Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Ara on July 27, 1999, 03:19:00 PM
-
Something that is quite lacking as of yet in flight sims IMHO is a decent reason to fly smart.. we all know that protecting a bomber is near impossible in a game, because for many the penalties for dying are less than the advantages of killing a bomber.
I've messed with Shockforce a bit, and they have a 30 second "wait in the tower" period while your hovertank rebuilds.. people still play the dickens out of that game despite all the kids playing it... <G>
I know that making people twiddle their thumbs for 30 seconds is not the best from an "online hours paid for" point of view, because that 30 seconds will be a great time to log off... and you will see it..
But why not make any destroyed plane default to a standard loadout/convergance/fuel state.. so that people will have to re- configure the plane if they die or bail? They would be busy in the game for the 20 to 30 seconds.. and if they are in a "field defense and die 100 times" mentality, they will be slowed down a tiny bit having to set the fuel down to a minimum state for instant E.
Just a thought..
------------------
Ara--- 401 RCAF Rams
-
it's still a death penalty, which I know we'll never see. Perhaps if scoring was only by streaks, well wouldn't that be interesting? You die your score resets to 0. poof!
well, maybe that's a death penalty too, but I'm tired of playing games with suicidals.
[This message has been edited by -ik- (edited 07-27-1999).]
-
I agree,
Our squad both planed and executed a 4 base capture scenario in the NG arena. While we ultimately captured all four bases, it took several hours. If memory serves me right, about 2+ hours.
One problem was that word spread that some allies were invading an ignored area of the arena. Another was that the opposition was able to regenerate at will, even after we kept pounding them both on the ground and in the air.
If we didn't have to dealt with "9 lives cats" taking off again and again, we probably would have accomplished our mission in less than one hours.
Would be an interesting and a welcome aspect of a new flight combat sim.
One possible suggestion:
Have several (2 to 3 would probably suffice) arenas linked in a circular fashion. If a sim pilot "dies" in the first arena, he "pops up" in a different arena. Now if he really wanted to return to the original arena, he would have to pay a price of 2 more "deaths".
delta
[This message has been edited by delta (edited 07-27-1999).]
-
Delta writes:
>Now if he really wanted to return to the >original arena, he would have to pay a >price of 2 more "deaths".
That sounds like more of an incentive to die than to live...
How about something simpler... like you lose all rank and medals whenever you die. (Assuming, of course, a scoring system with ranks and medals in the first place, and suitable rewards/privs for higher ranks)
Trips
-
Trips I think we can make it even easier than that!
1 death = $US0.10
------------------
Glars
RNZAF
glarsmaps.warbirds.org (http://glarsmaps.warbirds.org)
-
how about this....
forget rates based on time... just charge 50cents per plane... there... now you have monetary incentive to live
-bigred.
(ps yes i know it screws newbies...maybe a choice of which plan you want to sign up for...time or per plane)
-
A lot of people don't care about score, and would need a "real" incentive to fly to survive. How about an RPS that restricts the latest uberplane to rear fields, EXCEPT for planes landed safely at any field. How about a strategy system that limits uberplanes/fuel/ammo/ordinance, based on damage to production facilities, EXCEPT for "aces" with a streak of N kills, who get full loadouts and the latest planes.
A couple of "real" reasons to survive.
popeye
-
Old Air Warrior Dos: Nice strat system,but didn't belong in a Main (furball)Arena setting.
Warbirds: Learned off Air Warrior's mistakes but never really dabbled heavy in strat, gave the pilot no true reason to fly with true incentive.
Strategy can't be placed into a Main Confusion Arena any way you try to fit it IMO.
Reasons are many,listed are but a few.
Unbalanced Sides.
Too many independant directions of squads.
Too many score monkeys.
Too many Unrealistic Behavior Pilots.
.......... Over and over, time tested and constantly griped about.Some 10 years running.
No one yet has successfully addressed this issue and come out of beta with it running.
Its actually quite simple.Strategy and a true
reason to fly with realistic penalties that make sense can be summed up rather easily.
A Limited Resource Engagement Arena for Squadron's.Of which Limited Planes per pilot/team is imparitive. Also toss in an Air Warrior Style Dependancey Infrostructure that
DOESN'T RESPAWN.
Once your fuel,ordinance,ammo,repair shed's,
planes are depleted your out or grounded.
A clear-cut winner and looser with closure.
A host of CM style commands for the Arena creator with a Locked Password to keep out unwanted guests.
The 2 AeroSquadrons facing off can pre-arrange the settings.
