be 30 minutes unless re-supplied. Re-supplied troops re-start
the timer to 30 minutes. Re-supplied troops would not have lost troops replenished. The resupply area is
1000 yds from the crate and all surviving squad members will have their times re-started if even just one
falls within the resupply zone.
(http://i1197.photobucket.com/albums/aa433/arloguh03/Mech_Rifle_platoon_zps79c84aa2.png)
(http://i1197.photobucket.com/albums/aa433/arloguh03/formation_load_options_zps9e2d4d1e.png)
One of the best methods of deployment may be a circular drop. Remember, troops will stay static upon
landing. Of course, one may choose to deploy in lines, even increase the delay, if a scouting line is desired.
Troops will report to the player 'enemy ground units sighted' one the enemy is encountered. This audio
message will only be received by the deploying player. If that player logs off or disconnects without reconnecting
during the active deployment of their ground troops, no other friendly player will receive the message.
(http://i1197.photobucket.com/albums/aa433/arloguh03/circular_deployment_zps8ce73775.png)
(http://i1197.photobucket.com/albums/aa433/arloguh03/circular_deployment_ranges_zps7eaab0bf.png)
In the case of wanting your anti-tank (bazooka) team or mortar team to be dropped in a specific
order (first two/three out, middle two/three, last two/three out) there could be a drop-down box for
such a selection.
(http://i1197.photobucket.com/albums/aa433/arloguh03/positioning_zpsb2e0d6f9.png)
(http://i1197.photobucket.com/albums/aa433/arloguh03/geronimo_zps7acb1154.png)
A thought about combat engineers as well as infantry and paratrooper roles.
(http://www.fallennotforgotten.nl/Engineer%20WWII%20poster.jpg)
So far we've explored options for ground combat roles other than 10 troops running for a map-room
guns not blazing that involve static perimeter defense using rifles, bazookas and mortars. We've also
explored C-47s having a 3 plane group formation option, allowing a platoon strength drop rather than
a squad strength drop. Troops may or may not be coded to depict kneeling or dug in positions as well
as the equipment for the bazooka or mortar teams but it would be nice.
Here's a few thoughts about combat engineers. Adding an additional dimension to what is typically
encountered on the battlefield such as land mines and machine-gun pillboxes, a CE option could be
added to ground transported troops.
(http://www.ecomodelismo.com/ECO_imgArt/FORC/FORC-81014.jpg)
(http://hsfeatures.com/features04/images/sdkfz251ccw_10.gif)
(http://bp1.blogger.com/_1luLRXKoJM8/R5v0ftBue2I/AAAAAAAABxU/MYLWrDUfcz8/s400/jeep-R.jpg)
Again, bearing in mind that the renewable time limit for ground units would be 30 minutes from time
of deployment, combat engineer options of creating a mine field or pill box would be made available
at the time of load-out selection in the hangar. A ten man team could create ten tank mines or three
machine-gun pill boxes. A three man team could create three tank mines or one machine-gun pillbox.
Supplies re-set the clock.
Re-exploring the bazooka and mortar teams, the three man team could make one of one type or the
other.
(http://ransomechua.com.istemp.com/Media/tarawanotice21.jpg)
(http://upload.wikimedia.org/wikipedia/commons/thumb/7/7c/TM-46_AP-mine.JPEG/350px-TM-46_AP-mine.JPEG)
(http://216.119.96.90/d-m-propics/DIR_DRA/DRA6198/C_DRA6198_00.jpg)
I suppose MG nests would allow more MGs at the sacrifice of the armor.
1. Rifle squad - capture (air or ground transport)
2. Rifle squad - defense (air or ground transport)
3. Anti-tank squad [2 bazooka teams + 6 riflemen/1 bazooka team if a three man fire-team] (air or ground transport)
4. Machine-gun nest squad [5 for ten troops/ 1 for three] (ground transport)
5. Mortar squad [3 mortar teams/1 mortar team if a 3 man fire-team] (ground transport)
6. C.E. Machine-gun pillbox [2 for ten troops/1 for three troops - 2 machine-guns per box] (ground transport)
7. C.E. minefield [1 per troop - replaces troops] (ground transport)
Time limit once deployed - 30 minutes - may be re-supplied (resets 30 minutes).
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:huh geez Arlo...you don't have to go in to the office or anything?
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:huh geez Arlo...you don't have to go in to the office or anything?
Three older posts from April and May.
