Aces High Bulletin Board

General Forums => Wishlist => Topic started by: AAIK on August 01, 2017, 12:25:29 PM

Title: Remove "kill" messages.
Post by: AAIK on August 01, 2017, 12:25:29 PM
The landing kill messages creates a culture of "have-to-kill-them-before-they-land" and increases the competitiveness in the arena unhealthily.

We already have the score command, so its kind of pointless.
Title: Re: Remove "kill" messages.
Post by: Ack-Ack on August 01, 2017, 12:28:57 PM
People want to see their name in lights.
Title: Re: Remove "kill" messages.
Post by: Zoney on August 01, 2017, 12:49:50 PM
-1
Title: Re: Remove "kill" messages.
Post by: Ramesis on August 01, 2017, 01:17:29 PM
+1... what ack-ack said
Title: Re: Remove "kill" messages.
Post by: DmonSlyr on August 01, 2017, 01:21:52 PM
-1

Would be detrimental to the game.


Making the game less competitive than it already has become will just destory the game. If you don't enjoy competiton, play in the offline or practice missions.
Title: Re: Remove "kill" messages.
Post by: TWCAxew on August 01, 2017, 01:24:09 PM
Ah common this is such a cool feature. Go play FSO we have no kill landing messages there.

-1
Title: Re: Remove "kill" messages.
Post by: oboe on August 01, 2017, 01:36:08 PM
I wonder if it would increase usage variety if say, for example, the system did not issue kill messages for the lowest ENY planes?

That's neither a carrot nor a stick; its more like the absence of a carrot you could get with some other aircraft.

Title: Re: Remove "kill" messages.
Post by: thndregg on August 01, 2017, 01:45:21 PM
AH and its predecessors have always had this, and it's still a good bit of recognition decades later. No harm in it.
Title: Re: Remove "kill" messages.
Post by: popeye on August 01, 2017, 01:50:21 PM
-1

I think the kill messages add interest to the game.
Title: Re: Remove "kill" messages.
Post by: Oldman731 on August 01, 2017, 02:06:37 PM
The landing kill messages creates a culture of "have-to-kill-them-before-they-land" and increases the competitiveness in the arena unhealthily.

We already have the score command, so its kind of pointless.


Well, so that the lad doesn't feel lonely, I've always thought that "Oldman landed 2 kills in a Barnburner IV" (I know, I know, fake news...) contributed to vulching and picking.  Whenever I see "Maverick landed 10 kills in a Spit 16" I know that the vulch light was on somewhere.  I preferred AW's "Oldman has been shot down" message.

- oldman
Title: Re: Remove "kill" messages.
Post by: EagleDNY on August 01, 2017, 02:13:05 PM
No, it gives new players a feeling of accomplishment when they finally land a couple of kills and people start congratulating them. 
Title: Re: Remove "kill" messages.
Post by: Randy1 on August 01, 2017, 02:38:12 PM
I would WAG that less than 20% of plane players really put much emphases on landing kills.  That is to say downing the next red is the most important part of the game for most players.

When we had the great tank battles in AH2, it would be rare for anyone to land kills.  You stayed in the fight to the end.
Title: Re: Remove "kill" messages.
Post by: JimmyD3 on August 01, 2017, 02:42:56 PM
Dang it! :furious

Now we're getting Political Correctness in the game. :bhead
Title: Re: Remove "kill" messages.
Post by: AAIK on August 01, 2017, 02:46:33 PM

Well, so that the lad doesn't feel lonely, I've always thought that "Oldman landed 2 kills in a Barnburner IV" (I know, I know, fake news...) contributed to vulching and picking.  Whenever I see "Maverick landed 10 kills in a Spit 16" I know that the vulch light was on somewhere.  I preferred AW's "Oldman has been shot down" message.

- oldman

This is a step in the lessening of the issue.

People are getting too worked up/burned out by the game in general. We regularly have players who cycle in and out due to "too much".
Title: Re: Remove "kill" messages.
Post by: popeye on August 01, 2017, 02:48:35 PM
Dang it! :furious

Now we're getting Political Correctness in the game. :bhead

"KONG participated in 3 dogfights"

 :D
Title: Re: Remove "kill" messages.
Post by: Ack-Ack on August 01, 2017, 02:49:01 PM
This is a step in the lessening of the issue.

