Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Joc on June 12, 2002, 05:57:45 PM

Title: A new view on perks
Post by: Joc on June 12, 2002, 05:57:45 PM
Instead of saving up hard earned points for lets face it,planes that are not that hot,or get you chased around the map wouldnt it be better to be able to repair battle damage on the refuel/rearm pad? or even to be able to change a plane on the pad at the cost of points? how many times have you had to exit a sortie with kills because you were missing an aileron or flap?
 On stoping at the pad a plan view of your a/c could appear with the damaged areas highlighted in red,then you could click on what you could afford to repair.That to me,would be a better use of my hard earned perkies.
Title: A new view on perks
Post by: Kevin14 on June 12, 2002, 06:02:07 PM
I've always wanted to be able to repair your aircraft but using perk points to do so doesn't seem right to me. The idea of being able to click on areas of red I like
Title: A new view on perks
Post by: AKSWulfe on June 12, 2002, 06:11:18 PM
It would be even better if sorties were scored as sorties.. once you land and come to a complete stop- that sortie ends.

Then what good is repairing your plane? Can't artifically inflate your kill/death and kill/sortie that way.
-SW
Title: A new view on perks
Post by: Revvin on June 12, 2002, 06:29:40 PM
I don't like the re-arm re-fuel pads as they are now it just feels so gamey to re-arm and repair so quickly so to have some kind of arcade racer style 'click on the damage to repair' would just make this system even sillier IMHO.

As Wulfe says make a sortie one sortie, land and you're done.
Title: A new view on perks
Post by: Hortlund on June 12, 2002, 06:36:17 PM
Suppose you want to land and refuel at a field with all FHs and/or fuel down. Paying perks to repair would be good then, no?

As for the sortie, Im all for it. Some ppl are too hung up with scores. (Not us knights though)
Title: A new view on perks
Post by: AKSWulfe on June 12, 2002, 06:44:37 PM
cc Hortlund, which was the intent of the rearm/refuel pad to begin with.

But it can be gamed, and is a lot of times.

With a base completely flat, you can still rearm/refuel... despite no fuel tanks. How do you refuel with no fuel tanks??????
:)
-SW
Title: A new view on perks
Post by: majic on June 12, 2002, 06:48:13 PM
Exactly, why should you get fuel and ordinance at a base which had their's done blowed up?
Title: A new view on perks
Post by: Hortlund on June 12, 2002, 06:58:47 PM
Well, if you want to open that can of worms, then why should you be able to up an unlimited number of aircraft from all different nations of ww2 from one small field with 3 FHs?
Title: A new view on perks
Post by: Joc on June 12, 2002, 06:59:41 PM
If it came down to it,Id prefer the one sortie system too,but as long as the re-arm pads are there folks will use em,but if its a more realistic thing we're after,then surely the whole perk system should be dumped and a rolling plane set introduced? yes I know we got the CT,but hardly anyone flies there,I know the re-arm pads are 'arcade' like,but surely the whole MA is,speaking for myself I wish the 3 country war thing was dumped,the idea is as old as the hills,been done before,if we have to fly for made up countries,fine,but lets have a more realistic environment,a decent strat system,maps that dont look like pizza's,that bear some relation to the real world,bridges,more roads,no icons for enemy aircraft.......what kind of set up would YOU like to see?? Im interested to hear :)
Title: A new view on perks
Post by: Rokkit on June 12, 2002, 08:10:20 PM
OK...rookie here...what the hell is the refuel/re-arm pad???
Title: A new view on perks
Post by: SirLoin on June 12, 2002, 08:18:20 PM
Rokkit,it's that white square with a small tower on the end of some runways.If you park on one,it will refuel and rearm your plane....
Title: A new view on perks
Post by: Dead Man Flying on June 12, 2002, 08:34:34 PM
Quote
Originally posted by AKSWulfe
cc Hortlund, which was the intent of the rearm/refuel pad to begin with.


The belief that rearm/refuel pads began only to allow planes to continue flying when a field is seriously damaged seems to have taken hold among a group of posters on the forum.  Unfortunately, it's just not true.

But don't take my word for it.  Pyro specifically states here (http://www.hitechcreations.com/forums/showthread.php?s=&threadid=7112&highlight=rearm) that:

"The main reason why we keep the sortie alive is for scoring and prestige purposes."

This was in response to someone asking, just prior to the release of the new version with hot rearm/refueling added, why sorties would be scored as they currently are scored.

-- Todd/Leviathn
Title: A new view on perks
Post by: AKSWulfe on June 12, 2002, 09:01:54 PM
Hortlund- how many airfields had aircraft solely in the hangar? Not many- close to none. Most were placed around the airfield so they wouldn't get blown up. Unlimited number probably has to do with the number of players we have, and for playability. Afterall, how many German fighters after 1944 took off with full tanks? Their oil/gas reserve began to ran down as they were forced to retreat.

