Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Zoney on July 20, 2014, 11:55:39 AM
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I wish for a change to the re-arm pad. I would like the programming changed so that if you have any damage, even just one bullet hole in your plane, you would not be re-armed. Pull up to the pad, stop, it either starts the 30 second re-arm or gives you a message, "You have been hit, re-arm is not available".
Why?
1. to make it a bit more difficult to get a re-arm.
2. to make it a bit more realistic. I doubt very much if an aircraft would have been re-armed if it had damage in real life. Even one little bullet hole. There would be internal damage that would have to be inspected and repaired to certify the aircraft was flight worthy.
Who would it affect? Guys like me who do re-arm, so I am not suggesting this to change only how others play as it would certainly make a difference on my ability to re-arm also.
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Not a good idea. When and If HTC modifies the damage model then something like this can be addressed
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I don't think one or two bullets holes would have stopped a plane from being rearmed. I think in the battle of Malta, the ordnance men were still on the wings buttoning up,after the planes landed and were rearmed, even as the planes were taxing to take off again.These planes were in a desperate battle and a little damage to them did not make any difference.If they could land, they could take off.
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If I recall correctly, it was not uncommon for B-17's to fly out on missions with holes here and there? :headscratch:
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Some suggest just doing away with the rearm pad.
I will have to give this -1.
If the hangers were down a rearm with a few bullet holes would be good to do.
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I wish for a change to the re-arm pad. I would like the programming changed so that if you have any damage, even just one bullet hole in your plane, you would not be re-armed. Pull up to the pad, stop, it either starts the 30 second re-arm or gives you a message, "You have been hit, re-arm is not available".
Why?
1. to make it a bit more difficult to get a re-arm.
2. to make it a bit more realistic. I doubt very much if an aircraft would have been re-armed if it had damage in real life. Even one little bullet hole. There would be internal damage that would have to be inspected and repaired to certify the aircraft was flight worthy.
Who would it affect? Guys like me who do re-arm, so I am not suggesting this to change only how others play as it would certainly make a difference on my ability to re-arm also.
I can see if significant portions of your plane were missions, like ailerons or rudder/ wing etc. But who would re-arm in such a damaged plane?
I agree with the re-arm arguments of past of not allowing re-arm to planes who have bombs when ord is down at the base of re-arming. Someone else mentioned during those arguments of a mini-menu that could pop-up showing what they could grab, like trading ordinance for DTs and getting rid of your rocket rails. Increase the re-arm +15-30 seconds for each additional change, and voila.
But disabling re-arming due to very minor damage to a plane, doesn't seem.. logical to me.
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+1 for changing load out :aok
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What's wrong with people rearming?
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This is a very bad idea for special events.
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-1 leave the re-arm pads alone.
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-15 bazillion...
Zoney: you SUCK at killing bombers and are some kind of squeaky and uppitty ankle-humping whiner, when you're not an aloof and superior leader of dark forces - though I'm not quite sure how you can be aloof yet so involved in leadership simultaneously :D
Kidding - and making mock of the latest flap(s).
Honestly, though, I'd like to see, instead of a rearm pad that won't accept a damaged ac, a repair pad that would fix your plane, depending on how much time you've got :devil
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Please do not change the re-arm pad. It's the first place I look when I reach a enemy field. :D
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let me count sitting on a rearm pad won't help you---missing wing-missing rudder-missing aileron's-pilot wound-engine hit oil leaking out-radiator hit-missing landing gear.fuel leak(although planes have more than 1 fuel tank so they can rearm-refuel and take off-missing 1 flap you can still take off-missing 2 flaps a little harder but can still be done...i think thats it....you can have 30 holes in your wings and fuselage---if you don't have any of the above problems--then you should have the right to rearm/refuel and take off--after all thats what rearm pads are for.