People are getting too worked up/burned out by the game in general. We regularly have players who cycle in and out due to "too much".

I seriously doubt that landed kill messages contribute to player's burn out or causes them to leave the game.
Title: Re: Remove "kill" messages.
Post by: AAIK on August 01, 2017, 02:49:43 PM
I seriously doubt that landed kill messages contribute to player's burn out or causes them to leave the game.

Its the culture in general that does it, I didn't promise a magical fix, just something to lessen the situation a bit.
Title: Re: Remove "kill" messages.
Post by: The Fugitive on August 01, 2017, 03:23:35 PM
Its the culture in general that does it, I didn't promise a magical fix, just something to lessen the situation a bit.

The name in lights is the first thing most players shoot for as their first "goal" after getting that first kill. Even after all these years of playing I still feel a sense of accomplishment when I get my name in lights. It doesn't happen often!  :D
Title: Re: Remove "kill" messages.
Post by: Zoney on August 01, 2017, 03:37:22 PM
AAIK thank you for your suggestion.  It seems everyone disagrees with you.  You're trying to sell us on this idea is perhaps hinting at desperation.  It's OK.  Not all ideas and suggestions are good one's.  I would suggest you move on sir.
Title: Re: Remove "kill" messages.
Post by: Lusche on August 01, 2017, 03:55:55 PM
After all these years, I still remember my first landed kills message  :old:
Title: Re: Remove "kill" messages.
Post by: puller on August 01, 2017, 05:32:56 PM
 :rofl :rofl :rofl

-1
Title: Re: Remove "kill" messages.
Post by: Gman on August 01, 2017, 05:41:09 PM
-1.  AH used to show a running tally of kills in the message box, you didn't have to land kills, every single one was announced by the server.  I'd much prefer to go back to this than remove kill messages entirely - it was great, as whenever you would see someone beak off over being killed, you knew exactly who had killed them.  There was less running too as kills didn't need to be landed to show up in lights.
Title: Re: Remove "kill" messages.
Post by: puller on August 01, 2017, 05:44:32 PM
-1.  AH used to show a running tally of kills in the message box, you didn't have to land kills, every single one was announced by the server.  I'd much prefer to go back to this than remove kill messages entirely - it was great, as whenever you would see someone beak off over being killed, you knew exactly who had killed them.  There was less running too as kills didn't need to be landed to show up in lights.

+1 to live kill messages
Title: Re: Remove "kill" messages.
Post by: Ack-Ack on August 01, 2017, 06:03:59 PM
-1.  AH used to show a running tally of kills in the message box, you didn't have to land kills, every single one was announced by the server.  I'd much prefer to go back to this than remove kill messages entirely - it was great, as whenever you would see someone beak off over being killed, you knew exactly who had killed them.  There was less running too as kills didn't need to be landed to show up in lights.

The old way also clogged the crap out of radio buffer, making it hard to read player text through all of the system kill messages spam.
Title: Re: Remove "kill" messages.
Post by: bozon on August 02, 2017, 03:23:12 AM
"KONG participated in 3 dogfights"
:D
However, including an incremental number still suggsts an accomplishment.
How about this:
"Server: Bozon participated in 1 or more dogfights"
Title: Re: Remove "kill" messages.
Post by: thndregg on August 02, 2017, 07:26:19 AM
There was less running too as kills didn't need to be landed to show up in lights.

..And then they changed it to add the aspect of survival ("landed") to the sortie. I like that.
Title: Re: Remove "kill" messages.
Post by: Scca on August 02, 2017, 07:40:28 AM
Nothing cooler than seeing a bunch of people from the same squad land kills together...

-10,000
Title: Re: Remove "kill" messages.
Post by: lunatic1 on August 02, 2017, 11:05:47 AM
The landing kill messages creates a culture of "have-to-kill-them-before-they-land" and increases the competitiveness in the arena unhealthily.