Problems Solved are many.............
To much alt (above the clouds!) and your enemy slips by beneath you in a low level sinking of your fleet. Yer outta planes!
Fly to dangerously low,and get jumped in a low Energy situation...........loose yer rides.
Do you split your squad up 50/50? half defend
your assets and the other half take out the fuel supplies?
Do you all go up in a deep full 360 degree long range scouting excursion to locate the other guys fleet? (kingfisher required!)
Decisions and lots of them.Too numerous to list here.Possibilities, seemingly endless. All very important and with lots of meaning.Everything is riding on them,with time being of the essence. Wasted time and bad decisions = premature loss of match.
Think about it.
Rattler
The Outlaws (Since 1992)of..
OLD Air Warrior off Genie
Warbirds
Confirmed Kill beta
and now in limbo..............
-
The beauty of good squads is that they educate, protect and organize their newer members. Thus, new players could go more or less directly to a "try to stay alive" environment without being confined to a main arena situation until they 'qualified' or jumped some other hurdle. And with an open route to a passworded arena, nobody paying their precious hourly dibs could claim they were being excluded. Pass the simple test of squad discipline and sociability and welcome aboard.
-
I've suggested it before, I'll suggest it again. Quite simple sollution for 'endless field furballs'/'reason to live' is not to allow the pilot to take off from a field he took off the last time, in case he died that sortie.
That means you can effectivly run a country out of defenders at given field, not to mention you wouldn't have people ack starring there more than once.
It might have the cool effect of rising the combat altitude as well. Okay as long as the jabo is the most effective way of delivering bombs to an enemy field it's going to drag the fights lower. But with the system in effect you couldn't do more than 1 fast sortie in a fighter if you die. After that a level bomber might bring more tonnage/minute to target.
Oh well, why should there be a reason to grab alt, fly bombers or anything other than just fly at 1km in a Spitfire IX.
~/fats
-
One problem with a lot of these theories: they won't help a damn to generate revenue. If you make it too hard / confusing / time-consuming for the newbies (or hell, everybody really) then they will stop coming. Having to re-do the loadout on yer plane each and every time? What a pain in the ass, and what for? You DO have to keep in mind that for every die hard pilot who wants engine management, preflight checklists, and the like, there are 10 or more who want to play, but without the extra added learning curve. Maybe some of these features could be added as some extra realism level with some sort of incentive for mastering them, but you can't penalize people for not doing so (aside from not having as good performance as possible, etc.). Sort of like the old dweeb mode flight vs regular.
Like Pyro's article re: games v sims, you have to make compromises for playability. The model you choose has to reflect a workable business model, otherwise it won't be around very long. Oz glad he doesn't have to make that sort of call either.
------------------
Please help Oz find his sig, he lost it!
-
Right Oz,
But didn’t you answer your own question? If you are given the option with an incentive to use advanced systems of some sort, but not forced to use them, I can’t see the problem?
How much the penalty should be for not using some advanced option is a gameplay question, but I think engine management should work well on auto in a normal dogfighting situation to not make it harder then it has to be for a newbee. I see the manual systems as something that can give you a bit better top speed and rate of climb, and a lot better range for example.
Forcing the cooling flaps closed, cleaning up the aerodynamics and giving you less parasitic drag, will overheat the engine fast, but giving an extra boost in top speed and acceleration. Manually opening the cooling flaps might give you more time at full power for a climb and so on.
I would love to have a depth of simulation that took me months to master if I could just fly and fight while learning.
I also like the idea of having the option to refuel and rearm your plane at a forward base, but having to pick up a new ride in the rear. That would make the planes more valuable.
-Jinx
-
I agree with the idea of not being able to use the same field twice in succession. It is a good incentive to stay alive but not a bad enough penalty to stop you going up again. This is a solution that helps (not solves) the 'suicide' problem but does not impact on the profit margin. I am not so sure about bringing in the concept of 'rear' & 'front-line' fields. If your country is well on the way to taking the enemies furtherest fields and you die and get sent to the other side of the map then you will log off and the company loses money. I would also resist any strategy based on restricting 'Uber Planes' as this only leads to heated debates about just where in the ranking each plane lies. What you can do though is apply the 'no field twice' rule to planes ie If you die you must take a different aircraft up next time. This would also have to include a clause to stop people deliberately wrecking a plane on the runway just so they can get back their Spitfire/FW190 etc. Maybe the rule will not apply unless you have climbed above 500 feet before dying.
