Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Chilli on May 22, 2014, 07:50:40 PM

Title: MA - Air Spawns For Perks
Post by: Chilli on May 22, 2014, 07:50:40 PM
Before we get crazy with it (not referring to CrazyIvn in any way), air spawns don't need to be 10k and above.  Also, I can't take credit for the idea but would like to point out the possibilities.

They can be


What have I missed?
Title: Re: MA - Air Spawns For Perks
Post by: FLS on May 22, 2014, 08:18:06 PM
Camping the spawn point. Is it still vulching if there's no runway?  :devil

I think the DA setup is a good indicator of HTC's position on air spawns.
Title: Re: MA - Air Spawns For Perks
Post by: FLOOB on May 22, 2014, 10:10:02 PM
Not No, but hell no.
Title: Re: MA - Air Spawns For Perks
Post by: pembquist on May 22, 2014, 10:14:08 PM
I would say not for perks but maybe for low populations to foster concentration of aircraft and thus combat. Could vomit you out at different altitudes positions to preclude bnzamping. MAYBE.
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 23, 2014, 03:56:01 AM
Camping the spawn point. Is it still vulching if there's no runway?  :devil

I think the DA setup is a good indicator of HTC's position on air spawns.

I don't recall what initial airspeed is from air spawn, but still a lot more room to maneuver than on a runway, including down.

Version II came out and Dueling Arena, New Training Arena, Early War, Mid War and Combat Theater was re-named Axis versus Allies.  Many tried to escape the repetitive nature of the LWMA and see for yourself rarely more than 10 in any of those arenas that must have taken man hours to develop.   Less man hours involved with dramatic game play pay offs, this might be a win ~ win.

I never count HTC short.  Almost never....  ;) They changed direction from a promising concept, Combat Tour, but remained committed to develop and deliver to the community aspects of the concept.  To date almost all of these aspects have been in some way added to the game. 

Maybe the possibility of flights colliding with a surprise arrival of another flight is the only reason this does not already exist in the MA.  Maybe in time a suitable mechanism will reduce or remove such concerns.  Until then, it is merely a wish and one that I do believe would greatly improve the air to air action.

I would say not for perks but maybe for low populations to foster concentration of aircraft and thus combat. Could vomit you out at different altitudes positions to preclude bnzamping. MAYBE.

Spending perks in this way, could very well validate the need for the gazillion perks gathered doing other tasks ... rather than burning them all on Me262s.  Random spawns and no radar coverage besides dar bar would also slim down the possibilities of consistent vulches by any one player.

Not No, but hell no.

If the developer saw fit, then HELL YES!  Besides, Marty Fellman needs to lighten up.  :devil

Title: Re: MA - Air Spawns For Perks
Post by: kvuo75 on May 23, 2014, 09:09:11 AM
I don't recall what initial airspeed is from air spawn,

every airspawn I've used in a special event plops you out there at 0.

Title: Re: MA - Air Spawns For Perks
Post by: TheCrazyOrange on May 23, 2014, 10:42:37 AM
Is combat tour just our monthly scores?
Title: Re: MA - Air Spawns For Perks
Post by: FLS on May 23, 2014, 12:20:51 PM
every airspawn I've used in a special event plops you out there at 0.



It's faster then that in the TA. I thought it was adjusted for SE also.
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 23, 2014, 03:16:23 PM
Is combat tour just our monthly scores?

 :lol  Actually it had different names, Tour of Duty was the original IIRC.  Another game has that same title so, a lot simpler to call it Combat Tour (at least until your post  :D ). 

Things that have been brought into game play out of this:
Original Concept
Quote
As we started working on the mission theater, we realized we were making a completely new game from that which is Aces High today.

This lead us to starting work on AcesHigh II. Which will be 2 games in one.

1st.
AcesHigh Classic, which will be the Main arena as we know today, only with updated Graphic Eng 1- <now we have  had many graphics updates and about to get another>, and other sim items, but the game play will be similar to what it is today.

