Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Wanker on June 19, 2000, 10:41:00 AM
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How hard would it be to program variables into AH?
Things like random gun jams, engine malfunctions, etc...
Right now, everything seems to be so absolute, something it definately was not in real life(tm).
If it could be done, things like an engine failure or a drop tank that won't drop, or jammed gun(s) would make the game less predictable. I think it would be fun to add this element of the unknown into the game.
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Oh God, please no random failures. Discos simulate this quite well.
However I would like to see some randomness in the damage model (if it's not there already). Like if you take a hit to your cooling system - instead of your engine quitting after the same amount of time over and over, have the run time vary a little bit. So sometimes you have to ditch right away, but sometimes maybe you get to limp home.
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banana, I believe that the idea is seducing but believe me, when after climbing to 25K to protect ur 20K buff teammate, that a FW will come around, after a 5 min dogfight u finally fet in his 6 and 'clickcliclick' and no 'tatatataboom', you will be so mad.
I'm a piecefull type of persone but I remember an 'intra room supersonic speacker flight' when after a 2h hour online race at a Nascar3 championship my engine got a random failure when I finally took the lead at 2 laps from the checker flag.
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WHAT ??? No more "pingpingpingpingcrack" ???
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Originally posted by SFRT - Frenchy:
banana, I believe that the idea is seducing but believe me, when after climbing to 25K to protect ur 20K buff teammate, that a FW will come around, after a 5 min dogfight u finally fet in his 6 and 'clickcliclick' and no 'tatatataboom', you will be so mad.
YEah, but that's the whole point isn't it. toejam happens in real life.
I for one would love to have less 'idealised' systems, particularly if the way you handled the plane affected them. eg. If you run a B17 at 100% boost for 2 hours then it should be much more prone to engine failure than if you were running at 80%.
Now I can see that a lot of people wouldn't like this (a bit like the way I can see why a lot of people want late war planes even though my interest lies in the Battle of Britain ear), and so such a feature might be out of place in the main arena.
It would be awesome for scenario type events, particularly as these tend to put you in formations of friendlies rather than solo Howver wether the coding require would be worth it for this limited use is another matter =(
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Graywolfe <tim@flibble.org>
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particularly if the way you handled the plane affected them.
This is exactly what I'm talking about. Maybe the word "random" was a poor choice. One way to eliminate spray & pray dweebs is to model gun jams. Wasn't that the reasons pilots were trained to shoot in one or two second bursts?
Engine failures would, IMO, be a legitimate risk for people who like crusing around on full power all the time. And it doesn't even have to be complete engine failures. It could be as modest as missing(causing a loss of performance and running rough), all the way to complete seizure of the engine.
I dunno, maybe I'm just talking outta my hat. But I wouldn't mind a little more realism in the way some things work, or don't work.
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I agree for decreased performances because people misstreat their machines.
oh and Saintaw, "tatataboom" is when you shoot. "pingpingpingcrack" is when someone is shooting at you. End of "I speack french" class (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
[This message has been edited by SFRT - Frenchy (edited 06-19-2000).]
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Disco's; micro-warps; rubber bullits and lag-athons and shopping-cart tail wheels add enuff random 'ahh-shits' fer me.
Stick in gun jams, scorched engines and suprise wing peels after they fix the above.
Humph.
Hang (<<buys funked a beer)
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Burrrp thx Hangtime! I totally agree. With bugs, discoes, lockups, etc, there is PLENTY of unreliability present already.
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So just model the most common mechanical failure in military aviation, Guage failure (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif) nothing is wrong with the plane, but do you really know that? (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif) As for "we get enuff Ah sh@#t from disco's" that is more like a plane blowing up in midair, not something that puts you on the edge of ur seat trying to coax a crippled bird back to the nest.
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pzvg- "5 years and I still can't shoot"
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So, ya'll think it's realistic(or good for game play) to be able to hold down that trigger until you run outta ammo?
I thought we were trying to move in the direction of realism. Why do we even bother with realistic flight models, then? I know that realism can only be taken so far, but I don't see why these things would be so bad. Don't we want to experience most of what the real pilots went through?
It's not like things would be set to fail once every three sorties(at least I hope it wouldn't be).
[This message has been edited by banana (edited 06-20-2000).]
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And another thing. All you guys pooh-poohing this idea are talking about things that don't have anything to do with the design of the game. So, just because we have disco's, netlag and warping, we should not continue to work out gameplay issues?
Bunk! I tell you...Bunk!
<Sorry, feeling really fiesty today>