Roblex
-
How about as a 'death penalty' you cannot fly a combat plane for 5 or 10 min but can fly transport, man AAA or man a ground vehicle?
Other than that, I like the idea of not being able of going up from the same airfield you were shot down at.
Of course, another solution is a strat element that causes most of the battles to be away from the airfield, like supporting troops, shooting up transport sytems, bombing factories. All which affect what or how many a/c and defenses your airfield can support.
-
You don’t want folks to log off when they die, so a no fly penalty probably wouldn’t work. I thought a lot about this a few years back (I love to have this pioneering spirit back (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) ) and only came up with the main field/staging field concept where you could only pick up a new plane at a main base and refuel/rearm, maybe repair, on the staging fields at the front line.
That would add like 4 minutes flight time to get back in the fight again if you die, and make it possible to gain local air superiority in an area for a while. Not taking off from the same field again if you die would serve the same purpose of course.
-Jinx
[This message has been edited by Jinx (edited 07-29-1999).]
-
I have been thinking about this problem since Genie AW...er...a while ago. I really don't see how it could be done in a main arena. Not because it can't be modelled, but because most people are just not interested. Scenarios and regularly held special events is the way to go. That is how I get my fix of fly to live realism. You can't keep a main arena filled with freaks like us all the time. But you can get a large number of freaks to show up at appointed times.
------------------
Vlasov
416 RCAF
No10 RNAS
-
"you could only pick up a new plane at a main base and refuel/rearm, maybe repair, on the staging fields at the front line."
Similar to my idea. Except that I would restrict only the latest model of each plane type to main fields, and provide all others at front line fields (assuming AH will implement an RPS, when the plane set is available). Safely land your Spit IX at a forward field, and you get it refueled, rearmed, and repaired for takeoff there. Otherwise you have to settle for a Spit V. This wouldn't be too restrictive, but would provide a "real" reward for surviving.
(It might also spread the action out a bit, as those who wanted the latest model from a rear field, would arrive at the front lines with more altitude.)
popeye
[This message has been edited by popeye (edited 07-29-1999).]
-
I too want to add my 2 cents to this discussion.
There MUST be some sort of death penalty. It is impossible to achieve air supiority with the rapid respawn.
The ideas I like are
1) fixed cost for each aircraft. This has a lot of potential. Offer each new account X number of airframes for a fixed cost, or a durration of 3 months or something. Then each airframe has a fixed cost attached. Watch people fly a lot more careful. You could even charge a small airfield charge and people will start taking more fuel loads too. Didn't most WWII pilots TO with fairly full fuel loads?
2) The respawing from a different field. Although not as good as no 1 (IMHO) it does force the player to come back to the fight. Thus allowing air supiority. However this is only if the strat is the game is centered around airfields. If the strat is centered away from airfields, this doesn't do very much.
3) delay after death. Hmm, I would agree that this is the time that guys might log. Or maybe the good guys would do 1 min worth of Radar. Has potential.
What ever the system, I am all for it.
We want the death penalty!
------------------
"Just Plane Nuts"
Gazoo
http://plaza.v-wave.com/SolarStorm/index.htm (http://plaza.v-wave.com/SolarStorm/index.htm)
-
Solution?
You bail out, you ride the chute the whole way down. I don't know of ANY WWII pilot that enjoyed freefalling to 3000 feet defore he deployed the chute. You bail, you wait, it's that simple.
You die or refuse to bail, you ride the plane into the ground, no magical "poof" you're in the tower crap.
Morc
-
I like most of the idea's but for a main furball arena it's just that furball after furball, have one or two of them arena's limiting the amount of player's ie after you have logged so many hours flying you can't get into the JR arena's thus forcing you to move up, We do it in stock car racing why not here.? that will keep most of the score hogs from developing,
Guns out.
-
What about some sort of natural delay that any reasonable person would expect. It could even be something to enhance the immersion .
For instance, make sure to warm the engine up for about 15 seconds before rolling. You can hop in and roar off the tarmac instantly, but the engine will be rough, or not supply full power until it's warm. Or, if you roll at 100% too quickly the engine may seize.
Secondly, you could have the player watch an animation of running from the tower to the hanger. Once at the hanger a plane appears. Make it similar to the troops in WB running to the tower. Attacking planes could strafe the pilots before they get to their planes. If you're shot as a runner you just get put back in the tower. No kills should be awarded for this since being delayed by the enemy is penalty enough.
So, how's that sound?
