Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Arlo on January 29, 2003, 12:12:51 AM

Title: Too much?
Post by: Arlo on January 29, 2003, 12:12:51 AM
Aircraft carriers with full decks. Correctly proportioned. Twenty or so spawn points on the rear portion of the deck. Front guys need to be really good at taking off. Friendly collisions enabled on deck. Back guys gotta wait. No additional spawning until the deck is clear. Only the carrier's capacity can spawn unless someone lands from another location. Damaged decks that require repair before flight ops can resume.

 Immersive ready rooms with film and sound.

 Swimming from ditched planes and getting rescued by PTs, destroyers .... subs? ... or seaplanes (if ya don't wanna start from scratch again).

 Seaplane ops.

  :D

 Hey .... *ShruG* .... why not? ;)
Title: Too much?
Post by: J_A_B on January 29, 2003, 01:24:21 AM
I agree, with the "career" aspect it is VITAL to include some sort of rescue system.  Dying really will matter, so the virtual countries should make some effort to rescue downed pilots.

Flying over friendly territory should also IMO incur its natural benefits in not being as likely to be captured.

J_A_B
Title: Too much?
Post by: mrsid2 on January 29, 2003, 01:47:24 AM
Not with the carriers we have now Arlo.. A loaded plane can barely take off with full deck, having 5 others would mean 4 casualties and one lucky one :)
Title: Too much?
Post by: Dowding on January 29, 2003, 02:47:15 AM
You seen the lag on a full carrier deck? There's no way you could ever have friend;y collisions on.
Title: Re: Too much?
Post by: maxtor on January 29, 2003, 08:59:11 AM
Quote
Originally posted by Arlo
No additional spawning until the deck is clear.


What if some kid thinks it is cute to just sit on deck?   Also, what of returning planes?
Title: Too much?
Post by: Arlo on January 29, 2003, 12:59:24 PM
Give the spawnpoints timelimits to roll or the pilot automatically is dumped back to the readyroom. Have the limits set in the mission parameters up to, say 2 min tops with successive spawnpoints (down the deck) getting + 1 min per spawnpoint increment. Dumped pilots can respawn in the back but still have a time limit before they dump again. Twenty minutes or so to clear a full deck.

 And .... just like in real life .... planes'll hafta wait until the deck is cleared. If a group decides for some odd reason that the best time to clutter the deck is when a plane or group is returning ... then that's just really bad SA, esse. Better plan ahead. ;)
Title: Too much?
Post by: Furious on January 29, 2003, 02:12:16 PM
its fine if you wanna spawn them at actual launch intervals, but to have everyone trying to taxi on the flight deck with friendly collisions on just won't work.


F.
Title: Too much?
Post by: HFMudd on January 29, 2003, 03:25:49 PM
I agree with Furious here.  I think 90% of the game play value out of simply setting up a launch queue.  You hit "Launch Me" and then wait in the ready room until your turn pops up, at which point you find yourself in your selected plane on the deck.

Neat thing about this is, given a real damage model for the carrier, the number of pilots in the ready room could be used to work out the number of armed virtual planes and munitions that are exposed.  Hit the carrier with an armed strike on the deck...
Title: Too much?
Post by: Lizard3 on January 29, 2003, 04:49:40 PM
Well, just how realistic is it going to be? We going to hafta take off, climb to 25k, meet the heavies, patrol the stream, engage the enemy, hand off the escort and fly another 3 hours back to base and land? Air starts? There is only so far you can take this. You know what its like getting escorts for a 30 minute mission in the main now, what about a minimized 2 or 3 hour mission? I'm wondering.

Also, for there to be anti-gv missions, wont there have to be allot more GV's? Right now we got 2 german tanks, a german AA tank, 2 ami halftracks, 2 ami aphibs, an ami car. Thats kinda limited. No russian gv's, no brit gv's, no ami tanks, no german halftracks, no arty, no jeeps, no trucks. That meens many more rides to play with in the main:D

Actually, that means many more AC in general. Mucho grande more or whole theatres and time spans will not be available. Time to check Monster.com HTC :)

OK, this is a good thing!
Title: Too much?
Post by: Arlo on January 29, 2003, 07:09:38 PM
Hey ... I got no problem with that. I never suggested guys play demolition taxi on the flight deck. You've zeroed in on exactly the "reality of war" I was suggesting. Flight decks filled with planes, and armament. The carrier's most vulnerable time. A very key element in the carrier vs. carrier engagements in the Pacific.

 Far be it from me to want to bore pilot #20 to tears waiting on deck for twenty minutes to launch just to be frustrated by an incoming zeke 2 minutes before his cue. Heck .... if there were enough gun emplacements (counts fingers and tries to recall - hmmm, maybe there already is?) I'd say waiting pilots could wait there too. Giving players an option isn't a bad thing either. Wait in the RR and review the mission parameters, man a gun, listen to Tokyo Rose's greatest hits .....

 But I can easily see a full deck being every divebomber pilot's wet dream. ;)

Quote
Originally posted by HFMudd
I agree with Furious here.  I think 90% of the game play value out of simply setting up a launch queue.  You hit "Launch Me" and then wait in the ready room until your turn pops up, at which point you find yourself in your selected plane on the deck.

Neat thing about this is, given a real damage model for the carrier, the number of pilots in the ready room could be used to work out the number of armed virtual planes and munitions that are exposed.  Hit the carrier with an armed strike on the deck...
Title: Too much?
Post by: Arlo on January 29, 2003, 07:11:20 PM
`Sides ... the game could use a Shermie anyhoo. :D

Quote
Originally posted by Lizard3

Also, for there to be anti-gv missions, wont there have to be allot more GV's? Right now we got 2 german tanks, a german AA tank, 2 ami halftracks, 2 ami aphibs, an ami car. Thats kinda limited. No russian gv's, no brit gv's, no ami tanks, no german halftracks, no arty, no jeeps, no trucks. That meens many more rides to play with in the main:D

Actually, that means many more AC in general. Mucho grande more or whole theatres and time spans will not be available. Time to check Monster.com HTC :)

OK, this is a good thing!