Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: qts on March 24, 2003, 08:40:50 AM

Title: Perk idea for ships
Post by: qts on March 24, 2003, 08:40:50 AM
How about allowing a player to launch a cruiser? Allow a max of 4 cruisers per fleet (one each side of the carrier) and the cruiser is under fleet (not player) control. The perk cost shouldn't be too stiff as the player has virtually no chance of recovering the perk points spent - I'd suggest that returning to port or the map being reset be two criteria.

Alternatively, you could spawn a cruiser directly under your control - you are permanently in command - and two ack ships from a port. You recover your perks by returning to a friendly port.

One might also want to assign a (high) perk cost to launching an additional fleet.
Title: Perk idea for ships
Post by: Sabre on March 26, 2003, 02:16:11 PM
I'd settle for a DE under player control, with most if not all guns man-able (i.e. maybe two of the light ack guns AI controlled).  Give the player direct speed and helm control, with the option of setting waypoints.  Honestly, we'll need this eventually anyway, to act as anti-submarine platforms, and the modelling is already done.  Such a ship would have the potential for running aground, in which case the ship would be stuck until either destroyed or the player exits the ship.