(http://www.concentric.net/~grzero/P47Train.gif)
------------------
Vicious aka -vics-
-
Here are a couple of suggestions, one a negative and the other a positive;
1) Limited A/C takeoffs at a field. Set an airfields "take-off limit" counter to 25. when 1 plane takes off, subtract 1. When 1 plane lands add 1. The counter could go above 25 but not below 0. This would be set to 0 if the field is destroyed and reset to normal when the field is rebuilt. Larger airfields would have a larger take-off limit, for example a Large Bomber Field would have 50.
Limit Types of A/C to fields. Set small runways to allow only fighter type A/C to take-off or land. This means Bombers would have to return to the larger fields to land.
This is a negative incentive in that your countries capabilities are reduced if you don't land your A/C.
2) Make Rank matter. Free flight time would be nice. Say 1 free hr per billing cycle for 1lt., 2 for Capt., 3 for Maj, 4 for Ltc., 6 for Col. and 8 for Brig. If pricing is like WBs, thats a $16 credit for maintaining a Brigadier General rank at the end of your billing cycle.
Of course this is the positive incentive because you are going to reduce your real costs to play the game if you rise in rank.
To rise in rank you have to get a good score which means landing your A/C kills/target hits.
------------------
Steve "Hurc" Crane
[This message has been edited by Hurc (edited 07-29-1999).]
-
Anyway you slice it, there is too many conflicting interests (literally hundreds) in
a Main Furball Arena.
You can't restict the PAYING furball till I die/take out as many before I die/never care to land folks in the Main Arena.Just can't do it.
Dale & Doug realized this 4 years ago from hard lessons learned by Kesmai in Air Warrior.Same applies here.
Infact Dale & Doug reinstated this again in Todays interview on DogFighter.
They also seemed to have closed the door to a Confirmed Kill style arena for Limited Resource Squad Meets.
Real strategy that yields true incentive has
also left with this desision IMSO.
Maybe some day,someone will get it right and give the us old timers a reason to dust off
the controllers again.
Rattler
-
well well.. having read what u all think
heres my 2 cent.
what about having each airfield having a
limited number of planes available at all
times (dont matter what kind of plane).
This number decreases every time a pilot
takes off from the field and increases by
a sertain X number every Y seconds/minutes and very time a pilot lands on the field.
(When/if we get strat we could modify this
to work as we see fit)
This number could initially be very high.
say like 100 for each field (higher number for large field and smaller number for small fields), but if a huge furball takes
place over a field it will eventuall reach
zero and the defenders have to take off from
another field.
well now i know alot of you guys are gonna
say "hey this is old and it wont work because.."
well.. hold your horses, the solution is simple as a country get less and less fields the # of pilots allowed to take off would
increase (using a sertain algorithm) until
the country has only 1 field left and the
number is now infinite.
This solution is simple and should not be
difficult to implement in the start until
we get a more sophisticated sim.
the way i see it is like this:
using C code.
void main(){
int num_aircrafts_avail_at_field = xx;
while(1){
if (takeoff from field){
num_aircrafts_avail_at_field--;
}
if((timer == set_value) | | (plane_landing)){
num_aircrafts_avail_at_field++;
}
}
This is of course just an example, but its simple and could be usable.
okay..thats it.. i know its and old idea,
but i think its sound and deserves a chance
nappy
-
_____________________________ ________
They also seemed to have closed the door to a Confirmed Kill style arena for Limited Resource Squad Meets.
_____________________________ ____________
Havn't closed the door at all but main arena play comes first on priority list.
Specialty events and arena configurations like your talking come later.
HiTech
-
Dale,
Thanks for responding.
If you build the arena,they will come.
I promise (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
Rattler
-
Hopefully the arena will *not* be the same as WB's main arena where you capture fields and that's it. Sure there can and should be things to capture, even fields, just make sure that the jabos are *not* flying to the enemy fields non-stop.
Having jabos attack fields creates the worst air to air combat ever. It pulls the fights to the deck, most often to the point where you just vulch the enemy. Is that the kind of fights you want to have in AH?
If you must have field capture in the arena, then use some other mechanism than bombing the field flat and bringing troops in. Place fields reasonably far away from each other and then have power plants/what_ever_buildings in between that people should try to protect. Do anything to get the fights from 1km and below to something like cruising alt of 4 - 5km.
~/fats
-
The trouble with these suggestions about limiting the number of takeoffs at a certain field is that you are assuming that everyone enters the arena at the same time like in a scenario. The reality is that someone will enter the arena and find that the suicide/furballers have used up all the aircraft at the most useful fields during the last hour. He tries to transport a plane to a forward field but as soon as he lands one of the furballers says 'thanks' and takes off leaving our player stranded without a plane so he logs off. Finally we have 10 suicidal players on each side and no money rolling in.
