Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Creamo on November 19, 2002, 08:56:23 AM

Title: Skill Levels
Post by: Creamo on November 19, 2002, 08:56:23 AM
Every game, bar a few have a scalable “skill level”. MMOG should not be an exclusive format for this proven game play format. But it is. It forces combat trim and other crutches, on the same perk point players that decide not to use them.

The perk system scope doesn’t address it entirely at least. So maybe just make rewards available via a selectable skill level? That’s where my hoopty FIVE idea comes in.


Flight Model
Icons
Views
Engine and System Management

Here’s the synopsis and easy outline breakdown.

FM- Scalable. Combat Trim, no stalls, etc… to the full realism mode that excludes all those flight model enhancements to ease in new players..

Icons- changes the range for realism guys to a lesser distance as the CT faithful have argued to no end and see fit. Plus, have counter under 1k not to count down in increments for the realism guys that want to judge distance. Keep it as is for everyone that doesn’t favor a change on a “Easy or Intermediate Mode” of sorts. Make it selectable.

(And at least make an option to change the size of the icon regardless of screen resolution or skill level. Huge billboard icons never were a crutch for me, but immersion depleting for sure. I’d take the lack of SA input to make them sized relative to the plane icon, 2-1 seems good. (I’ve asked for that for years)

Views- everyone loves the AH view system, me too. Aside from the normal cockpit view changing and scrolling/saving, which is cool, for those that love the 6 views and Linda Blair features for various reasons, make it a easy mode option. Then make a reasonable attempt to consider each plane type and limit 6 views for guys that like the WBS and IL-2 take on this issue. A 109 is not a P51-D, the P51 HT flew is not the B model, let alone a 109 thank you.

Engine management, and systems. Cowl flaps, manual prop pitch etc…Make it pushing the throttle to 100% all fuel load a easy setting, add the management features for the people that enjoy that extra bit of simulation.

It’s all been argued before, so stop making it a MA arena constant. Choose your skill level, get rewards accordingly in medals, perk points, whatever appeases everyone.

Personally, I lost my Saitek X45 hat and flew AH without a 6 view for a while. It was just as fun. I’d flown Il-2 so long wasn’t a handicap of sorts. But had there been a realism initiative to gain something; it would have been even better. Something like HTC’s new theater (delayed) which everyone is jizzing over medals rewards about.

And if this system doesn’t appease the realism guys, because a guy on easy mode might kill them, they are what I thought all along. Cherry pickers that want one more advantage to pad scores. Not a challenge, which is why they hate Il-2.
Title: Skill Levels
Post by: Pongo on November 19, 2002, 10:05:03 AM
Some good sugestions for sure. An issue that is hard to see from our side of the customer fence is the efffect on delivery cylcles of added complexity.
Allready releases are taking longer because there are no extra developers and the program is much bigger then it was 2 years ago.
Now a new map cant be added without considering new strat layouts. New planes need more detailed skins. This would require detailed thought on the locations and effects of flaps and engine gizmos for every plane we have and every one we want to add but would be turned off for the majority of users.
A good presentation of ideas.  But the cost that the bulk of users would pay in increased bugs and release intervels would be pretty signifigant. Not to mention the other features that would not be added becaus of the development time that these changes would make.
Title: Skill Levels
Post by: Innominate on November 19, 2002, 10:18:21 AM
Items like combat trim, stall limiter, and advanced engine management is a good thing.  You can take the simple way, or you can take the advanced route and gain additional performance.

There doesn't need to be any penalty for using the stall limiter, or reward for using any kind of added engine management.  Since they have thier own built in penealties.  A plane with stall limiter on is SEVERELY crippled.  And more advanced engine managment could offer significant performance gains.

Any properly designed realism option should be built so that by taking on the extra workload, you can gain an advantage in a fight.  The stall limiter is a perfect example.

As for using the perk system for it, we all know how well it works in encouraging people to fly planes besides the n1k2spitla7pony.
Title: Skill Levels
Post by: Creamo on November 19, 2002, 10:19:39 AM
An issue that is hard to see from our side of the customer fence is the efffect on delivery cylcles of added complexity.

It's actually way easy to see from our standpoint, and it's complexity is apparent and not discounted. Could they do it? Not sure. Still, I’m promoting a development phase that would be pretty groundbreaking in its initial idea, and in the long run, worth it.
Title: Skill Levels
Post by: Turbot on November 19, 2002, 11:18:00 AM
Quote
Originally posted by Innominate
As for using the perk system for it, we all know how well it works in encouraging people to fly planes besides the n1k2spitla7pony.


If "n1k2spitla7pony" were perked then maybe you would have a point.   As they are not perked, indeed it encourages people to fly them and ergo the "I don't need perks" mentality of many.
Title: Skill Levels
Post by: Pongo on November 19, 2002, 11:31:46 AM
Quote
Originally posted by Creamo
An issue that is hard to see from our side of the customer fence is the efffect on delivery cylcles of added complexity.

It's actually way easy to see from our standpoint, and it's complexity is apparent and not discounted. Could they do it? Not sure. Still, I’m promoting a development phase that would be pretty groundbreaking in its initial idea, and in the long run, worth it.


Im concerned about the impact on releases after these sugestions are implemented. And im not saying its a stopper..or that some or all of the sugestions shouldnt be impemented. I think the icon size one is a must have. But if we get to yearly releases because the code base of the game is that much harder to work with as it gets more complex. thats a pretty static game.
Title: Skill Levels
Post by: Creamo on November 19, 2002, 11:31:47 AM
I could humiliate you in any n1k2spitla7pony you choose Insomniac with a Dora before you bore me to sleep with your perk ride issues, what's your point from the skill level select idea?
Title: Skill Levels
Post by: Innominate on November 19, 2002, 12:50:29 PM
Quote
Originally posted by Creamo
I could humiliate you in any n1k2spitla7pony you choose Insomniac with a Dora before you bore me to sleep with your perk ride issues, what's your point from the skill level select idea?