We already have the score command, so its kind of pointless.

duhh this is a combat sim.

and you are supposed to try to kill them before they land, that's part of the game. haven't you ever watched actual WWII footage of P51's and P47's attacking and vulching airfields and runways.. I hate getting vulched but it's part of the game.

and yes I like seeing my name in lights, there's nothing wrong with that.
-1000 to your wish
Title: Re: Remove "kill" messages.
Post by: Becinhu on August 02, 2017, 11:06:10 AM
I need my name in lights to boost my self esteem. And seeing several people from a squad land kills together is a good thing. Same for a mega kill sortie. XYZ landed 20 kills in a a6m2 deserves a 200 atta boy.


Sent from my iPhone using Tapatalk
Title: Re: Remove "kill" messages.
Post by: Volron on August 02, 2017, 11:10:30 AM
:D
However, including an incremental number still suggsts an accomplishment.
How about this:
"Server: Bozon participated in 1 or more dogfights"

"Server: Volron spawned on a runway."

 :P
Title: Re: Remove "kill" messages.
Post by: lunatic1 on August 02, 2017, 11:13:20 AM
I would WAG that less than 20% of plane players really put much emphases on landing kills.  That is to say downing the next red is the most important part of the game for most players.

When we had the great tank battles in AH2, it would be rare for anyone to land kills.  You stayed in the fight to the end.

in what AH2 game where u playing Randy people landed gv kills all the time. I got most of my gv achievements in AH2.
I remember 1 night when DR7 landed 149 kills in a tank, I was there and he kinda was spawn camping, but we all were out in the open no bushes to hide behind, gv fights in AH2 were far better and more fun than they are now.
Title: Re: Remove "kill" messages.
Post by: Zoney on August 02, 2017, 11:57:25 AM
in what AH2 game where u playing Randy people landed gv kills all the time. I got most of my gv achievements in AH2.
I remember 1 night when DR7 landed 149 kills in a tank, I was there and he kinda was spawn camping, but we all were out in the open no bushes to hide behind, gv fights in AH2 were far better and more fun than they are now.

It's called "selective memory".
Title: Re: Remove "kill" messages.
Post by: Randy1 on August 02, 2017, 12:48:00 PM
in what AH2 game where u playing Randy people landed gv kills all the time. I got most of my gv achievements in AH2.
I remember 1 night when DR7 landed 149 kills in a tank, I was there and he kinda was spawn camping, but we all were out in the open no bushes to hide behind, gv fights in AH2 were far better and more fun than they are now.

I only remember one or maybe two players saying they were leaving to land their kills. 

DR7 was the master of spawn camping in AH2.  If I remember right dr7 has the most kills of anyone . . . ever.
Title: Re: Remove "kill" messages.
Post by: bustr on August 02, 2017, 01:16:45 PM
AH2 had far fewer trees, open suicidal spawn points, and people whined like banshees here in the forums for Hitech to change it. So Waffle changed the clutter and trees to a more real world configuration with SpeedTree and people whine because they can't slaughter spawners by camping the spawn like they did in AH2. And some of the problem is the maximum object detail view in AH2 is only 3 miles versus the much longer distance AH2 afforded GVers so they didn't have to get up close and personal much of the time. SpeedTree clutter and tree tiles in AH3 force you to go looking for tanks to shoot them. All of the converted AH2 terrain's GV spawn locations were created with the AH2 clutter tiles and trees in mind. Once converted to AH3, they don't work well for the AH2 tank vet expecting business as usual.

My first terrain being 100% AH3, the GV spawns have a compromise of open long range vistas and areas of villages and farm land tree concealment. After several months in rotation I've started seeing well known spawn campers learning the travel routes from the spawn through the villages and setting up ambushes in logical locations where inbound tanks are forced to break cover out into feilds if they want to get to the town quickly. At one spawn a single camper held up several spawned in tanks while they called for air help to locate the sniper. The sniper was hiding behind a building along the road from the spawn out into an open field they had to traverse. After getting picked several times off the spawn entering that field, they refused on VOX to leave the safety of the village buildings until we spotted the sniper for them. Sounds like the same problems the allies faced in the breakout from Normandy.