Maybe if you restricted the planes on a 'per player' basis it might work but even that may cause a player to log off and that cannot be allowed to happen. Anything that delays a player from getting back into the action , be it time delays or long death animations or sending to more distant fields, may cause someone to log and that is bad for business.
I think the way to encourage people to stay alive is to appeal to their vanity. Promote/demote them up the ranks depending on their kill/death ratio (bomb damage/deaths for bombers). Use the military rank in all references to the player. If you dont reset the ratio every tour then people will gain nothing from getting a lucky streak and staying on the ground to preserve it, unless they are giving up permenantly and if the ratio does not appear on any public rankings then there is nothing to be gained from that either. Notice that I also said DEMOTE so anybody who has attained a good rank will be very careful to keep it.
Summarising
1) Promote/Demote ranks depending on K/D ratio
2) Do not reset the ratio at all, keep it accumulating.
3) Use the rank in all messages but do not publish the ratio, do not build a top 10 table.
Roblex
------------------
Kent, UK
-
Always rember that staying alive can NOT be at the top of the priority of scoring or game play.
The simple fact is that most people wants to get kills.
To get kills one persone has to die.
If you put living above getting kill's whats the resone to ever engage in a fight.
It's realy pretty simple you have to make sure that most of the time engaging is worth the risk of dieing or people will tend to engage only when they have a big advantage.
-
kinda disagree with ya roblex (if i under-
stood you right)
wheter or not the players log in at the same
time or over a period of time doesnt matter.
In reality people will log on over time and
if they find that the field closest to the
action has no planes available at the moment,
they can just use another field close by.
I mean, look in the MA. there is always another field within range, so that you dont
have to land at the field being vulched to
refuel or such... just vulch the vulchers and
fly back to the base behind the lines.
KISS = keep it simple stupid (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
nappy
-
ok i guess i have to spesify one thing here
I really dont care how the other guys fly
(if he is interested in getting home or not)
what im trying to get at here is the stupid
vulchfest thing when 1 field is swarmed by,
lets say, 15 pilots and suddenly the attacked
country gets wind of the attack and launches
a zillion defending pilots from the field.
Limiting the number of planes being able
to take of from that spesific field WILL
enable the attacking country to establish
some sort of air supperiority (sp?)
(At least until pilots from nearby fields
can launch defending fighters).
This is what im trying to get at.
I know there is probably more sophisticated
ways of doing this when we gat strat and stuff, but until then i thing we should at
least TRY this.....just to see how it goes.
u never know (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
nappy
-
not sure what ur going at hitech.
i (almost )never engage unless i have the advantage.
heh... note that i said almost (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
getting back alive is always priority 1.
getting kills is priority 2.
also got the feeling that most ppl in this community has the same feeling about this...
yes ???
nappy
-
Hitech,
The point we are making is that the air combat in WB and AW is not a realistic experience because nobody cares wether they die. WB has had instances of B-17s diving in to attack squadrons of fighters knowing they will die but not caring as long as they take one with them. A fighter pilot can dive in against superior numbers three times and die three times but come away with a lucky kill and an improved score thus making it worth his while to do it again.
You say that staying alive cannot be a priority in Aces High but you also say that Aces High is a Simulation of WW2 combat. What higher priority was there for a WW2 pilot than to get kills while staying alive? (dont anybody mention Kamikazi (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) )
I have to strongly disagree with your theory that staying alive will stop combat. Firstly people have been flying scenarios with one life for a long time and nobody avoided combat, secondly very few people have enough self control to avoid combat just because the odds are not perfect (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) I know this as I have experimented with staying alive as long as possible and got nowhere (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
I fully understand your need to avoid anything that will cause people to log early but my suggestion about ranks based on k/d ratio would not affect that at all. I was just trying to think of some way to encourage, not force, pilots to fly more realistically,; to give them a different target to chase other than pure kill totals.
Rob
-
Maybe a combination of the AW field damage model and not being able to take off at the same airfield twice scheme would do the trick. Having the destruction of facilities at the field, i.e. fuel storage and ammo dumps, directly affect performance of planes launching from that field, works well at rewarding the attackers. If the pressure is kept up eventually the field resources would be so bad that no new pilots would bother upping at the damaged field.
