Aces High Bulletin Board
General Forums => Wishlist => Topic started by: oboe on April 28, 2015, 11:53:34 AM
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Has anyone ever suggested something like this? Reminds me a little of Axis and Allies, how you could choose to spend money on R&D each turn.
What if each map started with B-29s, Ar234s and 262s disabled, but players were able to create, say, 1 hour-long kickstarter campaigns where all the players in a country could donate some portion (with a max limit per player) of their perk points to "develop" (read that "enable") them? And add to those options V1/V2 rocket launch sites, and a Yamato-class battleship?
If the kickstarter campaign fails to reach its goal within the time frame, you get your perks back. If it makes goal, that weapon is available for your country's players (at their normal perk cost) until the map is reset. In the case of the Yamato, it would sail with a task group from a designated port. V1 or V2 launch sites would need to be pre-built into each terrain but remain disabled until a successful kickstarter campaign. After they are enabled, a player can spend perks to launch a rocket at a target of their choice that is in range. And these launch sites could be valid, destroyable targets for opposing forces.
The clipboard could have a function to show everyone the progress of all the countries' kickstarter campaigns. It'd be like an arms race. Might add an interesting competitive dimension to the game? For balance, outnumbered sides could have smaller kickstarter thresholds to release the weapons.
I think I'd like to see additional ways to earn perks too - for example, spawning a plane in a hangar rather than the end of a runway, so you actually taxi to the takeoff point could earn you extra perk points. And maybe landing and using a rearm pad successfully. Or ending a sortie by exiting while inside a hangar. For people who have a tough time earning perks, it'd be like perk "extra credit". It would also have an added benefit of making airfields look at more realistic, what with multiple planes involved in ground operations.
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A V2 rocket has a 1000kg warhead and a accuracy meassured in miles, not a very useful weapon in AH, V1 can be intercepted and shot down by a number of planes. (and was also very unaccurate)
So neither of them have any practical use in AH, except maybe against city. The destructive power are low and 99% of them would not hit any significant worth the cost. And if we have the perk cost too low for each rocket it will result in people with a lot of perk point sending swarms of V1/V2 against a base hoping to hit something significant.
Btw how would u aim them?
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A V2 rocket has a 1000kg warhead and a accuracy meassured in miles, not a very useful weapon in AH, V1 can be intercepted and shot down by a number of planes. (and was also very unaccurate)
So neither of them have any practical use in AH, except maybe against city. The destructive power are low and 99% of them would not hit any significant worth the cost. And if we have the perk cost too low for each rocket it will result in people with a lot of perk point sending swarms of V1/V2 against a base hoping to hit something significant.
Btw how would u aim them?
Type in a x.x.x and click fire and it'll land anywhere inside a sector of the target point. Example: 5.12.8. So it will land in one of the following: 5.11.1/2/3; 5.12.7/8/9; 5.12.4/5/6. I don't think it should cost perks to use them though, but require you to bring supplies to the launch base to fire. So an example would be 4 field sups for a V1, 8 for a V2.
It's going about how to get this to work, that's the doozy. If there are rewards for things destroyed: Who get's credit for things destroyed by the V weapon? The person who brought the first supply? The person who brought the most? The person who launches?
Can the V weapons be "stacked"(IE: Launching 3 V1's in quick succession if you brought the necessary amount of supplies, with a time limit between launches of course. 5 minutes maybe?)?
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Problem is still that if they are going to have similar performance as irl u can expect like 1 in 100 to land within the perimeter of a base and only a few of them will hit anything important. one rocket is not enough to take down a hanger and hitting the same hanger with 2 rockets is so unlikely that it will only happen in a few very rare occasions.
(v1:s will also be targets for ack at bases and that will also take its toll on them.)
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Problem is still that if they are going to have similar performance as irl u can expect like 1 in 100 to land within the perimeter of a base and only a few of them will hit anything important. one rocket is not enough to take down a hanger and hitting the same hanger with 2 rockets is so unlikely that it will only happen in a few very rare occasions.
(v1:s will also be targets for ack at bases and that will also take its toll on them.)
That is part of the fun though, providing it's a supply required launch instead of a perk one. :) How it's implemented will be key to make it worth the effort. Perk required launches will see little use. Supply required launches would need to be tweeked to the point where it will not take a ton of time. Having the ability to due multiple launches, I feel is a must. Honestly, I don't see it being worth the effort currently. There are simply not enough players to warrant it yet.
I'm for something like this, but in the future. :aok
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Practicality and performance of wonder weapons aside, perk points shouldn't be used to reflect a particular side's industrial or research capability. I'd tie it to specific targets on the map that stay at 100% capacity for a set period of time.
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Practicality and performance of wonder weapons aside, perk points shouldn't be used to reflect a particular side's industrial or research capability. I'd tie it to specific targets on the map that stay at 100% capacity for a set period of time.
Interesting idea. I like the progress approach to a fresh arena. The only downside to the use of perk points is that the more veteran players will not have a problem dishing out perk points, whereas newer players are simply "out of luck"?
At least with the pre-requisite tied to something like supplies, all players have access to it given the pilot has put the time in. As stated above, the question then becomes: Is the time i'm putting in worth the potential destruction? The rockets were so inaccurate that the only effective use of them would be in large waves on a single target area. I'm thinking the only targets worth firing upon would be large strats and MAYBE towns if you're lucky.
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Practicality and performance of wonder weapons aside, perk points shouldn't be used to reflect a particular side's industrial or research capability. I'd tie it to specific targets on the map that stay at 100% capacity for a set period of time.
Good gawd Arlo, that makes sense. Stop it this instant! :D