And I gave GVers a tank pit modeled after the AH2 craterMA tank pit on that terrain to long range spawn camp each other all night long.
Title: Re: Remove "kill" messages.
Post by: AAIK on August 02, 2017, 01:22:32 PM
AH2 had far fewer trees, open suicidal spawn points, and people whined like banshees here in the forums for Hitech to change it. So Waffle changed the clutter and trees to a more real world configuration with SpeedTree and people whine because they can't slaughter spawners by camping the spawn like they did in AH2. And some of the problem is the maximum object detail view in AH2 is only 3 miles versus the much longer distance AH2 afforded GVers so they didn't have to get up close and personal much of the time. SpeedTree clutter and tree tiles in AH3 force you to go looking for tanks to shoot them. All of the converted AH2 terrain's GV spawn locations were created with the AH2 clutter tiles and trees in mind. Once converted to AH3, they don't work well for the AH2 tank vet expecting business as usual.

My first terrain being 100% AH3, the GV spawns have a compromise of open long range vistas and areas of villages and farm land tree concealment. After several months in rotation I've started seeing well known spawn campers learning the travel routes from the spawn through the villages and setting up ambushes in logical locations where inbound tanks are forced to break cover out into feilds if they want to get to the town quickly. At one spawn a single camper held up several spawned in tanks while they called for air help to locate the sniper. The sniper was hiding behind a building along the road from the spawn out into an open field they had to traverse. After getting picked several times off the spawn entering that field, they refused on VOX to leave the safety of the village buildings until we spotted the sniper for them. Sounds like the same problems the allies faced in the breakout from Normandy.

And I gave GVers a tank pit modeled after the AH2 craterMA tank pit on that terrain to long range spawn camp each other all night long.

I like your work, but I have this sneaking suspicion that tanktown style stuff is bad for the game long-term.
Title: Re: Remove "kill" messages.
Post by: AAIK on August 02, 2017, 01:29:22 PM
Bustr, just had an idea:

For your next map why don't you make three tiny islands that surround the central tank-town with one airfield each from each side that are 'legally' close together as possible. Three little mini fighter-towns, separating out the furballs from the base taking.

Three separate experiences:
- Tank town
- Fighter towns
- Base taking and strat suppression.

I suspect separating out facets of the game from eachother to be detrimental, but it is only a suspicion.
Title: Re: Remove "kill" messages.
Post by: Petey on August 02, 2017, 02:08:31 PM
I think the Kill message should say: WTFG! ( Insert Pilots Name)  :devil
Title: Re: Remove "kill" messages.
Post by: oboe on August 02, 2017, 03:00:23 PM
Quote
At one spawn a single camper held up several spawned in tanks while they called for air help to locate the sniper. The sniper was hiding behind a building along the road from the spawn out into an open field they had to traverse. After getting picked several times off the spawn entering that field, they refused on VOX to leave the safety of the village buildings until we spotted the sniper for them. Sounds like the same problems the allies faced in the breakout from Normandy.

Awesome.   I'd call that great design; you got Art to imitate Life, and of the player's own free accord.  Brilliant.

I want that and more in terrains.
Title: Re: Remove "kill" messages.
Post by: bustr on August 02, 2017, 03:43:42 PM
Bustr, just had an idea:

For your next map why don't you make three tiny islands that surround the central tank-town with one airfield each from each side that are 'legally' close together as possible. Three little mini fighter-towns, separating out the furballs from the base taking.

Three separate experiences:
- Tank town
- Fighter towns
- Base taking and strat suppression.

I suspect separating out facets of the game from eachother to be detrimental, but it is only a suspicion.

Since you are an expert on this that I appear to be way behind, why don't you teach the rest of us how to build terrains for this game by creating one. Then we can learn from it. Show me your terrain and then we can talk. Otherwise, I'm working on something lunatic reminded me about AH2 and what kept tankers landing huge kill strings. I cannot give that outright to tankers and not make it miserable for anyone trying to spawn into an area. That was a bad part about spawns in AH2, they were often totally unfair to anyone trying to use them because often the area looked like someone built it to be spawn camped.

I'm hybridizing the farm land around my bases and towns with two farm land tiles. I'm trying to balance giving the spawner a chance to get off the spawn while introducing pastures to cut down on the density of trees while keeping the road system. I'll waste a few days balancing this and timing tank transit times to the town like I did on my first terrain. It has  all of the tank spawns in the center of farm villages to protect spawners from being camped right when they materialized. Back then I wasn't sure of what I was doing so it took a month of trial and error with a stop watch. It felt like I was back doing alpha testing for AH3 all over again.