2nd. The Mission theater 2- <now we have Custom arena along with Special Events and Axis versus Allies>. We need a better name for this. AcesHigh "Fill In the blank"

This game will will be primarly geared toward role playing.
The outline of the game play items are as follows.
1. You will enter the game as a cadet and have to pass some training sorties to get your wings.
2. Once you get your wings you will be a 2nd LT with 500 career points 3- <now we have achievements>.
3. If you die you will loose aprox 100 career points.
4. If one your mission is a success you will recieve 10 carreer points.
5. If your points go to 0 you are demoted back to a cadet and have to go back threw training.
6. If you get 1000 Points you will be promoted to 1st LT.

Once your a 1st you will the loose 150 for a death and recieve 10 carreer points for mission successes. If you reach 0 your back to 2nd or 1000 your promoted. Along with a promtion comes better ground crews. So your guns might jam less, eng run better, but your expected perform a lot better.  There's also medals and other stuff 4- <now we have signatures in BBS profile; "other stuff" included kill markings on your plane - we don't have yet but how cool was that idea>.

The point values in the example above are just for demonstration purposes just to give you an idea of how it will work.

Battles will last for a given period of time before moving onto the next phase of the war. 

Missions with be automatically generated by the host 5- <now we have Staged Missions>, and have a substantial AI component 6- <delivered AI planes>  AND  7-  <AH Mission Editor> of either bombers or ground vehicles.
Offensive missions will be primarily to protect bombers or vehicles, defensive to kill bombers, or vehicles. 

You will have 2 avatars, one for axis one for allied. You will only be able to play 1 avatar per battle. There ranks will be independent.

So we would like some suggestions on the name. This is just a short outline of the the things we have in mind for the mission based play.

So does anyone have a cool name for it?  We view this as a combination of flight/combat sim and military role playing.  We'll be putting out some news about all this shortly, but we're stuck on a name.

HiTech
Title: Re: MA - Air Spawns For Perks
Post by: lunatic1 on May 23, 2014, 04:55:38 PM
have we really become so lazy that we need to spawn a plane to a base instead of flying there??????????
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 23, 2014, 05:50:45 PM
Lunatic you have missed the entire point.  Laziness is not the issue, timing and location are.  Let me clarify it for you.

1.  Finding fights during off peak hours has become abysmally rare, depending on map (fixed)

2.  Too often battle fronts form for 2 countries and leaves 3rd country dry (fixed)

3.  Flight time to a battle differs from map to map (fixed)

4.  If done properly could produce way more air to air action in a game that boasts 24 hour online action.

5.  This is comparable to the old "furball lake" that used to exist in the Main Arena. 

6.  We have "tank town" spawns that are popular why not fighter spawns for that same purpose (I concede there are currently game play difficulties but the bang for the buck would be worth ironing out the downsides)

7.  Dueling Arena's furball lake is second in population only to LWMA.   The problem is, there are no true "duels" at the lake and with no perks, rankings, or real numbers, it simply falls short of what it was in the Main Arena when it existed there.
Title: Re: MA - Air Spawns For Perks
Post by: Tinkles on May 23, 2014, 06:24:17 PM
Lunatic you have missed the entire point.  Laziness is not the issue, timing and location are.  Let me clarify it for you.

1.  Finding fights during off peak hours has become abysmally rare, depending on map (fixed)

2.  Too often battle fronts form for 2 countries and leaves 3rd country dry (fixed)

3.  Flight time to a battle differs from map to map (fixed)

4.  If done properly could produce way more air to air action in a game that boasts 24 hour online action.

5.  This is comparable to the old "furball lake" that used to exist in the Main Arena. 

6.  We have "tank town" spawns that are popular why not fighter spawns for that same purpose (I concede there are currently game play difficulties but the bang for the buck would be worth ironing out the downsides)

7.  Dueling Arena's furball lake is second in population only to LWMA.   The problem is, there are no true "duels" at the lake and with no perks, rankings, or real numbers, it simply falls short of what it was in the Main Arena when it existed there.