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let me count sitting on a rearm pad won't help you---missing wing-missing rudder-missing aileron's-pilot wound-engine hit oil leaking out-radiator hit-missing landing gear.fuel leak(although planes have more than 1 fuel tank so they can rearm-refuel and take off-missing 1 flap you can still take off-missing 2 flaps a little harder but can still be done...i think thats it....you can have 30 holes in your wings and fuselage---if you don't have any of the above problems--then you should have the right to rearm/refuel and take off--after all thats what rearm pads are for.
Really? It's hard to take off without flaps :headscratch:
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+1
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i don't know--i don't use flaps when taking off---a-lot of people do.
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This is a very bad idea for special events.
I agree for FSO and other specials events where there is a limited life count. But what purpose does the re-arm pad serve in the MA other than foster ridiculous WarThunder level kill counts on the text buffer. When the wheels touch down the sortie is over IRL. For realism I would like to see Hitech keep the re-arm pad but end the sortie when you stop on it. As it is now it is soooo arcade. Guys landing 23 kills is not good for immersion.
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As it is now it is soooo arcade. Guys landing 23 kills is not good for immersion.
Landing 20+ kill sorties in planes is happening at an order of magnitude like 1 in every 1000 sorties or so.
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I agree for FSO and other specials events where there is a limited life count. But what purpose does the re-arm pad serve in the MA other than foster ridiculous WarThunder level kill counts on the text buffer. When the wheels touch down the sortie is over IRL. For realism I would like to see Hitech keep the re-arm pad but end the sortie when you stop on it. As it is now it is soooo arcade. Guys landing 23 kills is not good for immersion.
I've only been able to land one 20+ kill sortie in 6 years....it is not very easy to do. And when I did it took several hours. It's not something you see very often. It's a tough challenge.....you should try it.
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I wonder what the stats are on average padding of kills per "sortie" with rearm pad usage.
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22 kills in 2006 no re-arm.
Was on the deck racing to defend a field. Caught up to large 110 noe mission with several C47s.
They were all single file so just crept up behind and picked them off one by one with short bursts. :D
(http://i61.tinypic.com/30ms3s8.jpg)
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I agree for FSO and other specials events where there is a limited life count. But what purpose does the re-arm pad serve in the MA other than foster ridiculous WarThunder level kill counts on the text buffer. When the wheels touch down the sortie is over IRL. For realism I would like to see Hitech keep the re-arm pad but end the sortie when you stop on it. As it is now it is soooo arcade. Guys landing 23 kills is not good for immersion.
Since this is a game and not ww2, I like rearm pads the way they are. If you rearm past 10 kills you risk your perk bonus when landing but for me at least if I land anything under 5 kills its not enjoyable. Once you start getting 15+ kills you get nervous trying not to die, and then the fun really kicks in :rock
Well, that is until you hit a tree on landing with 25... :bhead
And if they landed 23 good for them it's no easy thing to do :noid
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There was a eny of 60!??!?!?! why did the get rid of that!?!?!?
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22 kills in 2006 no re-arm.
Was on the deck racing to defend a field. Caught up to large 110 noe mission with several C47s.
They were all single file so just crept up behind and picked them off one by one with short bursts. :D
(http://i61.tinypic.com/30ms3s8.jpg)
Nice photochop! You have mad skills :D
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22 kills in 2006 no re-arm.
Was on the deck racing to defend a field. Caught up to large 110 noe mission with several C47s.
They were all single file so just crept up behind and picked them off one by one with short bursts. :D
(http://i61.tinypic.com/30ms3s8.jpg)
Also I don't see how your picture is relevant to the thread :headscratch:
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It is always relevant to scream, "Heeeey!!! Look at Me!!!!"
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Re-arming should successfully end the previous sortie and start a new one as far as scoring is concerned. I see no purpose in having a scoring category (kills/sortie) that effectively amounts to "Does this guy use the re-arm pad a lot?"
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Re-arming should successfully end the previous sortie and start a new one as far as scoring is concerned. I see no purpose in having a scoring category (kills/sortie) that effectively amounts to "Does this guy use the re-arm pad a lot?"