Overview of the hybridization I'm working on.


(https://s20.postimg.org/71y52uqrx/oceania166.jpg)


Two spawns about 1.5 miles apart to get an idea of average cover for the materializing vehicle inside of the 3000ft random circle.


(https://s20.postimg.org/wm50n11jh/oceania167.jpg)   
Title: Re: Remove "kill" messages.
Post by: AAIK on August 02, 2017, 03:50:30 PM
Never said I was the expert, its just an extension of what you are already doing; I would like to see the results.
Title: Re: Remove "kill" messages.
Post by: bustr on August 02, 2017, 05:06:41 PM
Never said I was the expert, its just an extension of what you are already doing; I would like to see the results.

No it's you trying to make me do something you don't want to do yourself.

When you submit your terrain, we can talk.
Title: Re: Remove "kill" messages.
Post by: lunatic1 on August 02, 2017, 06:30:02 PM
AH2 had far fewer trees, open suicidal spawn points, and people whined like banshees here in the forums for Hitech to change it. So Waffle changed the clutter and trees to a more real world configuration with SpeedTree and people whine because they can't slaughter spawners by camping the spawn like they did in AH2. And some of the problem is the maximum object detail view in AH2 is only 3 miles versus the much longer distance AH2 afforded GVers so they didn't have to get up close and personal much of the time. SpeedTree clutter and tree tiles in AH3 force you to go looking for tanks to shoot them. All of the converted AH2 terrain's GV spawn locations were created with the AH2 clutter tiles and trees in mind. Once converted to AH3, they don't work well for the AH2 tank vet expecting business as usual.

My first terrain being 100% AH3, the GV spawns have a compromise of open long range vistas and areas of villages and farm land tree concealment. After several months in rotation I've started seeing well known spawn campers learning the travel routes from the spawn through the villages and setting up ambushes in logical locations where inbound tanks are forced to break cover out into feilds if they want to get to the town quickly. At one spawn a single camper held up several spawned in tanks while they called for air help to locate the sniper. The sniper was hiding behind a building along the road from the spawn out into an open field they had to traverse. After getting picked several times off the spawn entering that field, they refused on VOX to leave the safety of the village buildings until we spotted the sniper for them. Sounds like the same problems the allies faced in the breakout from Normandy.

And I gave GVers a tank pit modeled after the AH2 craterMA tank pit on that terrain to long range spawn camp each other all night long.

1st Bustr what you wrote here has nothing to do with what the OP is talking about and 2nd have you ever made a post that was less than ten lines of text..

I was just commenting on what Randy1 said when he said he didn't remember a lot of people landing GV kills.


oh and bustr I'm am not trying to be a smart azz, even though it may seem so.


it seems we have hijacked aaik's wish post
Title: Re: Remove "kill" messages.
Post by: bustr on August 02, 2017, 06:42:43 PM
Trees being too thick is one of the roots of why there are no more large scale suicidal spawn camps like in AH2. Your response about that helped me to take a look at what I was doing with the farmland tile in the Pacific tileset on my new terrain. Once I popped in a town, airfield, and GV spawn, it was obvious the trees were still too thick to have a good time with our GV's. So I blended in a pasture tile and opened up the GV combat space. You lunatic inspired me.

Heck, Violator is right about needing airfields closer together which is his single best idea. The majority of airfields on my new terrain are the minimum distance of 19 miles to keep people at each other versus gaining alt flying forever to dump on a furball with alt. That eventually bores players and they go somewhere else. It's a waste of a good evening always climbing just to have someone HO you a few times then run away.

You gents changed the subject to spawn camps, it gave me the inspiration to test if I had made my spawns poorly for GVers.
Title: Re: Remove "kill" messages.
Post by: DmonSlyr on August 02, 2017, 10:45:12 PM
Trees being too thick is one of the roots of why there are no more large scale suicidal spawn camps like in AH2. Your response about that helped me to take a look at what I was doing with the farmland tile in the Pacific tileset on my new terrain. Once I popped in a town, airfield, and GV spawn, it was obvious the trees were still too thick to have a good time with our GV's. So I blended in a pasture tile and opened up the GV combat space. You lunatic inspired me.

