Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Arlo on October 31, 2020, 02:24:15 PM
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As I approach twenty years in AHIII I've become more appreciative of the balance Dale managed to achieve between realism and practical playability. While I will always consider this game a sim I also concede that this sim is a game. Of course, I'm just stating the obvious. The flight physics have always been phenomenal. The management of the airplane is enough to be engrossing without being overwhelming (the added feature of managing our fuel to add distance/endurance, using trim to our advantage, setting up gun convergence but no need for detailed engine management/babysitting the minutia end of things).
The game part should be just as obvious. The Main Arena consists of three sided play involving capture of bases on a terrain designed to be an even playing field that doesn't resemble any known geographical location on Earth. All aircraft, vehicles and ships made for the game are available to any side. To keep things from devolving into a non-stop everyone in a late war uber plane/jet fest the perk system was developed. To slow down overpopulated sides from rolling the board so fast the ENY system was developed. To prevent players grieving each other by shooting down players on their own side, kill shooter was implemented. There's all types of fun for all types of players from dog fighting to strategic bombing to tank battles to ocean battles to even the logistics of resupply and the necessity of taking troops in for the capture. It's really a good game.
The effort to keep things practically playable is also evident in the design. Carriers need not turn into the wind (wind speed is zero at sea level - all the way up to 16,000 ft., I believe). The Norden bombsight is simplified and bombs aren't affected by wind. But even with simplifying things to keep from forcing players into spending inordinate amount of time specializing in one thing at the expense of others, there's enough realism to offer a decent amount of immersion.
The community has participants who have become lifelong friends. Some of them may not even play anymore but they return here to visit and reconnect.
I used to participate in the 'wishlist' sub-forum with a plethora of requested realism details for elements of the game that interested me the most. Carrier ops, for instance. From folding wings to canopies that open to spawning involving plane spotting on deck and taking off in order. I knew, even then, that some of what I wished for may not be practical for all and that this game is for the enjoyment of all the players. Some of what I wished for would be considered an impediment to others. And, of course, there's the ever-present 'griefer' as in all competitive combat games so the better wishes kept in mind how a change could be abused as well as used and the chances of such.
All in all, this game/sim has succeeded in all of it's apparent goals (and then some). There no other game online quite like it (similar on the surface, maybe ... but not it's equal).
Just felt like typing this, I guess. *ShruG* (Ain't nothing everyone else here doesn't know.) :D
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:aok THIS
I couldn't have said/typed it any better! This has proper Sentence and Paragraph structure, even :rock Love ya, Brother!~
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Clearly, this isn't Finals time. Take it easy squaddie.
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Agreed
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Clearly, this isn't Finals time. Take it easy squaddie.
Before we get boastful, there were some areas I would address if I were critiquing syntax and grammar. Having said that, a coherent post is welcomed.
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Before we get boastful, there were some areas I would address if I were critiquing syntax and grammar. Having said that, a coherent post is welcomed.
When you're my professor, feel free. :D
P.S. This isn't a paper.
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just saying, I'm having more fun now than when we had titanic Tuesday.
semp
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WEll said.
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The new radar introduced some time ago was the big thing that made me unsubscribe.
You will not even enjoy that exact instant radar on modern fighter since it has no 360 degree radar, without a high altitude AWAC on-top.
You cannot even hide behind a mountain, which in turn will render any high-eny plane pretty much a target since it cannot run or dogfight anything.
The "old" radar was wwII realism at it's core, the new 'AWACS' radar, even though it has short range, is even better than an ASEA radar on modern planes which have only 120 degree FOV and can not see though mountains.
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The new radar introduced some time ago was the big thing that made me unsubscribe.
You will not even enjoy that exact instant radar on modern fighter since it has no 360 degree radar, without a high altitude AWAC on-top.
You cannot even hide behind a mountain, which in turn will render any high-eny plane pretty much a target since it cannot run or dogfight anything.
The "old" radar was wwII realism at it's core, the new 'AWACS' radar, even though it has short range, is even better than an ASEA radar on modern planes which have only 120 degree FOV and can not see though mountains.
This one helps make fights. With fewer numbers.
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Great thread. I can't agree more. Hitech achieves a balance that is truly difficult to reach and maintain. I would only change one thing for sure, and would only debate one other topic. I would make the arena twelve noon all the time for my older eyes, as the twilight transitions kill me, I can't see people to shoot at them. The topic I would debate is one that would add depth and character changes to the game, and I'm not sure if it would be better or worse. And that's Save's topic.