If your thoughts were implemented then some of the achievements would need to be eradicated
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No one is making you use the Re-Arm pad. No one is making you pay attention to those who use it and land multiple kills. I personally like how as each kill is added to the sortie, the excitement level goes up a bit. By the time you are over 10, it gets a bit more "immersive". It is a challenge to keep re-arming and going up over and over again. I like it and I use it because I like it. If you don't like it don't use it.
This is a fun game. If some things in the game aren't fun, then don't do them but don't take away from some one else's fun. It's not hurting you one little bit.
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Zoney,
Not sure who your comments are directed at but for the record, I agree with the latter part of your post.
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If your thoughts were implemented then some of the achievements would need to be eradicated
Eliminating kills/sorties as a scoring category would have the same effect (doesn't kills/time cover roughly the same ground anyway?) but I think that would be an even less popular option.
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Eliminating kills/sorties as a scoring category would have the same effect (doesn't kills/time cover roughly the same ground anyway?) but I think that would be an even less popular option.
Actually no. There are players that would rather spend their time hunting for a "quality fight" as they see it which takes time.
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Actually no. There are players that would rather spend their time hunting for a "quality fight" as they see it which takes time.
Ding! Ding! Ding!
That in combination with the extra time it takes to get back and re-arm kills the kills per sortie so the re-armers are paying a price in Kills/Time. I think it is a fair and equitable set up.
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Ding! Ding! Ding!
That in combination with the extra time it takes to get back and re-arm kills the kills per sortie so the re-armers are paying a price in Kills/Time. I think it is a fair and equitable set up.
Agreed.
And Lusche can back me up here. Zoney finishes every Tour in the top 5 for K/D and K/sortie. However his K/hr suffer greatly. Greatly.
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Re-arming should successfully end the previous sortie and start a new one as far as scoring is concerned. I see no purpose in having a scoring category (kills/sortie) that effectively amounts to "Does this guy use the re-arm pad a lot?"
However using the same plane over and over is also hard because you accumulate damage to your plane.
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I'm in the 'leave it as is' camp. If you want to try to take off again missing half a wing, it's no skin off my nose either way. While I find it a tiny bit gamey to rearm to continue a 'sortie', it really doesn't affect me in any appreciable way and it gives you an opportunity to go for a streak if you so desire.
I don't rearm, and I still haven't been able to do better than 7 in a single sortie... Either run out of bullets or run out of enemies.
Wiley.
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Please do not change the re-arm pad. It's the first place I look when I reach a enemy field. :D
This^^^
:devil
especially when I'm in a B-25H, the rearm pad almost has a target with crosshairs painted on it, as if to say "shoot here!"
Nothing like a 75mm howitzer vulch from 3K out to make 'em mad!
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No one is making you use the Re-Arm pad. No one is making you pay attention to those who use it and land multiple kills. I personally like how as each kill is added to the sortie, the excitement level goes up a bit. By the time you are over 10, it gets a bit more "immersive". It is a challenge to keep re-arming and going up over and over again. I like it and I use it because I like it. If you don't like it don't use it.
This is a fun game. If some things in the game aren't fun, then don't do them but don't take away from some one else's fun. It's not hurting you one little bit.
That's the best argument of all for the re-arm pad the way it is, Zoney. I'm such a history dweeb I would probably not be a good game designer :)
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It seems my suggeston about changing the re-arm pad is not popular, I therefore withdraw my wish. Thank you all for the excellent discussion.