Heck, Violator is right about needing airfields closer together which is his single best idea. The majority of airfields on my new terrain are the minimum distance of 19 miles to keep people at each other versus gaining alt flying forever to dump on a furball with alt. That eventually bores players and they go somewhere else. It's a waste of a good evening always climbing just to have someone HO you a few times then run away.

You gents changed the subject to spawn camps, it gave me the inspiration to test if I had made my spawns poorly for GVers.

I do think it is my best idea :D I appreciate the acknowledgement  :cheers:
Title: Re: Remove "kill" messages.
Post by: JimmyC on August 03, 2017, 02:49:04 AM
Huzzah! :banana:
Title: Re: Remove "kill" messages.
Post by: lunatic1 on August 03, 2017, 03:35:16 AM
Trees being too thick is one of the roots of why there are no more large scale suicidal spawn camps like in AH2. Your response about that helped me to take a look at what I was doing with the farmland tile in the Pacific tileset on my new terrain. Once I popped in a town, airfield, and GV spawn, it was obvious the trees were still too thick to have a good time with our GV's. So I blended in a pasture tile and opened up the GV combat space. You lunatic inspired me.

Heck, Violator is right about needing airfields closer together which is his single best idea. The majority of airfields on my new terrain are the minimum distance of 19 miles to keep people at each other versus gaining alt flying forever to dump on a furball with alt. That eventually bores players and they go somewhere else. It's a waste of a good evening always climbing just to have someone HO you a few times then run away.

You gents changed the subject to spawn camps, it gave me the inspiration to test if I had made my spawns poorly for GVers.
glad I could help.  and yes closer air field I think would help with alt monkeys. I love dogfighting but trying to climb to get alt on incoming in vaders is tiresome, most will say up from a different field, and I sometimes do but that is boring and tiresome as well. I up from a distant field get to 20k and they are at 25 to 30k, you can't win. I don't like high alt fighting. alt monkeys tend to pick and run. thankyou for listening or lol reading.
Title: Re: Remove "kill" messages.
Post by: Zoney on August 03, 2017, 11:43:44 AM
glad I could help.  and yes closer air field I think would help with alt monkeys. I love dogfighting but trying to climb to get alt on incoming in vaders is tiresome, most will say up from a different field, and I sometimes do but that is boring and tiresome as well. I up from a distant field get to 20k and they are at 25 to 30k, you can't win. I don't like high alt fighting. alt monkeys tend to pick and run. thankyou for listening or lol reading.

I think you are wrong.

I am an unapologetic, un-repenting alt monkey.  I fly up high because that is what I like to do.  You can assume it's for all the reasons you like but in this case, please, take my word for it.  I Fly High Because I LIKE To.  I like the high alt fights I get occasionally.  I like thwarting high alt buffs.

I don't care how close you move the bases together.  I'm still going to do my Zoneysphere thing.  I would be willing to bet so will my fellow alt monkeys.  There are more of us that you think there are in my opinion.  I see the same guys, friendly or enemy, all the time.

Your logical conclusion is way off here if you think closer bases will bring me down.  What makes me descend is a target under me.  Period.  You push the bases closer, you push the fights lower, and it will just give me a bigger advantage.

I have no problem fighting on the deck, I'm just not going to start there.

Yep this is JUST a game, but I try to play it well and I am pretty damn sure that in RL, pilots started with as much alt as they could get and still be effective.
Title: Re: Remove "kill" messages.
Post by: DmonSlyr on August 03, 2017, 12:21:35 PM
I think you are wrong.

I am an unapologetic, un-repenting alt monkey.  I fly up high because that is what I like to do.  You can assume it's for all the reasons you like but in this case, please, take my word for it.  I Fly High Because I LIKE To.  I like the high alt fights I get occasionally.  I like thwarting high alt buffs.

I don't care how close you move the bases together.  I'm still going to do my Zoneysphere thing.  I would be willing to bet so will my fellow alt monkeys.  There are more of us that you think there are in my opinion.  I see the same guys, friendly or enemy, all the time.