World War II had long pulses, and lower frequencies. This results in lower angular and range resolutions. The operators were what made the systems abilities truly surprising. That being said, facilitating the realities of the RADAR horizon, shadows, etc., would add some processing and complexities that would be difficult and would confuse many of the players. I can already hear the endless cheating accusations if I were to use RADAR shadows and horizon to my advantage. LOL that would be fun for about ten seconds!!! The whole concept of airborne RADAR in a World War II game is ludicrous anyway, so I won't go there. But the idea of being able to find someone to fight is really cool. The compromise offered by the RADAR in this game is valid for game play. Is it realistic? Not even close for the modern world. So, what is the best realism? I want to be able to find a fight, so I like the non realistic RADAR. I personally would like it if when I dropped to 100 feet above terrain nobody could see me on any side, and a field didn't flash until the guns engaged me. Also, I'd feel less like I was being a jerk if I couldn't tell if I was going to find a bomber or a fighter when I saw a generic dot instead of a fighter or bomber. I also think it would be fun if when planes flew within 50 feet of each other they showed up as a single dot. But those are those things that are debatable. I bet there's a bunch of people that have no problem knowing that they're going after a bomber instead of a fighter.....hehehehe....
Anyway, thanks for the hours of fun Hitech, and I'm glad you have thick skin, as this community has a fair amount of less then enlightened people!
ULDieter
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This one helps make fights. With fewer numbers.
back in the day when Pigs had 20 members on squad night. we saw 2 dar bars we spread out trying to find them, we never did,
now it's so much easier. you can still avoid being tracked if you plan the right approach.
many times I've gotten shot down while being shadowed by a slower plane, on the other hand I've done the same thing.
semp
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Well said. :salute
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:aok
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The radar I believe simulates aircraft being spotted by other aircraft, aircraft watch towers spotters and general populations. It would be nice if those aircraft watch towers actually existed and could be destroyed with down times of 15 minutes. This might allow more mission planning to include blacking out a route of attack.
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I hate the new radar and the GV dar........... no need to practice situational awareness, pop up the map and it is full on arcade mode
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Dar was enhanced because the low numbers on the large maps made locating fights time consuming and boring.
Shrink the maps and you can set dar back to its original settings
Eagler
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I can find a fight no matter the size of the map even when the dar was at its original setting*. Guess there needs to be training offered for that, or something.
Don't shrink the game to a postage stamp. :old:
*Granted, switching never hurt my pee pee nor threatened my friendships.
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I wish the settings were constantly changing. Would makenfinding the optimum strategy a constant puzzle.
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I appreciate sarcasm. :D
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This one helps make fights. With fewer numbers.
What is needed is small maps with limited front to other countries.
with 20-30 players, a front with no more than a sector will be more than enough to create fun with a fight (think - the fighting island we had in one of the maps).
with 50 players maybe two-sectors front etc.
if you get over 100 players a 3-sectors front is enough to get old radar back so AWACS can be retired to ww3.
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What is needed is small maps with limited front to other countries.
with 20-30 players, a front with no more than a sector will be more than enough to create fun with a fight (think - the fighting island we had in one of the maps).
with 50 players maybe two-sectors front etc.
if you get over 100 players a 3-sectors front is enough to get old radar back so AWACS can be retired to ww3.
if people who play late at night wanted endless furballs, we know how to create custom arenas. and what makes you think we aren't having fun the way it is?
semp
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if people who play late at night wanted endless furballs, we know how to create custom arenas. and what makes you think we aren't having fun the way it is?
semp
Furballing and air combat fights are what brings most people to the game. A lack of that creates low #s where only bomber types like to play. They might be having fun, but you are potentially turning away dozens of players who want to partake in air combat in the MA, so they will go to another game to find people to fight.
Smaller maps with good base layout is the key to solving the low $ issues. It doesn't matter how many times a map gets rolled. A board gets rolled every 10 minutes in Halo or COD or BF4, but people always stay in to play the next map.
Having a lot of small maps is not a bad thing.
What I normally see is that the bigger the map with far bases going into the off hours, the quicker people log off as the fight gets smaller, and the harder it is to find fights and be apart of them.
