Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: BenDover on June 25, 2002, 02:06:31 PM

Title: question for you, the players of AH
Post by: BenDover on June 25, 2002, 02:06:31 PM
Lets start a surgestion thread, what you want to improve aces high, besides better gfxs, and more planes.

i'm on about game play elements.

lets keep it brief, not OTT on the descriptive crap please.

well, here's some thing i want:

triggers in maps, would be useful for special events
erm, can't remember my other stuff i thought of

anyway, on with the show
Title: question for you, the players of AH
Post by: cobra427 on June 25, 2002, 09:46:29 PM
i would like to see a plane editor ....will never happen ..... i dont mean like adding 100 guns to a pane but the paint job decals ..... the ability to fine tune your plane like the fuel mixture and stuff
Title: question for you, the players of AH
Post by: J_A_B on June 25, 2002, 11:02:00 PM
1. Better sounds--inparticular more varied engine sounds for the different planes.

2. Update old graphics to be more inline with the newer stuff.

3. FPS element of gameplay.

J_A_B
Title: question for you, the players of AH
Post by: Tumor on June 26, 2002, 12:04:43 AM
How many posts before the whine/whinewhiner stuff starts?
Title: question for you, the players of AH
Post by: Furious on June 26, 2002, 01:42:52 AM
J_A_B,

Download Mitsu's sound pack.


F.
Title: question for you, the players of AH
Post by: cobra427 on June 26, 2002, 01:49:37 AM
Quote
Originally posted by Tumor
How many posts before the whine/whinewhiner stuff starts?


looks like u did :D
Title: question for you, the players of AH
Post by: BenDover on June 26, 2002, 01:59:57 AM
Quote
Originally posted by J_A_B
1. Better sounds--inparticular more varied engine sounds for the different planes.

2. Update old graphics to be more inline with the newer stuff.

3. FPS element of gameplay.

J_A_B


1. d/l mitsu's, flak baits, and the rest

2. its already coming (remember spits?)

3. that is planned (remember Sabre's interview with HT at last years con?)

oh yeah, had an idea, better damage model
Title: question for you, the players of AH
Post by: Esme on June 26, 2002, 02:28:29 AM
Having the fuel allowance at fields be the MAXIMUM that can be set but have the ability to set any percentage up to that amount.  This is crucial for good bomber play.

Have more realistic fuel capacity/burn rates for bombers, so that scenario games can be set up accurately

Have the ability for CMs to turn OFF strat info, again for scenario game purposes.

Ditto ability for CMs to turn OFF GPS maps altogether, or for specified plane types.

Flak needs some SERIOUS looking into. It is FAR too accurate and deadly low down. Main thing that strikes me is there seems to be little or no "wake up" time when approaching a target NOE; the gunners are always there, ready and waiting and firing at you BEFORE you reach target. In real life, NOE attackers would often be practically on top of their target before a shot was fired.

Nights that can be moonless and also truly dark. (Note I said CAN be - dependent on how CM sets arena up)

Addition of a simple form of airborne intercept radar for appropriate planes - selecting a plane to include such equipment should, of course, affect weight and performance appropriately. Suggest the "quadrant and circles" form of AI radar for all types for simplicity - at least, to start with.

Choice of bomb sight types (selectable before takeoff) in appropriate planes (at least a choice of stabilised vector or tachometric sights). Have user have to input alt over target, speed and wind correction. One could still have a standard sight that isnt too demanding for MA play, but allow more realistic sights to be selectable for scenario play.

Parachute flares for target marking (they do not have to act as actual light sources, just so long as they are themselves visible as they float down).  Pre-takeoff user-selectable colours.

Possibility of flarepaths for fields to be turned on at night.

Some kind of AI groundwar that can be directed by players (a bit like ships are now?) that can capture bases by overruning them and that can be affected by aerial attack or player-controlled GVs.

Simulation of automatic dive-bombing mechanisms installed in planes like the Ju88.  Set start altitude, altitude of drop, and once the mechanism is engaged, the automatic mechanism takes over, sets plane into dive, does the drop and pulls the plane out of the dive.  Of course, the pilot has to judge when to engage the mechanism in order to hit the target... :-) And those preferring to do it all manually still could.

Esme
Title: question for you, the players of AH
Post by: steely07 on June 26, 2002, 03:07:08 AM
Quote
Choice of bomb sight types (selectable before takeoff) in appropriate planes (at least a choice of stabilised vector or tachometric sights). Have user have to input alt over target, speed and wind correction. One could still have a standard sight that isnt too demanding for MA play, but allow more realistic sights to be selectable for scenario play


 110 :)
Title: question for you, the players of AH
Post by: Ripsnort on June 26, 2002, 08:06:12 AM
Manable AA on the trains.
Title: question for you, the players of AH
Post by: J_A_B on June 26, 2002, 12:14:20 PM
"J_A_B, Download Mitsu's sound pack. "


I'm sorry, but IMO player-made addons DO NOT replace having a well-rounded game.  I DO use downloaded custom sounds, but that doesn't change the fact that the overall quality of the sound package installed with AH is generally inferior to what was being delivered by games in 1996.   It should not be the players responsibility to make up for this glaring shortcomming.    I assume HTC already knows this and will get to it when they can; a downside of being a 7-person company is you can't develop everything at once and choices have to be made.