DMF- Guess I was mistaken, I thought it was for what I posted. Oh well, that's a disappointment for me.
-SW
Title: A new view on perks
Post by: Rokkit on June 12, 2002, 09:17:33 PM
Thanks, Sirloin.  Man, I had no idea...wish there was a comprehensive strategy/game guide for AH!
Title: A new view on perks
Post by: Taiaha on June 12, 2002, 09:29:54 PM
Wow, whole swag of issues here, just want to comment on a couple.

1) Yep, the re-arm pad is gamey, but as Joc points out, so is the whole MA.  But even within the parameters of the MA game, the fact you can still re-arm when a field is to all intents and purposes dead, has always seemed odd to me.

2) Repairs.  I like this idea, since it does give you something else to do with your perks beside fly around with a big "Roger me roughly" sign on you.  I don't think it would have to be a map of your plane of anything like that.  You pull up on to the re-arm pad, a smoking near wreck, and the system simply asks you if you want to repair your damage, and tells you how many perks it will cost you (more for an engine than an aileron, etc.).  You say yes or no, and you're on your way.

3)  Sorties.  That said, I actually don't mind the idea of the sortie being scored as one up and down.  However if this were introduced, it would, I think, need to be coupled with some means of kill streak tracking across sorties.  You wouldn't have to keep re-arming and inflating at the moment if you could land with 3, and no that when you next upped you'd start working on 4.

4)  RPS.  Both Joc and I played this in Warbirds, as have many others here, and although I didn't find that it made any difference to my enjoyment, there are obviously a lot of people who don't like it.  And it's sure driven a lot of people away from Warbirds (in combination with a lot of other things, obviously--feeling a little sad because I finally cancelled my token subscription to IEN yesterday--gave them 6 months of donations and in that whole time saw only a couple of minor changes).  Before we can even consider a RPS we need a lot more planes: all nations, in all phases of the war, need to have multiple options available, which will increase the likelihood that people will get to fly something they like.  And the RPS period needs to be longer--the one month period in Warbirds was too short, because it meant that the rides people were looking forward to were only available for a couple of days.  Maybe 2 months?  But anyway, we're not in a position to be able realistically talk about an RPS yet.
Title: A new view on perks
Post by: cajun on June 12, 2002, 09:31:23 PM
This is a very good idea, though I don't think it should cost perks, it should be free, but maybe take longer depending on how damaged (ei,Engine 40+ secs,Fuel, oil or radaitor 30+ secs flaps,ailerons,rudders and elevators 15-20+ secs).
Players need to be encouraged to land, instead of just crashing, but currently landing just takes allotta time and you cant get anything repaired.

Also I liked the idea some1 had about a ".move ammo" command idea, where you could move ammo from 1 gun pos to another in bombers (if same cal) with a delay of like 20 secs for 25 rounds.
Title: A new view on perks
Post by: UnDeth on June 12, 2002, 10:13:44 PM
I enjoy the refuel/rearm pads but I do agree, a base without fuel should be limited.  For example, if a base is at max 25 fuel, it should only be able to refuel you to 25%.  The same would be true for ordinance.

I also like the idea of being able to repair aircraft.  One solution to this could be a hanger %.  In the same way a base has a number of fuel/ammo structures, a base's total fighter or bomber hangers could be measured.  Something like this would allow only a 100% hanger base to do major repairs (engines or major structures like wing tips).  In addition, you'd need to taxi to a hanger and wait for the repairs, which would obviously take more than 30 seconds.  I'd really enjoy a feature like this.  I think some people would and others wouldn't.  I don't know if perks should be required for this, I think the time investment in flying to a fully capable base for repairs, landing, taxing to a hanger and waiting is investment enough.

Why not just land and up another plane?  Because it adds a centain element of realism to me.  If you don't like the feature, don't use it :)

One other feature I'd like to see is the ability to change loads/configuration at the fuel pads.  If you'd only like 50% fuel why can't you change it?  Also, maybe you'd like to take 1000lbs bombs instead of the 250lbs.  If this is too unbalancing, then just increase the refuel time to 45 seconds or even 60 seconds if/when you choose to change your current configuration.

Damn this game is great isn't it!

UnDeth
Title: A new view on perks
Post by: DES on June 13, 2002, 06:26:00 AM
RPS and short icons are fine for CT, if they were to hit the main I'd drop my account the same day. As far as the rearm pads I think they're fine the way they are.

DES
Title: A new view on perks
Post by: oboe on June 13, 2002, 06:51:07 AM
Quote
Originally posted by UnDeth
I enjoy the refuel/rearm pads but I do agree, a base without fuel should be limited.  For example, if a base is at max 25 fuel, it should only be able to refuel you to 25%.  The same would be true for ordinance.