My point is that, unless you add a COST to "easy" mode, or the "advanced" mode offers an advantage, it will have the same effect on usage as ENY does for the n1k2spitla7pony. (none that is.)

Anyways, I wouldn't even need the n1k2spitla7pony to wipe the floor with you.  My 190a5 would ghetto-stomp your pathetic excuse for a focke-wulf.

And my name is Innominate, THERE IS NO whoopee S.  Effin idiot.
Title: Skill Levels
Post by: Furious on November 19, 2002, 01:02:24 PM
Creamo-

I certainly hope you come back later drunk and see what you have done.  



...but, I am all for more fidelity, difficulty, skill level, whatever.

Would you be able to change skill level in flight?  I think that for your idea to work it needs to be selected prior to flight and unchangeable for the duration.  Like in some sort of ready room.


F.
Title: Skill Levels
Post by: Creamo on November 19, 2002, 01:09:03 PM
Im not coming back until Insomniac joins the Crap Wrestlers MAG 333 1/2. I hear the furniture truck, whooot!
Title: Skill Levels
Post by: ccvi on November 19, 2002, 03:15:06 PM
Add real gauges (not those with historic units, but those with a display error and delay, and deviation over time for the gyros) to the list please :)
Title: Skill Levels
Post by: eskimo2 on November 19, 2002, 06:31:57 PM
Way Cool Creamo!
Now, here’s my version that takes it even a step further!

D ialect and Language Authenticator
O ral Ipecac Drip- Stick Stirring Nausea Replicator
G -induced Blood Pumper Outer
M eals Equivalent to Actual War Rationing
E lectroshock Pain Simulator
A ircraft In-Flight Piss-Tube
T emperature Duplication Device

Players earn even MORE perk points by participating in the following:

* Dialect and Language Authenticator – Converts all text and voice communications to the language of the aircraft origin.
* Oral Ipecac Drip- Stick Stirring Nausea Replicator – Uses a Gavage tube to drip syrup-of-ipecac down the users throat if and when they stick stir.
* G-induced Blood Pumper Outer – During high gee maneuvers this pump sucks blood directly out of users aorta, causing instant dizziness.  Negative gees pump up to an extra 3 liters of blood into the users bloodstream.
* Meals Equivalent to Actual War Rationing – A web-cam linked directly to the DOGMEAT police ensures that all players eat only war ration proportions.
* Electroshock Pain Simulator – Players who crash or have been shot receive equivalent pain through electroshock device.
* Aircraft In-Flight Piss-Tube – No more wimpy, convenient flush toilet breaks.
* Temperature Duplication Device – This machine has a refrigerant and heat source capable of producing temperatures between –65 and + 350 degrees Fahrenheit

eskimo
Title: Skill Levels
Post by: Flittt on November 21, 2002, 11:48:31 PM
OMGROFL !!!!
Title: Skill Levels
Post by: Dowding (Work) on November 22, 2002, 04:07:45 AM
Someone buy me a pair of analgue rotary controls for trimming the plane with - until then I'm not trimming with the keyboard - no way.

Combat trim is not a skill based compromise - it's a 'lack of suitable equipment' based compromise.
Title: Skill Levels
Post by: hitech on November 22, 2002, 09:08:04 AM
Hmm I trim 346AK with buttons.
Title: Skill Levels
Post by: OIO on November 22, 2002, 10:33:09 AM
Kind of a good idea creamo.

A vet with "realism" controls enabled would have access to more of the plane's perfomance (like manual vs. auto gear shifts in cars), while the current system of autotrim and stall limiters and such would help newbies from getting themselves killed and learn the flight model.

Reward-wise, the vet with full realism controls can pull tricks the newbie cant... and the vet should also get more perks per kill because he has to do more work with his plane than the newb..and fight at the same time.

Then also change the victory messages..

"OIO landed 12 kills in a P-38L on High Realism" ;) ;)

"Newb landed 5 kills in a Nik-2j on Low Realism" :D
Title: Re: Skill Levels
Post by: Shiva on November 22, 2002, 12:43:01 PM
Quote
Originally posted by Creamo
Engine management, and systems. Cowl flaps, manual prop pitch etc…Make it pushing the throttle to 100% all fuel load a easy setting, add the management features for the people that enjoy that extra bit of simulation.


So do you intend to penalize players who select the most labor-intensive engine-management level and then choose to fly the FW-190, which had a mechanism that controlled engine RPM, manifold pressure, fuel mixture, and propellor pitch automatically from the throttle position? Or will the people who choose planes that give them a 'free ride' on engine management get the benefits of picking 'full manual'? Or will you force them to handle all those adjustments manually, even though the actual aircraft took care of that for them?
Title: Skill Levels
Post by: J_A_B on November 23, 2002, 07:16:59 PM
You might trim with buttons HT, but you're also sitting inside a plane that you can FEEL  :)


J_A_B
Title: Skill Levels
Post by: ergRTC on November 25, 2002, 04:28:43 PM
I think a very easy realism feature to add would be pushing your engine too hard.  Just have a selector button like combat trim, which would allow you to blow your engine up by pushing it too hard.  So 100% is now 110% and you are gonna blow that baby up.  Problem is you would need to create some kind of damage modeling for the engine besides overheats and oil loss.