I have wondered how it would work if instead of having the quality of the resources degraded, the quantities were affected instead. Lets say the field lost 60% of ammo storage then u could only get 25% ammo load at take off.
What am I saying!!...This thread could be the end of my Vulchomatic.
-
Nappy: ozdisagrees that staying alive is a priority for most people in the community. Remember that the posters here, AGW, and other places is actually a fairly small group, and likely much more hardcore than the mass of the audience. And if you listen to folks, getting back alive isn't neccesarily a priority for a lot too. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) (It's certainly too hard for an oz! (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)) A lot of folks just want to get in the fur prolly. Ever had yer entire squad from "Brand W" in the P&D on a constant low level vultchfest against each other? That is FUN! It depends on what you are into of course, ozmeans the scenario is the ultimate expression of attempted realism (and look how many people throw their lives away just to get in the action) but sometimes you just want to hop on and wallow in the mud that we call the furball, quick action with immediate results for the instant coffee and microwave generation. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
Here's an analogy for furballs vs scenarios: Would you rather watch (fairly often, too) Saving Private Ryan or Kelly's Heroes? One's a much more moving experience, but maybe a bit too stressful to see every day. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
------------------
TKoKFKA-OZDS-
-
Staying alive has the same impact as getting a kill already. I hate the thought of another "main" arena(ho-hum)--but...
Spice it up a bit with AI supreme commanders handing out missions. Kills and deaths mean precisely zero unless you're on a mission. Reason for staying alive? If the mission last a few minutes longer than the time to get there, you would not want to die or you would lose the points.
Mandatory disclaimer: this is NOT an original idea. I just don't remember who to credit with it. Sorry.
-
roblex,
I believe Hitech was referring to a Main Arena situation.
You may wish to look at it from this angle.
Main Arena : Dogfighting for fun.Non-penalty style light strategy.
Senario : Flight with Historical / realistic
experience where Life is everything.
Limited Resource Engagement Arena : Semi-historic, pilots life's are few and only
given up for stategic importance. Strategy is
main concept.
Rattler
-
Originally posted by hitech
Always rember that staying alive can NOT be at the top of the priority of scoring or game play.
The simple fact is that most people wants to get kills.
To get kills one persone has to die.
If you put living above getting kill's whats the resone to ever engage in a fight.
It's realy pretty simple you have to make sure that most of the time engaging is worth the risk of dieing or people will tend to engage only when they have a big advantage.
So the actual objective of this game is to be a Furballer? :)
-
Bored? lol
-
yeah lol
i was seeing who the first registered person on bbs was (ronni), everyone has a unique number when you click on profile, i went to number 8 or something and saw this was his last thread he posted in. Then found HT comment and thought it was pretty relevant.
I guess it will be locked soon :(
-
Originally posted by Furball
So the actual objective of this game is to be a Furballer? :)
More like they have to be accomodated since there's not enough ritalin in the world to keep their attention focused more than 20 seconds or so:)
-
Originally posted by Furball
So the actual objective of this game is to be a Furballer? :)
And i always thought the objective of this game was to *kill* Furball.
Well.... i guess humans err. :)
-
No Thanks......
-
If you read this post check the dates.
And it is considered bad taist to bump old post like this.
-
1999? they had computers back then? with planes on it? I will never believe it, ever!!!!!!!!! :)
-
forgot how much more intelligent discussion was back then. That type of post would have been trolled and locked out by post 5 or 6 now.
-
It's realy pretty simple you have to make sure that most of the time engaging is worth the risk of dieing or people will tend to engage only when they have a big advantage.
The game could use a heavy dose of this right now.
Engaging is GOOD!
It's why we all play this game.
-
Originally posted by glars
Trips I think we can make it even easier than that!
1 death = $US0.10
Or, just give everyone life points. Die and lose points. Run out of points--you're forced to earn more (haven't figured out how, yet) before you fly again.
-
I greatly enjoy scenarios, squad ops, snapshots, and close escort -- those all have more realistic elements than does the main arena.
Still, I like the main arena a lot the way it is because it allows me to practice any plane I want in preparation for scenarios and the like and because, for periods when I don't have a lot of time available, I can jump in and get into some action quickly.
I also like the Axis vs. Allies arena, which I just played in for the first time yesterday, because it also is more realistic and was a blast. Massive Ju-88 raids, realistic plane sets, etc.
Combat Tour will add another level of realistic environment.
So, there is a spectrum available, from jump in and fight to realistic scenarios, and much in between. It is good to have this spectrum available so that all tastes are accomodated.