Perhaps it teleports you to the middle of the map, or a section of the map. Once teleported, you have to stay in a certain area (say 4x4 sector grid) otherwise you lose your ammo/fuel,which helps prevents abuse (teleporting at 5k+ next to enemy base to capture it = abuse).   

Just a thought.  I think it has a possibility of being added, but I don't know if it would work though. I think many would view it as a another avenue for players to 'avoid the fight'. Akin to some player's perspective of tank-town, another way for players to get 'distracted' from the 'war effort'.    I think it has potential though at off-peak hours though.
Title: Re: MA - Air Spawns For Perks
Post by: FLOOB on May 24, 2014, 01:19:12 AM
The main arena, indeed aerial warfare, is all about getting air superiority over the other team. The introduction of teleporting airplanes would crap all over what the MA is about.
Title: Re: MA - Air Spawns For Perks
Post by: pembquist on May 24, 2014, 02:08:46 AM
Sure, but we are talking about when there are 25 people on a big map.
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 24, 2014, 03:13:46 AM
The main arena, indeed aerial warfare, is all about getting air superiority over the other team. The introduction of teleporting airplanes would crap all over what the MA is about.

Floob, I respect your perception of what Late War Main Arena is.  The simple fact is that it is many different things to different people.   

I certainly was most happy in the main arena when there were a decent number of players both green and red guys.  I am probably least happy looking at a map that has no dar bar or flashing field that indicates any type of air combat.

Probably the next worst experience comes about when HQ is down for 120 minutes, enemy fighters are picking C47s attempting to resupply the HQ, and when you do find a red guy to engage, he flies off and lands his kills some 8 to 10 minutes later.

So what do you suggest folks do, Log off?  I propose that what the Late War Main Arena is all about is action.  It could be tank action, it could be bomber action, it could be fighter action, there are also those that are rather good at sea action.

I believe you are assuming that an air spawn must be at high altitude, and in the thick of contested areas of the map.  With an open mind, after reading what is being proposed here, it should be apparent that it neither suggests unfair altitude advantage or ez mode field attacks. 

Spawning in a secluded area of the map with "reasonable" altitude and speed at entry, and only dar bar to show strength of enemy combatants in that area, and no radar coverage, would go a long way to return the type of action that was hugely popular in furball lake that existed in the main arena years ago.
Title: Re: MA - Air Spawns For Perks
Post by: lunatic1 on May 24, 2014, 08:02:42 AM
1st I disagree with the idea that the DA is second to the ma. the midwar arena often has more people than da...when I log on -I only see 8 to 10 people in da...most times

2nd having airspawn's will allow people to spawn huge amounts of planes to a base,with little or no chance for those bases to defend themselves...nobody likes getting vulched or picked,and that's exactly what will happen..most people have to work or do other things...people can't stay on 24/7 just to give somebody a fight

air spawning is a bad idea.
Title: Re: MA - Air Spawns For Perks
Post by: kvuo75 on May 24, 2014, 08:34:02 AM
2nd having airspawn's will allow people to spawn huge amounts of planes to a base,

I don't remember reading anything about air spawning to another base. my understanding was air spawning to something like the middle of tanktown.

Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 24, 2014, 11:59:13 AM
I don't remember reading anything about air spawning to another base. my understanding was air spawning to something like the middle of tanktown.



EXACTLY  :aok  Besides, it wouldn't be any point to spawn onto a base.  Kvuo75 would just be there in a wirblewind to shoot 'em down.  :rolleyes:

The other portion of the wish that I haven't figured out is how could one actually attach perks to a spawn selection from the clipboard?   :headscratch:  Anyway, the intent is to boost availability of air combat on all maps, even if it means disabling base functions (except leaving runway access for successful landings) and disabling captures in a secluded section of a map.

Title: Re: MA - Air Spawns For Perks
Post by: kvuo75 on May 24, 2014, 02:42:44 PM
  Kvuo75 would just be there in a wirblewind to shoot 'em down.  :rolleyes:


 :D

nah, I hate wirbles. i am ostie diehard, when field guns aren't available.

