Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Halo on September 07, 2002, 09:20:51 PM
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It would make gunning ships a lot more interesting if gunners could Alt D and see damage to the ship they're gunning for.
A simple thermometer damage progression would be fine, especially supplemented with a percentage progression.
Why is this so important? Well ... ah ... er ... mmm ... an informed crew is a Happy Crew! :cool:
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Sorry, but why the hell anyone would need this.
Ships don't have any damage to talk about.
They are 100% ok or 100% detroyed.
When you gun on a ship and the ship sinks, you get a safe landing.
So where is the problem?
As long there is no damage modeled on ships, there is no need for a damage display.
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Agreed. Give us a real damage model for ships, along with fire and flooding (i.e. listing and slowing) and destroyed systems. These were the cues used in RL to determine if you were damaging the enemy. In the mean time, I would agree that a simple damage meter for your own ship would be nice, just to know how close your ship is to sinking. This would fulfill something of the function that the Alt-D key currently provides to pilots and GV drivers. No where near enough, but better than nothing.
Sabre
Bring a real naval damage model to Aces High!
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Ship damage now is too either/or with no indication of anything. For example, after the carrier and/or cruiser start taking serious damage, it's prudent to navigate them more conservatively, steer them away from the max danger.
On the other hand, when fleet is fresh and undamaged, can be more aggressive, especially in getting in closer for lvts.
The system is monitoring damage to see when to sink the ships, so perhaps it wouldn't be unreasonable to visualize this with a thermometer damage bar and make it available to ship gunners via the Alt D?
Could be many variations on this, of course, but some sort of Alt D damage indication is definitely warranted -- within AH's other priorities, naturally.