I'll see you all in the un-friendly skies. Very likely however, many of you won't see me. (Check your high 6 a bit more often)
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I'm such a history dweeb I would probably not be a good game designer :)
Maybe. But the guys who did play your game...would probably love you. ;)
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If re-arming is a sign of great courage then there should be nothing wrong with showing an asterisk next to your kills on 200 when you land to distinguish them from regular sortie kills. That way we can all see your kills took unique effort. :old:
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If re-arming is a sign of great courage then there should be nothing wrong with showing an asterisk next to your kills on 200 when you land to distinguish them from regular sortie kills. That way we can all see your kills took unique effort. :old:
Years ago I logged in to show up in a tower way in my country's back field. I noticed a famous name in a 262 sitting on the re-arm pad. Didn't think much of it at that moment. Then I went to the nearest DAR to start my fun and that 262 made runs through the area. Some time later that famous name landed a 20 kill string in his 262. So on country I asked how many re-arms it took. He lied and replied it was a single sortie.
I like the idea of the asterisk, why not go one further and include the rearm pad count with the asterisk. Or I guess they still don't include an asterisk next to home runs for the well known steroid users. Still, separating kills landed in one sortie from kills landed in multiple sorties is more honest.
Having the distinction only shows amazing skill under two different conditions. It might even encourage newer players to rearm with a single kill rather than tower. That in itself is one of the roots to the mental doggedness you have to develop in this game to frequently land 2 or more kills every sortie.
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Actually no. There are players that would rather spend their time hunting for a "quality fight" as they see it which takes time.
"Quality fight"? I still find the nearest red dar bar sufficiently challenging, most of the time. Also, how do you distinguish the "ace" red dars from dars produced by mere dabblers?
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Fighting on the deck is great fun and you can find that all the time quickly and easily. Fighting at mid alt (15K) is great fun and only a bit more of a challenge to find and you find them less often. Fighting at high alt (25k plus) is few and far between especially because many of them dive away after just one turn. I'm always looking for a high fight and probably 50% of my engagements are against bombers when I would just as soon they were fighters. All of this is fun, but the high altitude fights cost more in terms of time and patience. Fighting at alt is certainly a different skill set as you all know planes perform quite different when near their maximum ceiling. That's what's great about the game. You can do so many different things in an aircraft.
I have no problem fighting on the deck, as I said it's great fun, I'm just not going to start there. If you don't want to take the time and climb, no problem. Just fly under me and I will come down to you :D
This is possibly what was meant by a quality fight BnZ.
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He lied and replied it was a single sortie.
One rearm or 10, it's still a single sortie :)
-1 on this change (if my vote counts)
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"Quality fight"? I still find the nearest red dar bar sufficiently challenging, most of the time. Also, how do you distinguish the "ace" red dars from dars produced by mere dabblers?
The definition of a "quality fight" varies from player to player. What I am saying has nothing to do with the quality of the opponent - climbing up to altitude and hunting lancasters may just what the player wants.
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I just wish the dang thing were easier to find when on the ground and that stupid little shack weren't there. :pray
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I just wish the dang thing were easier to find when on the ground and that stupid little shack weren't there. :pray
LOL. I though the guys were calling it the wing shack because of the great chicken wings. I have since learned it's not the case... :uhoh
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I just wish the dang thing were easier to find when on the ground and that stupid little shack weren't there. :pray
This. Rearming is the only time I am ever tempted to use F3 mode.
Wiley.
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I just wish the dang thing were easier to find when on the ground and that stupid little shack weren't there. :pray
the medium and large air fields 1 runway has a rearm pad right next to the runway
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This. Rearming is the only time I am ever tempted to use F3 mode.
Wiley.
It is the only time you CAN use F3 mode in a fighter in the MA, and since in real life they often had a ground crewman guiding around the fighters with poor forward visibility, go ahead.
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One rearm or 10, it's still a single sortie :)
-1 on this change (if my vote counts)
I simply want the risk takers to get some lovin for pushing their luck. Most of us can land 2 kills in a sortie. The down side would be a message of 2 kills *20. The up side would then be 40 kills *20.<<----that thar is some risk taking.. :)
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This. Rearming is the only time I am ever tempted to use F3 mode.
Wiley.
You have my permission also.. :D
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I could care less whether someone rearms with a bullet in them. Seems to be just another attempt by the op to squish other peoples fun.
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