As I've said before. Most people want a fighter combat game, not a Microsoft flight simulator where they can bomb once in a while. (I'm not saying some don't like it). I'm saying more people want fighter combat than want to bomb.
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i play mostly at night, 9pm pst or later.
yesterday, we had furballs, gv fights, bomber fights non stop till we won the map. damn bishops and rooks are staying up late fighting the knights. that's been going on lately. not sure what's going on.
so tell me, isn't this exactly what you want?
semp
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Wll said Arlo. Nice job.
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As I've said before. Most people want a fighter combat game,
Some of us are still looking for the Premier Combat Simulation we was once promised.... furballin & spawn camping isn't combat. That is just running up your kill count to get your name "Lights"
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Some of us are still looking for the Premier Combat Simulation we was once promised.... furballin & spawn camping isn't combat. That is just running up your kill count to get your name "Lights"
I'm not saying I think the concept of the game should change to suit only fighters and furballs.
Like Arlo, I love how its realistic but not too realistic. I love the fact that we have an open map, and love that I don't have to hit 80 buttons to take off. All I'm saying is that we need to make the game more inviting for the fighter crowd if we want to increase #s. The majority of players and squads that left were fighter squads. Thats where the real #s are. Maps should be promoting fighter combat. Thats my main point. Maps that are too big do not promote fighter combat late at night. Thats my point.
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again violator, I play late at night, lots of plane to plane fighting.
semp
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again violator, I play late at night, lots of plane to plane fighting.
semp
Not really. I play late at night as well and there are often nights when I am in a tank because there are no dogfights. Unfortunately, when I do find a bandit to engage, they run instead of fight more often than not.
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then i feel I'm being targeted cause they sure don't run away from me.
semp
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then i feel I'm being targeted cause they sure don't run away from me.
semp
They probably feel they ran into an easy target and engage.
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They probably feel they ran into an easy target and engage.
They do with me and more often than not are right. :D
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then i feel I'm being targeted cause they sure don't run away from me.
semp
Do you stream? Id like to see a late night in aces high through your goggles. Fridays being the exception after FSO, and i dont even know if that still happens, my late night experience is similar to AKAK.
While the smaller maps do seem to help make it less noticeable, 2 countries would create the biggest positive impact.
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He could submit an unedited .ahf, yes?
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Do you stream? Id like to see a late night in aces high through your goggles. Fridays being the exception after FSO, and i dont even know if that still happens, my late night experience is similar to AKAK.
While the smaller maps do seem to help make it less noticeable, 2 countries would create the biggest positive impact.
just come over to 152 on knights. I'm usually there almost every night around 9pm pst.
semp
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Id like to see things change in the coading so that players are "forced" to play right.
Forced really isnt the word, but hear me out. When I started to play this game, and others like Warbirds and Air Warriors, I was looking for the whole package. I wanted to fly in a group of fighters be it top cover for a group of buffs, or a advance scouting group hunting for the enemy. I wanted to fly in massive bomber raids and flatten whole country sides while fighting off attacking fighters. When the GVs came to the game I wanted to run in a tank line to attack a base, town, convoy, or be in a group that pulled off an ambush on attacking tanks. FLying cap over my CV group as we had other elements attacking a shore base. All of these things are what I call "playing the game right", or maybe what the game was designed to be played like.
When HTC put in base capture in were they thinking that NOE, or horde runs to grab bases was what they were looking for and expecting or were they thinking more along the lines of players working together to attack with coordinated attack plans or maybe organized defense plays?
When they added the bombers where they picturing massive attack groups flying across the map fighting their way there and back against defenders, or were they looking for those bomb and bail runs or the NOE carpet bomb runs that nobody cares whether they survive as long as they knocked down a few buildings?
I think that is where things have gone wrong in the game. Far to many players looking for short cuts have basterized the game. What happened to the players who came into the game and spent hours in the training arena or going head to head dueling other players over and over again to get better at the game instead of looking for ways to cut corners?
The game STILL has all of these great elements. I just wish HTC could re-coad some of it so players would have to use it more like I think it was meant to be used.
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All of these things are what I call "playing the game right", or maybe what the game was designed to be played like.
Each of us is a prisoner of what we think "playing the game right" should mean. Classic distinctions are the divergences between the game-is-a-sport crowd, the game-is-a-team-effort-to-win crowd, and the game-is-a-sim-of-real-war crowd. There is no one correct answer. Never has been. The arguments go way back.
