Aces High Bulletin Board

General Forums => Wishlist => Topic started by: hgtonyvi on June 24, 2016, 02:12:05 PM

Title: Re Arm Pads
Post by: hgtonyvi on June 24, 2016, 02:12:05 PM
Can we Have Re Arm Pads on Vbases and ports also? It will make the game more fun. :aok
Title: Re: Re Arm Pads
Post by: bustr on June 24, 2016, 03:53:55 PM
For planes or GV?

The new port and Vbase objects in AH3 have very short or none existent runways. Two of the vbase objects have long enough runways to land some fighters but no easy way to get them turned around to take back off. And with my testing from the alpha, you cannot get a fully loaded fighter off those short runways.

CraterMA right now only has storch enabled at those fields. I think if a rearm pad was to be implemented, other aircraft types would be available from them. The vbase with the longest runway can support many attack aircraft with half fuel loads if Hitech wanted it to have it's own air defense force.
Title: Re: Re Arm Pads
Post by: Randy1 on June 24, 2016, 04:13:44 PM
Often I have wanted rearm pads at GV bases and ports but they are game changers for the GV guys since heavy fighters good up close to a red Vbase on some maps and make a killing on tanks and such.

Reluctantly, from a GV view point, I have to give this one a -1.
Title: Re: Re Arm Pads
Post by: icepac on June 24, 2016, 07:00:02 PM
Add the pads but make it unbelievably hard to take off anything but a storch.
Title: Re: Re Arm Pads
Post by: Chris79 on June 24, 2016, 08:30:44 PM
Add a destructable rearm pad
Title: Re: Re Arm Pads
Post by: hgtonyvi on June 25, 2016, 03:31:37 AM
All of these are good ideas. If I can take off from a cv I can damn well take off from a short strip. Adding re arm pads might impact the gv's in a negative way but the enemy can always protect them selfs by camping the re arm pad. Planes that comes in to refuel will be a sitting duck ready to be killed. It's great for game play. After all the game is called Aces high not aces low. I'm not making a negative remark on GVs but this use to be a flight simulated ww2 dog fighting game. It is Aces High after all.
Title: Re: Re Arm Pads
Post by: caldera on June 25, 2016, 07:36:11 AM
Can we Have Re Arm Pads on Vbases and ports also? It will make the game more fun. :aok

Hard to find anything that beats the fun of re-arm pads.     + a trillion to this wish!!!!
Title: Re: Re Arm Pads
Post by: guncrasher on June 25, 2016, 06:43:01 PM
Hard to find anything that beats the fun of re-arm pads.     + a trillion to this wish!!!!

please allow more re-arm pads.  I love diving on them with rockets.  funner that vulching those upping new planes.  my record still stands at 5 with 1 salvo, I think.


semp
Title: Re: Re Arm Pads
Post by: bustr on June 26, 2016, 08:24:09 PM
Download the beta, go online to CraterMA so you get the map download. Then exit out and go offline on CraterMA. That way you can enable all plane types at the 2 Vbase types with runways and the port. Now try to get loaded fighters off the ground at them and try to land at them and get your fighter turned around at the other end to take off.

I've tested all of this since the closed alpha, you will have those same objects when AH3 goes live. Now if you actually do this small test, then wishlist something from your experience testing. Waffle will have to lengthen those runways and create a large turnaround at one end of those runways requiring alteration of the objects ready for AH3 live.

I believe the terrain on each base object has been set to make maneuvering a fighter or medium bomber around on the ground almost impossible under the best of circumstances. On one of the Vbases there is a tiny drop in the center of the runway that will brake the nose gear of a medium bomber on landing and may still damage gear on fully loaded fighters because of the length of the drop. Ask Waffle why he put that feature in the middle of that runway.

After the testing your wish may need to be something like this.

Dear Hitech I wish that Waffle would create a grass runway object with a ream pad that will allow fighters and bombers to land and tower at only vbase or port objects the map builder places it contiguously next to and allow the rearmed fighters and medium bombers the ability to get off the ground again. This object will have no ability to select planes and launch them from it. Please make the rearm portion destructible and towering or rearming not function unless owned by a vbase or port.     
Title: Re: Re Arm Pads
Post by: Slade on June 27, 2016, 06:10:00 AM
Quote
Add a destructable rearm pad

I say add rearm pads everywhere ... and make them destructable.
Title: Re: Re Arm Pads
Post by: bustr on June 27, 2016, 04:16:52 PM
Everyone likes playing Mario Bros.
Title: Re: Re Arm Pads
Post by: lunatic1 on June 28, 2016, 02:03:16 AM
no we don't need rearm pads on v-bases.
Title: Re: Re Arm Pads
Post by: BuckShot on June 28, 2016, 12:20:23 PM
Reload pads on vbases and ports could be a drive though shed or small hanger that would de-wing planes if they try to rearm.
Title: Re: Re Arm Pads
Post by: bustr on June 28, 2016, 03:36:05 PM
I think you will have better luck wishing for a reasonable landing and rearming solution for aircraft since supplies are how GV get rearmed and insta repaired. Aircraft don't have that luxury like a tipped over TigerII does.
Title: Re: Re Arm Pads
Post by: Sabre on June 29, 2016, 03:26:57 PM
I think you will have better luck wishing for a reasonable landing and rearming solution for aircraft since supplies are how GV get rearmed and insta repaired. Aircraft don't have that luxury like a tipped over TigerII does.

Yes, but they should! That's one of the things I've "wished" for. A "a/c supply" load out, analogous to the vehicle supply box, that you can put in a half-track or C-47. It would repair and re-arm a stationary aircraft, so long as the damage doesn't involve complete loss of major structural component. Almost as good a a re-arm point, and requires cooperation by players, just as it does for repair/re-arm of GVs.
Title: Re: Re Arm Pads
Post by: bustr on June 29, 2016, 03:38:41 PM
I suspect you need to figure out what Hitech's interpretation of Mario Bros is and how he is avoiding building a "Mario High" game to answer why he probably won't give you that wish.
Title: Re: Re Arm Pads
Post by: Chris79 on June 29, 2016, 03:41:20 PM
I've always been a fan of 1 box per major issue in terms of re supply.
Example. A tracked, turreted, and out of ammo wirb ought to need three boxes of supplies.
I'm all for AC resupply as long as external ordnance is not included.