Title: Re: MA - Air Spawns For Perks
Post by: lunatic1 on May 25, 2014, 07:49:55 AM
tanktown has 6 bases-just saying-----how do you suppose they would be able to make a tanktown only air spawn?????????????

and besides--their not supposed to have planes in tanktown---tt is supposed to be a gv only field....although that doesn't stop people-from flying in to get easy kills-<--- I could add to that commet but it might get me in trouble. :joystick:
Title: Re: MA - Air Spawns For Perks
Post by: kvuo75 on May 25, 2014, 01:40:41 PM
tanktown has 6 bases-just saying-----how do you suppose they would be able to make a tanktown only air spawn?????????????


the spawn would come from an uncapturable base back by the hq.  it doesn't have to come from nearby. though I'd  suspect you'd want to limit ords or what types of planes could spawn.


I am neither for or against this idea btw.

Title: Re: MA - Air Spawns For Perks
Post by: JimmyD3 on May 26, 2014, 08:41:22 PM
-1
Title: Re: MA - Air Spawns For Perks
Post by: pembquist on May 26, 2014, 10:30:14 PM

2nd having airspawn's will allow people to spawn huge amounts of planes to a base,with little or no chance for those bases to defend themselves...nobody likes getting vulched or picked,and that's exactly what will happen..most people have to work or do other things...people can't stay on 24/7 just to give somebody a fight

air spawning is a bad idea.

Remember, were not talking about airspawns when there are enough people to spawn huge numbers, but only when the population is so low that it isn't a combat sim anymore. Please also remember that it is a world wide game with players in europe australia and japan. What would you suggest to help making the game more enjoyable if, for instance when you logged on during usa peak hours there were only 15 other players?
Title: Re: MA - Air Spawns For Perks
Post by: Vortex on May 26, 2014, 10:58:28 PM
Hmm, not sure that air spawns would be that great an idea. There's a whole lot of this game tied up in getting, having, and maintaining alt. But one really needs to nail down what the purpose of the perk system is (I honestly don't know the answer to this).

As it sits now the perk system serves one function and one function only...it allows veteran players to dominate newer players at no cost. Terribly flawed system overall, and serves simply as a seal clubbing tool, nothing more.   

Now, that having been said, I am not sure what the goal of the perk system is. If it is to help grow a player base, it is without question counter productive. If, alternatively, the perk system is designed to serve as a tool to keep veteran players in the game by providing them a constant edge, then its helpful to that end. And that determination ultimately ties into this thread. If HTC wants more seal clubbing, and to provide veterans with yet more advantages over newbies, this Wish would certainly fit that requirement.

Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 26, 2014, 11:19:38 PM
Hmm, not sure that air spawns would be that great an idea. There's a whole lot of this game tied up in getting, having, and maintaining alt. But one really needs to nail down what the purpose of the perk system is (I honestly don't know the answer to this).

As it sits now the perk system serves one function and one function only...it allows veteran players to dominate newer players at no cost. Terribly flawed system overall, and serves simply as a seal clubbing tool, nothing more.   

Now, that having been said, I am not sure what the goal of the perk system is. If it is to help grow a player base, it is without question counter productive. If, alternatively, the perk system is designed to serve as a tool to keep veteran players in the game by providing them a constant edge, then its helpful to that end. And that determination ultimately ties into this thread. If HTC wants more seal clubbing, and to provide veterans with yet more advantages over newbies, this Wish would certainly fit that requirement.



The thought of air spawns came from another player.  Keep in mind that at off peak hours, it is not an option to climb to a "fight".  Indeed, there are times that your country may not have any air contacts at all, or when you do see something flash red it runs.