J_A_B
Title: question for you, the players of AH
Post by: Blank on June 26, 2002, 12:16:21 PM
I'd like a fuel dump on planes, and optional up fireing cannons for 110's like the radar night fighting versions had (I think I'm correct about the 110?) so you can get those annoying space corp buffs :)
Title: question for you, the players of AH
Post by: Tac on June 26, 2002, 12:37:47 PM
I'd like MUCH bigger ground targets. Fields, factories and cities as they are now are midget sized.

Imo, a city should cover half of a sector and have a lot of buildings to blow up, but also have a few "key" locations that must be destroyed in order to "close" the city. Factories should be AROUND the cities, not sparsed all around the map. This would make bomber runs be more realistic in the sense that defenders do not know what the enemy is otw to hit. And if cities cover half a sector, that gives plenty of space to "miss" the buff raid before they hit. Factories may even be incorporated or hidden inside the city buidings too.

Fields should be twice as big as the large fields now. I would put a LOT more fuel and ammo dumps (about 12 each), a lot more FH's and BH's, etc,etc. However, I would make these targets softer, as in a 500lb bomb can blast a hangar and a 50lb bomb can blow a fuel/ammo tank. I would also like to have the Ack be of smaller caliber (.30) and have more acks firing. If a field has the same amount of guns a fleet has, with 30 cals (or quad 30 cal in each gun position), the saturation of lead will be enough to seriously damage anything flying through it. Even better if you make those 30 cals shoot up to 6k alt. Leave the 37mm's as MANNED acks only. Enough of the 1ping death by AI bs.
Title: question for you, the players of AH
Post by: BenDover on June 26, 2002, 12:38:49 PM
Quote
Originally posted by J_A_B
"J_A_B, Download Mitsu's sound pack. "


I'm sorry, but IMO player-made addons DO NOT replace having a well-rounded game.  I DO use downloaded custom sounds, but that doesn't change the fact that the overall quality of the sound package installed with AH is generally inferior to what was being delivered by games in 1996.   It should not be the players responsibility to make up for this glaring shortcomming.    I assume HTC already knows this and will get to it when they can; a downside of being a 7-person company is you can't develop everything at once and choices have to be made.

J_A_B


yeah, but think of the 56kers
Title: question for you, the players of AH
Post by: BenDover on June 26, 2002, 12:59:36 PM
Quote
Originally posted by Tac
I'd like MUCH bigger ground targets. Fields, factories and cities as they are now are midget sized.

Imo, a city should cover half of a sector and have a lot of buildings to blow up, but also have a few "key" locations that must be destroyed in order to "close" the city. Factories should be AROUND the cities, not sparsed all around the map. This would make bomber runs be more realistic in the sense that defenders do not know what the enemy is otw to hit. And if cities cover half a sector, that gives plenty of space to "miss" the buff raid before they hit. Factories may even be incorporated or hidden inside the city buidings too.

Fields should be twice as big as the large fields now. I would put a LOT more fuel and ammo dumps (about 12 each), a lot more FH's and BH's, etc,etc. However, I would make these targets softer, as in a 500lb bomb can blast a hangar and a 50lb bomb can blow a fuel/ammo tank. I would also like to have the Ack be of smaller caliber (.30) and have more acks firing. If a field has the same amount of guns a fleet has, with 30 cals (or quad 30 cal in each gun position), the saturation of lead will be enough to seriously damage anything flying through it. Even better if you make those 30 cals shoot up to 6k alt. Leave the 37mm's as MANNED acks only. Enough of the 1ping death by AI bs.



nice idea, 2 bad it won't work with the current engine

hey, i once did a city that was 4 miles square (think 4 airfields together), and that made my FPS go to toejam

oh yeah, lets let us select the amount of fuel we have in EACH tank, but still keep the current 25%, 50%, 75%, 100%
Title: question for you, the players of AH
Post by: SOUP on June 27, 2002, 08:43:02 AM
Quote
Originally posted by Blank
I'd like a fuel dump on planes, and optional up fireing cannons for 110's like the radar night fighting versions had (I think I'm correct about the 110?) so you can get those annoying space corp buffs :)


You refer to the "Schrage Musik"  (Jazz Music is the most common term but I think it also translates like Funny Music or Strange Music)

Vertically mounted at an angle cannon.. along the dorsal spine of the aircraft.. angled forward.. ( I forget the number of degrees)

It was tried in a little bit of everything... 262, 190, 110, and Ju-88.  They even had a photo electric cell for use during the day so when the shadow of the bomber fell across the interceptor the cannon fired.