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I've suggested before that HTC could simply re"coad" the current infantry in to 1 of 3 roles: attack infantry (commandos?) to hit AA and maybe specific OBJ like radar, ammo, etc; engineers to attack town buildings; and infantry to capture map room, etc.
That would be the easiest way to step up the infantry game. Code each type to run towards its specified OBJ and once there the obvious happens.
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I've suggested before that HTC could simply re"coad" the current infantry in to 1 of 3 roles: attack infantry (commandos?) to hit AA and maybe specific OBJ like radar, ammo, etc; engineers to attack town buildings; and infantry to capture map room, etc.
That would be the easiest way to step up the infantry game. Code each type to run towards its specified OBJ and once there the obvious happens.
Wouldn't you also have to have some form of defensive infantry, as well?
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You guys aren't even close.
Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.
Feel free to return to your GI Joes now.
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You guys aren't even close.
Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.
Feel free to return to your GI Joes now.
if thats added youll see me on a hill sniping planes on take off :banana: :banana:
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You guys aren't even close.
Hitech once mentioned that he would like to add a FPS type component to Aces High.
Actually, I'm very close to what I'm wishing for. And no, I'm not inclined to wish
for an FPS even if HT mentioned such. I don't think it practical. :)
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You guys aren't even close.
Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.
Feel free to return to your GI Joes now.
I just suggested the easy thing to do: code AA guns and other OBJ as "magnets" for specific types of troops just like the map room is a magnet for the infantry we have now. Say 5 troops per OBJ destroyed. Baby steps. When was the last time HTC went overboard in making changes???
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Actually, I'm very close to what I'm wishing for. And no, I'm not inclined to wish
for an FPS even if HT mentioned such. I don't think it practical. :)
Yes we dont need 12 year olds spamming 200 with there kiddish Bs about how someone modded the game to kill them at such range or impossible angles.
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Yes we dont need 12 year olds spamming 200 with there kiddish Bs about how someone modded the game to kill them at such range or impossible angles.
already get that...from 30 year olds too. :lol
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already get that...from 30 year olds too. :lol
That was the joke :)
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Actually, I'm very close to what I'm wishing for. And no, I'm not inclined to wish
for an FPS even if HT mentioned such. I don't think it practical. :)
Sucks to be you then!
http://bbs.hitechcreations.com/smf/index.php/topic,342060.msg4516615.html#msg4516615
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Sucks to be you then!
http://bbs.hitechcreations.com/smf/index.php/topic,342060.msg4516615.html#msg4516615
Not so much. :D
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I would love to see some FPS Infantry.
I doubt it would be used much more then the jeep or early war planes at first, but I can think of several fun things I'd like to do with it.
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I just suggested the easy thing to do: code AA guns and other OBJ as "magnets" for specific types of troops just like the map room is a magnet for the infantry we have now. Say 5 troops per OBJ destroyed. Baby steps. When was the last time HTC went overboard in making changes???
that should level the field since the troops are already magnet for the aa guns. just out of curiosity how do you expect 5 troops to survive running towards a gun that can shoot faster than they can run?
semp
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if thats added youll see me on a hill sniping planes on take off :banana: :banana:
oh yea if we get fps sniper option I will do that. In FPS games I snipe right up until hand to hand. Most don't make it that far. :rock
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Probably it won't go that for. I imagine it would be more along the lines of a new achievement. "Suicide in the map room to win the war." I would love to have the ability to defend with a Thompson, and Panzerfaust, and so on, but already people are getting all whiney about it.
:rolleyes:
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oh yea if we get fps sniper option I will do that. In FPS games I snipe right up until hand to hand. Most don't make it that far. :rock
Wow, well I'm certainly impressed :huh
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I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.
:airplane: ++100 What I envision is the LVT's loaded with Marines, and as soon as the LVT hits the beach, turn the troops loose to storm the map room. Of course, the defenders would also have 10 to 20 infantry solders for defense, so they would have to be disposed of by the on coming Marines or ground support aircraft killing off the defenders, but the defenders could have aircraft also killing off the landing Marines! Man, talk about a true war sim!!
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No time like the present! :aok
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that should level the field since the troops are already magnet for the aa guns. just out of curiosity how do you expect 5 troops to survive running towards a gun that can shoot faster than they can run?
semp
De-ack it. 4 of my buds ands i de-acked a field and stormed the enemy tower :rock
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Infantry, of some kind.. +1
Just to get it going, I would like to see "GV bailout"..
With an Anti tank weapon and SMG of whatever country the vehicle belonged to..
German tanks = Panzerfaust+Mp40.. USA = Zook and Tommy..