Spawning for perks was my idea, this should possibly keep the baby seals away from the hunting grounds.  Also, my wish is for reasonably low alt spawns so climbing to aircraft management is still important.  Lastly, all 3 countries would be afforded this option from non capture air bases in the rear away from enemy fronts, but they spawn in a secluded area of the map that would prevent pilots from spawning for any other reason than to dogfight.
Title: Re: MA - Air Spawns For Perks
Post by: FLOOB on May 26, 2014, 11:56:06 PM
This is one of those wishes that everybody knows will never happen. Yet we post replies in the thread for some reason.
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 27, 2014, 08:26:27 AM
Floob,  I am glad that your magic crystal ball is so bright.  :rolleyes:  For all you know, it has already happened (or just a facsimile of the wish has).  I just looked at the Playground feature that was added sometime during my lengthy absence.  Certainly it is not the LWMA but it can support 50 players, something that Custom Arenas cannot. 

Currently, the off peak hours numbers have been as low as 60 - 100, and from my experience they have been closer to the lower end of numbers.  So, unless you have some reason to post that has something to add other than you don't like the idea, why bother?  Do you fly during off peak hours?  I don't recall. 
Title: Re: MA - Air Spawns For Perks
Post by: FLOOB on May 27, 2014, 12:30:59 PM
If off peak hours are up to 60 then they've improved.
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on May 27, 2014, 02:27:06 PM
Is that why you stopped flying Late War?  Or did you change your Player ID?  I am curious, because all indications from your past history (that I could gather), your sorties were about 2/3 fighter, about 1/3 vehicles and the rest scattered.  I would guess that a "proper" winged adventure is what would provide decent entertainment for you, even if you are deprived of the first 5 minutes of this same adventure.

If I am able to put up an example of the spawn concept in the Playroom, and invite you and all that wish to have fun to come try it out, I will post here.  I don't expect every one will be all that excited but a trial run will need someone other than AI to gain any information one way or the other.
Title: Re: MA - Air Spawns For Perks
Post by: lunatic1 on May 27, 2014, 05:47:08 PM
Remember, were not talking about airspawns when there are enough people to spawn huge numbers, but only when the population is so low that it isn't a combat sim anymore. Please also remember that it is a world wide game with players in europe australia and japan. What would you suggest to help making the game more enjoyable if, for instance when you logged on during usa peak hours there were only 15 other players?

i don't think that they can make a air spawn only availibilty for only certain hours---
Title: Re: MA - Air Spawns For Perks
Post by: pembquist on May 27, 2014, 06:50:41 PM
That may well be. I hope they can come up with something to either make lo population gameplay more enjoyable or else get some new blood in during the cricket hours. I flew in the AVA with as few as 6 and that was much more fun than when there are 40 in the lawmakers. I don't know if it was the teensy map, the dot dar, the snow, the lack of icons or the players.
Title: Re: MA - Air Spawns For Perks
Post by: Oldman731 on May 27, 2014, 06:59:37 PM
That may well be. I hope they can come up with something to either make lo population gameplay more enjoyable or else get some new blood in during the cricket hours. I flew in the AVA with as few as 6 and that was much more fun than when there are 40 in the lawmakers. I don't know if it was the teensy map, the dot dar, the snow, the lack of icons or the players.


All of the above, probably.  One of the big differences is that, since you can't reset the map, people focus on fighting each other.

- oldman
Title: Re: MA - Air Spawns For Perks
Post by: DubiousKB on June 17, 2014, 10:33:04 AM
-1000 if my buffs aren't allowed to use said airs spawn. It takes me long enough to get to alt, now you're saying once I'm in enemy territory I have to worry about enemy aircraft upping with zero time investment to utterly destroy my T+20 minute sortie which scrapped and clawed to get to 20k?  :headscratch:

+1 to a few of the other points though; it would have to be managed and monitored VERY closely to determine if it's a benefit or detriment to overall game play.

 :cheers: to the idea.
Title: Re: MA - Air Spawns For Perks
Post by: XxDaSTaRxx on June 17, 2014, 10:46:35 AM
-1 To air spawns.