- oldman
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I just wish HTC could re-coad some of it so players would have to use it more like I think it was meant to be used.
And a dozen or more players wish their vision of the game could be coded to force other players to play the way they want them to. But that's not a realistic answer. All the things you describe are possible. HT codes possibility. It's up to the players to take advantage of the game the way they see fit. And they will, whether it's what we desire or not is another thing entirely.
Having said that, Trev organizes 8th Air Force style heavy bombing raids in the MA. I will gladly CAP a CV that needs it, when it needs it (even as a CAP of one). I'm sure there are tankers that wanna roll against other tankers in a thunderous ground battle. But I won't force anyone to do something they don't want to and I sure won't ask HT to force them for me. I'm more of the inspire and lead type (or help others when they inspire and lead type). Sometimes you just gotta do it and hope others will follow.
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And a dozen or more players wish their vision of the game could be coded to force other players to play the way they want them to. But that's not a realistic answer. All the things you describe are possible. HT codes possibility. It's up to the players to take advantage of the game the way they see fit. And they will, whether it's what we desire or not is another thing entirely.
Having said that, Trev organizes 8th Air Force style heavy bombing raids in the MA. I will gladly CAP a CV that needs it, when it needs it (even as a CAP of one). I'm sure there are tankers that wanna roll against other tankers in a thunderous ground battle. But I won't force anyone to do something they don't want to and I sure won't ask HT to force them for me. I'm more of the inspire and lead type (or help others when they inspire and lead type). Sometimes you just gotta do it and hope others will follow.
Yup, all things are possible" however with the player base we have now it will NEVER happen with out a little coading help from HTC.
I truly believe that the builders/designers of this wonderful game wanted an EPIC battle game using extremely well modeled WWII equipment to create the types of game play I described above. I doubt they had NOE carpet bombing suicide runs as a top mission, nor did they look forward to the "tank battles" being nothing but a bunch of spawn camping. PLAYERS made this game what it is now. And what it is now is a slowly dying combat game.
HTC cant wait for the players to change how they play. Running from fights, avoiding combat.... in "the premier combat game" :rolleyes: bomb and bail, and combat "maneuvering" that pretty much consists of HO and runnnnnnnnnn! The need coading that promotes battles, missions, battle plans, group/squad tactics and so on. Not this horde or run mentality we have today.
The game has lost a lot of the depth it use to have due to players looking to cut corners instead of investing the time to learn to get better. The more these players basterize the game the fewer and fewer players we have, as well as the fewer players that stay when the come into try the game. New players are faced with a big learning curve, and on top of that all they see are hordes rolling bases which they are either under getting crushed, of part of and manage to do nothing as the "Aces" drop everything they need in a single pass. Or maybe they decide to fight and have their butts handed to them by the sharks that hover over any fight to pick and run to rack up a kill count so they look cool when they land.
If coading is added to slow the sharks, and add the depth maybe more of those newbies would stay. On the other hand HTC could totally ignore any thoughts they might have had for the game and just add air spawns, nukes and bring back F3 mode to match all the other crap arcade games out there.
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The new radar introduced some time ago was the big thing that made me unsubscribe.
You will not even enjoy that exact instant radar on modern fighter since it has no 360 degree radar, without a high altitude AWAC on-top.
You cannot even hide behind a mountain, which in turn will render any high-eny plane pretty much a target since it cannot run or dogfight anything.
The "old" radar was wwII realism at it's core, the new 'AWACS' radar, even though it has short range, is even better than an ASEA radar on modern planes which have only 120 degree FOV and can not see though mountains.
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It makes it hard to hide. Better to find fight.
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It makes it hard to hide. Better to find fight.
how hard it is to know red means towards bad guys on map? blow stuff up till a plane ups, boom fight, do it with a few guys, boom big fight
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how hard it is to know red means towards bad guys on map? blow stuff up till a plane ups, boom fight, do it with a few guys, boom big fight
So you quit because planes can see you?
I played last night and had as much fun as I did 20 years a go.
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So you quit because planes can see you?
I played last night and had as much fun as I did 20 years a go.
Q U I T? my guy who said that, im a full time student, i dont have to time to play much, i peep in every now and then.
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Q U I T? my guy who said that, im a full time student, i dont have to time to play much, i peep in every now and then.
LOL I see now... you quoted save.