I also like the idea of being able to repair aircraft.  One solution to this could be a hanger %.  In the same way a base has a number of fuel/ammo structures, a base's total fighter or bomber hangers could be measured.  Something like this would allow only a 100% hanger base to do major repairs (engines or major structures like wing tips).  In addition, you'd need to taxi to a hanger and wait for the repairs, which would obviously take more than 30 seconds.  I'd really enjoy a feature like this.  I think some people would and others wouldn't.  I don't know if perks should be required for this, I think the time investment in flying to a fully capable base for repairs, landing, taxing to a hanger and waiting is investment enough.

Why not just land and up another plane?  Because it adds a centain element of realism to me.  If you don't like the feature, don't use it :)

One other feature I'd like to see is the ability to change loads/configuration at the fuel pads.  If you'd only like 50% fuel why can't you change it?  Also, maybe you'd like to take 1000lbs bombs instead of the 250lbs.  If this is too unbalancing, then just increase the refuel time to 45 seconds or even 60 seconds if/when you choose to change your current configuration.

Damn this game is great isn't it!

UnDeth


I love these ideas.   Oddly, the refuel/rearm pad strikes many of you as "gamey", but for me, ending the sortie and jumping right back into a brand new plane to roll again immediately is what strikes me as gamey.   I like to sit on the pad, waiting for the crew to gas up my plane, watching planes rollout past me or scanning the sky if an attack on the field is pending.

Taxiing to the hangar for repairs would be very cool, IMO.  Lets say it takes 30 sec per item repaired, and you get a popup message after each item is fixed.

I imagine a lot of people wouldn't have the patience to use this feature, but I definitely would.
Title: A new view on perks
Post by: lazs2 on June 13, 2002, 07:58:21 AM
if the bases weren't so easy to kill or so far apart we wouldn't need the rearm pads.
lazs
Title: A new view on perks
Post by: oboe on June 13, 2002, 12:54:08 PM
I don't follow your line of thought laz.   What does extending the
sortie for streak purposes have to do with bases being easy to kill or too far apart?    Sorry if I'm being dense here, but I don't get it.

It would be kinda cool too, if while we were in the hangar waiting for repairs, a .wav file plays shop sounds - air wrenches, banging tools, background noise and voices, etc.   Similar to the hangar sounds from what game was it, EA?
Title: A new view on perks
Post by: Turbot on June 13, 2002, 01:01:41 PM
Quote
Originally posted by Rokkit
Thanks, Sirloin.  Man, I had no idea...wish there was a comprehensive strategy/game guide for AH!


Rokkit you are in luck!  

http://downloads.hitechcreations.com/AHHELP.EXE (http://downloads.hitechcreations.com/AHHELP.EXE)

This is the full manual in windows help file format.  Searchable, printable, a must have for anyone wanting to become successful in the game.
Title: A new view on perks
Post by: Rokkit on June 13, 2002, 02:56:29 PM
Thanks, Turbot...but I'm still at a loss.  I've had the AH Help, and I searched that before I posted asking about the refuel/rearm pads.  I have looked at the help file again and can still find no reference to these pads.  Anther thing I've never found any info on was the fuel tank guage.  I know how to get it to show what's in my drop tanks, but if I'm not carrying tanks, is there some way to see how much total fuel I've still got?  I know it shows fuel in a selected tank, but there are usually several on an aircraft.

See what I mean, a bigger strategy guide is needed for us weak-Os!
Title: A new view on perks
Post by: zipity on June 13, 2002, 04:39:36 PM
I'd also like to see the one take off/one landing per sortie.  It might even be nice to see a few "fuel only" emergency landing strips distributed around the arena, so when the main fields are down you can still continue the fight.   (maybe a couple of inflight tankers...opps wrong war. )

I'd also like to see the perk system done away with and some kind of rolling plane set established.  The reason being that waiting to gather enough perks to fly say the 262 doesn't give you enough combat experience in the 262 to be able to fight it effectively.  For me flying a 262 almost always results in the loss of 200 pts.  OR..keep the perks but give us one or two days per tour when all perk planes are free.  That would give folks a chance to get good using those planes.  (no offline practice doesn't do it because you don't have realistic combat off line.)
Title: A new view on perks
Post by: oboe on June 14, 2002, 07:05:01 AM
I'm guessing the TA has 262s avail for no cost?  

When I finally achieved 200 perks, I practiced take offs, landings, and shooting offline.  When I went online, I took a 262 and promptly ripped its wings off diving in on the first con I saw.  :(

I do think the perk system is here to stay.  It may get tweaked now and again, but I find it preferable to the RPS and "jet day" in warbirds when almost every other fighter was a 262.   I like the idea of rare planes actually being rare in the arena.

Not sure how to get people to use all the early war planes being introduced in 1.10 though.   Its likely most will just sit in the hangar in the MA.   Maybe some form of RPS with perks will need  to be used?