A Schrage Musik arrangment would devastate the Lancs particularly and would be bothersome to fighters.
Title: question for you, the players of AH
Post by: zipity on June 28, 2002, 08:04:53 PM
I'd like to see a representation of the number of kills someone has painted on their plane.  The same way allies in europe used to paint a nazi cross or in the pacific a japanese flag for each kill.  I realize that where some players have 100s of kills per tour that might be difficult but maybe 1 enemy icon for every 5 or 8 kills.

That way you could tell the skill (assuming you could get into a position to see it) of the pilot your trying to kill.  Also, it would look real cool.
Title: question for you, the players of AH
Post by: Blank on June 30, 2002, 11:05:38 AM
thanks soup, yep thats what I meant,  :D
Title: question for you, the players of AH
Post by: cajun on June 30, 2002, 01:19:04 PM
Meant to post in here earlier but forgot :),
What I would like to see are:

Triggers in the editor,

More realistic ship damadge (ei the ship is not just dead or alive, you can take out guns, engines etc),

Find some way to make torpedoes more usefull, (Right now its easier just to suicide attack, or bomb from high alts),

Bomb creaters on runway make it harder to take off (not impossible, just harder),

I like the Idea about pasting kill flags on your cockpit every time you shoot someone down, but I don't think HTC will be able to add this anytime soon,

Be able to repair your plane at the rearm pad (if I manage to take a plane home with engine oil or radiator out and land it at the rearm pad I have to discountinue my kill streak, where as in real life you could just have your plain repaired?)

(Edit) Oh yeah, and some one had the idea of being able to move ammo clips from 1 gun to another in bombers if the guns are the same caliber with .commands, with a delay (say 1 sec per round?) so it would take a min to move 60 rounds, and while ammo is being moved both guns are disabled.

Thats about all I can think of right now :D
Title: question for you, the players of AH
Post by: NOD2000 on June 30, 2002, 03:53:46 PM
how about a invinsability code that only i know.........
Title: question for you, the players of AH
Post by: SOUP on June 30, 2002, 08:04:34 PM
"NO bomber ever whent down in one pass NEVER did it do that no matter what plane attacked...unless it killed both pilot and the copilot" so y does that happen in AH...........


Ah.. NOD...  I spoke with a B17 pilot one day at a graduation ceremony for the United States Army Survival, Escape, Resistance and Evasion Course, Fort Bragg North Carolina.  The pilot had been a "guest" of the  Germans during World War II.  When I asked him how he managed to "drop in" on the Germans he said..

"We were shot down by an FW-190.  Headon pass, hit us in the wing, started a fire in the feed lines or Tokyo tanks (fuel tanks way out neat the tips of the wings).  Not positive as we only had about two minutes to get out.  Plane blew up in mid air"

Sure sounds like a one pass to me.

He further went on to explain that his ball turret gunner lived thru a quirk of fate.  That standard procedure for a ball turret gunner was not to wear their parachute (which was a chest pack style) while sitting in the ball.  (too cramped)  They would wear the harness but if needing to bail, they clambered back up into the plane and clipped the pack onto the harness before jumping.  The pilot during training had sat in each gunner's position (while the plane was over the Gulf of Mexico no less).  He asked to have the parachute handed down to him while he was in the ball.  He relayed that he was much bigger than his ball turret gunner and could fit with the chute.  His gunner agreed and from that point on wore the parachute complete while in the ball.  It saved his life over Germany as the attack, fire and explosion were so rapid that he wouldn't have had time to get out of the ball.  The gunner, in fact, doesn't even remember the explosion, he never exited the ball.  He remembers the bail out bell, then remembers being under canopy.  His back side filled with shrapnel from the plane.  The pilot indicated they believed the explosion blew the gunner out of the plane, ball, et al.
Title: question for you, the players of AH
Post by: Epsilon 5 on July 01, 2002, 03:34:56 AM


That's all I can think of now.
Title: question for you, the players of AH
Post by: SuperD on July 01, 2002, 03:59:47 AM
I would like to see some more assisting for torpedo attacks.  I have been trying to perfect a torpedo attack run for a long time and usually never really know if I was successful because I was shot down.  It is suicide for torpedo bombers to get close to a carrier fleet yet they have to get close to be able to try and figure out how to lead the carrier.

a lead computing sight for torpedo planes would help in determining the direction needed to drop and being able to do it from a farther distance from the AA guns and certain death.  Small variables can be added to make sure it is not 100 percent accurate.  A turning and meneuvering carrier fleet would throw this off anyways but would let the pilot at least get his fish somewhere in the right direction for interception.