This would give an entirely unfair advantage to players who have many perks and who are good at AH. As for the new players with no perks and they aren't very good, they get vulched by a horde of good players that materializes out of thin air half a sector away.
Title: Re: MA - Air Spawns For Perks
Post by: XxDaSTaRxx on June 17, 2014, 10:47:49 AM
-1000 if my buffs aren't allowed to use said airs spawn. It takes me long enough to get to alt, now you're saying once I'm in enemy territory I have to worry about enemy aircraft upping with zero time investment to utterly destroy my T+20 minute sortie which scrapped and clawed to get to 20k?  :headscratch:

+1 to a few of the other points though; it would have to be managed and monitored VERY closely to determine if it's a benefit or detriment to overall game play.

 :cheers: to the idea.
DubiousKB, sometimes you have to face the reality that buffs are an easy target. If you spend the time getting there, you best be ready to defend your plane.  :salute
Title: Re: MA - Air Spawns For Perks
Post by: Chilli on June 17, 2014, 07:12:43 PM
I believe that I covered this but will try and clear up this idea that the airspawn could be used to gain unreasonable altitude advantage near otherwise normal gameplay.

First of all, the idea was to spawn to an uncapturable area outside of the normal gameplay at a "reasonable" altitude (enough area to move/ dive away from immediate attacks), but no higher than lifting from a medium altitude base. 

Basically, a DA "furball lake," map corner or "crater" would have to be configured -- so for that reason alone, most likely the idea fails because it would be too difficult to rearrange every MA map.

The additional cost of perks, was an after thought, making the choice to fly there an informed decision (preferably with pop up warning screen to accept the choice).  You see, I have made many button fumbles in my recent years  :old: and mistakenly spawned in a totally  :headscratch: different area than expected.
Title: Re: MA - Air Spawns For Perks
Post by: DubiousKB on June 18, 2014, 11:02:56 AM
DubiousKB, sometimes you have to face the reality that buffs are an easy target. If you spend the time getting there, you best be ready to defend your plane.  :salute

I agree that we are an easy target. That's done.

What I disagree with is that the time invested would be skewed greatly in favor of fighters.... Why up a set of buffs for 20minutes only to be in the Sh*t over target area because fighters can go from 0k to 20k in the click of a button!?   It hardly seems worth having buffs with the proposed air spawn.

I say, only buffs can use the air spawns!  :x   If you spend the time to climb to alt in your fighter, you deserve the buffet of buffs...  :devil It shouldn't be that if I spend the time to climb to alt in my bomber, I'm rewarded with gunnery practice.... The higher my buffs climb, the more I should be rewarded with less fighter interference....
Title: Re: MA - Air Spawns For Perks
Post by: Rich46yo on June 18, 2014, 01:55:36 PM
If not air spawns then some maps with bases near each other with very high, TA high, air bases. Like 10 to 20k.

Gotta say most of the funnest fights Ive had have been using the entire air column starting at altitudes many "fun" fighters shined at. My longest was a Spit 14 vs a Mustang that started at 25K. Now that is fun when you have all that air under you for maneuver. And realistic.

Far to often you have to drag super charged engines thru the mud in the game to find some action.
Title: Re: MA - Air Spawns For Perks
Post by: bustr on June 18, 2014, 04:06:35 PM
When the conditions are right and the moon is blue, we have a multi hour furball between two bases that no one cares how low in the mud their plane is. The abundance of targets keeps the mind focused on defeating the next red guy and primed to get back at them if towered. While this is happening, bomber pilots reach their long range targets with only a modicum of fighter defense to deal with unless they start harassing the furball as fun police.

How HTC will address the mechanics of achieving this scenario more frequently in the MA seems more relevant. Than trying to come up with stop gap measures to cut down on transit time on maps out of sync with todays average MA populations. Right now by 9:30pm -10:30pm PST, there seems to be a mass bedyby logoff call. Then if you want fights, you have to personally start smashing a field by yourself so the out of school hero's are willing to up and fight you many vs one. Or at lest show up at 20k from the next field over to pick you many vs one so they don't have to make any turns.

The bedyby call doesn't happen all 7 nights a week, while having to pick a fight one vs many late at night seems to be on an increase with summer vacation.