Your logical conclusion is way off here if you think closer bases will bring me down.  What makes me descend is a target under me.  Period.  You push the bases closer, you push the fights lower, and it will just give me a bigger advantage.

I have no problem fighting on the deck, I'm just not going to start there.

Yep this is JUST a game, but I try to play it well and I am pretty damn sure that in RL, pilots started with as much alt as they could get and still be effective.

Zoney, there is nothing wrong with taking the time to climb for alt and taking your sorties seriously. I do the same in some cases. But I don't believe a far lot like to have to fight guys like you all the time in 25K 152s. It's just not that exciting. Sure, we all could play like FSO and climb to 25K, but a lot of people just don't have the time for that in the MA every sortie. I don't think you will notice anything different. It will just make it easier for new guys to enjoy the fights and get back to the action a little more quickly. If players can roll and get back to the furball, it will help balance the fights rather than one team constantly hoarding a base after they shoot everyone down. It will make it more likely to roll to defend a base from a back field. If back bases are too far, it takes a while to get there, and often times, the base gets captured before you get there. It will reward players who do take the time to get alt. It will cause players to get in more turny planes and not 190Ds because they won't be so concerned about taking 20 minutes to get to a base and die so quickly. The faster planes shield from dieing quickly because they can run easily. Less running planes and more turny planes will bring better fights and overall better furballs. That is the difference between fighting in Jets and fighting in WW1 airplanes.   Shorter bases will not effect your type of flying but it will just create quicker action for most players which is what AH desperately needs. 
Title: Re: Remove "kill" messages.
Post by: Zoney on August 03, 2017, 12:24:56 PM
Violator.

You maybe misunderstand.

I agree that moving bases closer together will affect the lower alt furballers.  Possibly effect them in a positive way.

My point was closer bases, lower fights, quicker engagements, will not affect alt monkeys.
Title: Re: Remove "kill" messages.
Post by: DmonSlyr on August 03, 2017, 12:28:36 PM
Violator.

You maybe misunderstand.

I agree that moving bases closer together will affect the lower alt furballers.  Possibly effect them in a positive way.

My point was closer bases, lower fights, quicker engagements, will not affect alt monkeys.

Okay I agree with that premise, but I just hope there will be less of them.  :)
Title: Re: Remove "kill" messages.
Post by: Vinkman on August 03, 2017, 01:29:36 PM
If a tree falls in the woods....


 :salute
Title: Re: Remove "kill" messages.
Post by: Ramesis on August 03, 2017, 01:39:03 PM
As a BNZ... isn't it normal to have an alt advantage?
Title: Re: Remove "kill" messages.
Post by: Krusty on August 03, 2017, 02:01:49 PM
Bases too close to each other only leads to steamrolling, which is vastly more skill-less and braindead than actually putting effort into it. At 350mph you can cross 20 miles in 3 and a half minutes. That's no time to notice, organize, react, and defend a field. You can suicide pork a field 10 times before anything respawns and take it with the lamest-duck tactics you can think of. That was the worst side of the MA even back when we had much higher numbers. The dweebery.

You have to balance against the bigger picture, not your own personalized preferences for dog fighting. The map is for everyone, not just you.

Consider these and many other facts if you choose to design a terrain. There are some maps that are just bad to play on and nobody likes them for that reason.

Edit: P.S. the 2x fuel burn multiplier in the MA already compresses the battlefield intentionally to make people fly lower and shorter missions to nearby bases. That's why we have 2x burn in MA.
Title: Re: Remove "kill" messages.
Post by: Zoney on August 03, 2017, 02:55:46 PM
Krusty, well said.
Title: Re: Remove "kill" messages.
Post by: bustr on August 03, 2017, 03:31:31 PM
10 years ago placing bases 1-1.5 sectors from each other was the answer to an arena dominated by 300-500 players a night who traveled in mega hoards. Today with maybe 200 a few times a week, closer bases keeps the lower numbers engaged in "activity". I tested that theory with my first terrain BowlMA by mixing a maximum distance of one 1 sector bases and minimum distance bases of 19 miles starting in the center working out. It keeps people engaged because they don't fly forever just do die in a few seconds. And they can get back sooner before players scatter on to other things. Furballs and other initiatives these days tend to have a shorter life span with our lower average numbers.