USSR = Magnetic AT mine and PPsh41.. UK = PIAT and Sten..
Possibly just allow players to exit their vehicle and roam for about 100yds or so..
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I think we just need to think about it a little. Maybe just get soldiers with the bazooka and the German equivalent.
1 Spawn into gv spawn on a German bmw with side car :rock
2 Spawn in and run around like a pilot :angel:
3 Bazooka range of 500 meters. :devil
Think about it guys that would add a new diminsion,. A whole set of different infantry is not nessesary at first. Lets just try on type.. If we like maybe start adding snipers then what ever else... But dont try adding all at once. would take to much time. Maybe this could happen in AH3.. :airplane:
By the way I LOVE TT in the CRATER MAP outta here
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Arlo - Do you all remember the game Close Combat by Microsoft (kinda like Battle Academy for iPads)? Are you thinking is that how they would work for Aces High players? Sort of a commander viewpoint where you control resources?
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Arlo - Do you all remember the game Close Combat by Microsoft (kinda like Battle Academy for iPads)? Are you thinking is that how they would work for Aces High players? Sort of a commander viewpoint where you control resources?
I suppose I imagine a more automated thing. The player's part in it is really just picking the type of force that would be loaded and dropped. What the troops do, once deployed would be more or less hard-coded into the game. Sure, maybe player direction by point and click could be done but that would entail vanishing C-47s or half-tracks. So, with my original idea, you select a type of squad (or squads if you are flying a formation of 3 C-47s). With the formation option you could mix and match each squad's role. With a capture squad you would have the same AI role as the game has now - 10 guys dropped within range of the map-room, running for the capture. With a rifle squad you have 10 guys landing, whether in the open or in a tree-line or behind a hill, waiting to ambush anything they can (enemy troops via rifles or machine-gun position, enemy vehicles via grenade or bazooka). There was a wish thread asking for a possible forward base of operations feature where temp air fields or vehicle bases could be built (this would be more useful in Pacific settings, I think, when it comes to events) - engineers/sea-bees could be dropped or trucked in.
Now, if players want to participate in a boots on ground role (something I haven't thought be all that good for the game, for the most part) I would recommend a player-commander of troops attaching much like a gunner. This does complicate things a bit right off the bat because now you need a player driver/pilot. But .... I could see this. As already in game, the pilot/driver player selects the load for the vehicle or plane. Either the pilot can announce that there's a troop bus ready and where he's taking off from (probably causing a dozen players to line up to request being a platoon or squad leader - once selected, no more requests pop up and players get the message 'Sorry, this position has been filled') or the system could auto-gen a message. If nobody volunteers, it's all AI (and stays that way once the plane hits the runway). If someone does volunteer then the squad/platoon leader is responsible for that unit of men from drop and deployment on. Now that I think about it, the player troop commander could possibly direct that unit as he sees fit (screen orders to capture, defend, attack with whatever that unit is programmed to use). So that would override the AI mission selection made by pilot/driver. One thing to consider - only one squad can be assigned to capture - once that selection is made, that role cannot be assigned to other squads even by a player leader (unless you change it before the troops drop, as in the 'capture' drone gets popped and no chutes have deployed - then you can change one of the surviving C-47s/squads to the capture role).
Now, the FPS role of the player need not be overly intricate. They would probably be armed with a sidearm and maybe a carbine or submachinegun. The ability to re-arm with another weapon or to collect more ammo may get complex (without an option for infantry re-supplies ... which, well ...). With current FPS WWII games the player may find a weapon 'easter egg' and collect it (or, as many are now doing, switch - a preferable option, to me). But that would entail placing thousands upon thousand of easter eggs all over the map/terrain. Or .... an object (weapon/ammo) could appear the moment an AI soldier is killed, but again, unless the duration is very limited (I would suggest no more than 30 seconds - run, Forrest, run) then the potential for object litter all over the map could be problematic. I do believe the game would naturally become 'Infantry Low' for a period of time.
BUT .... then there would be reason to model ord specifically designed to take out infantry.
I dunno, perhaps a mix of FPS and what we're discussing could be interesting .... IF such could be practically coded for Aces High without losing what we like most about the current game.
(As you can see, from the time this post was started to the last edit, I've reassessed the potential.)
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dont we already have this option tho?
I call this one knock knock :D
(http://i1295.photobucket.com/albums/b629/Zacherof/ahss10_zpsff45b837.png) (http://s1295.photobucket.com/user/Zacherof/media/ahss10_zpsff45b837.png.html)