You get the numbers back up to what they were 10 years ago, I'll start building terrains to thwart mega hoards. Until then, I've been listening to players on the ground talk about the game. I had two years of it up close and personal being part of the closed alpha testing when we had to get up to our noses in all of it all the way to go live day 1 for AH3. Then I listened to them as they got their first taste of AH3 when some of the AH2 terrains built during the mega hoard days were converted to AH3. Mega hoard stopping designs made playing on the terrains a big show stopper and bored people to death trying to get our small numbers together and stay there to fight.

So 19 miles will keep people at each other who want quicker action while the alt monkeys will just spiral up before hiding at alt over the activity. I made sure to make enough waterways between islands 1 sector for the sensibilities of the old school players who want to fly forever to a fight. The game has changed with time which dictates how to design a terrain to keep people engaged in activity for their $14.95. "Most want more activity" and less traveling to the fight now days.
Title: Re: Remove "kill" messages.
Post by: Krusty on August 03, 2017, 03:42:29 PM
Edit: Ahhhh, never mind. Not worth it to get in a debate right here.
Title: Re: Remove "kill" messages.
Post by: bustr on August 03, 2017, 04:20:37 PM
Build a terrain based on your superior knowledge of what customers want, submit it, we will play on it for a while, and then we can debate. I'm currently documenting my terrain in the terrain editor forum so everyone can see what I'm doing and learned from my first AH3 terrain BowlMa. It's one thing to throw around opinions, it's another to put them to a test with real customers.
Title: Re: Remove "kill" messages.
Post by: perdue3 on August 03, 2017, 10:18:59 PM
Sounds like someone never lands kills to me.

-1 for sure.
Title: Re: Remove "kill" messages.
Post by: JimmyC on August 04, 2017, 08:22:38 AM
landed 9 yesterday...
i felt quite cool...
my mrs even showed some special kinda ting....
she loves a fighter jock



nice
Title: Re: Remove "kill" messages.
Post by: Randy1 on August 04, 2017, 12:33:54 PM
landed 9 yesterday...
i felt quite cool...


Was that when you were vulching planes as they spawned out on the runway after the field had been deacked?
Title: Re: Remove "kill" messages.
Post by: icepac on August 04, 2017, 12:37:34 PM
Back in the day, the buffer would announce your arriving and leaving the arena and, at one point, announced your kills as they happened.
Title: Re: Remove "kill" messages.
Post by: JimmyC on August 04, 2017, 08:51:53 PM
Was that when you were vulching planes as they spawned out on the runway after the field had been deacked?
well you know what ... its a distinct possibility some of those where acquired during a base suppression mission I was involved in.. :noid
Title: Re: Remove "kill" messages.
Post by: stealth on August 05, 2017, 12:18:50 AM
I like to be able to message my the killed/killer and say "That was great flying". Only usually though if the dogfight last like over 2 minutes.
Title: Re: Remove "kill" messages.
Post by: Zygote404 on August 05, 2017, 10:37:33 AM
Back in the day, the buffer would announce your arriving and leaving the arena and, at one point, announced your kills as they happened.
Yeah I think it was changed to landed kills so  there were less HO's etc.  Not entirely sure.

I like the kill messages.  It'd probably be better if you didn't get kills for planes until they've left the runway and proximity of the airfield (like flag is set to no kill as long as the plane has not moved outside of the airfield border), didn't get kills for camping gv spawn points and no kills for proxies (but then you have the issue of bailers / deliberate augers to avoid getting shot down).

Overall I think its fine the way it is.
Title: Re: Remove "kill" messages.
Post by: Zoney on August 05, 2017, 11:10:40 AM
Yeah I think it was changed to landed kills so  there were less HO's etc.  Not entirely sure.

I like the kill messages.  It'd probably be better if you didn't get kills for planes until they've left the runway and proximity of the airfield (like flag is set to no kill as long as the plane has not moved outside of the airfield border), didn't get kills for camping gv spawn points and no kills for proxies (but then you have the issue of bailers / deliberate augers to avoid getting shot down).

Overall I think its fine the way it is.

-1

Absolutely not.

think about how this might be abused sir.