Author Topic: V1 /V2 Rockets  (Read 1778 times)

Offline shotgunneeley

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Re: V1 /V2 Rockets
« Reply #30 on: February 23, 2009, 03:45:31 PM »
OK, what if each zone base was capable of launching a V1/V2 rocket at any target within the rockets range. In my mind, the targeting system would be similar to that of the heavy cruiser in land mode. All you have to do is select the rocket from the hangar, click spot on the map to target it and press "H" to launch. I know that the V1/V2 was a wildly inaccurate weapon, but for the sake of the game and for it to have any usefulness, the rocket payload would have to be proportional to its inaccuracy. In other words, the more inaccurate the rocket the larger the destructive power of its warhead. On the other hand, the more accurate the rocket the smaller the destructive power of its warhead.

Like other posts have said before, this rocket would need to be heavily perked (probably from bomber or attack points) and if you launch it, your going along for the ride until the end of the flight. It doesn't count as a death to you, just a "you have landed successfully" when the flight is over and it costs you those perk points wether you hit your target or not.

Just remember, for the sake of the game and for it to be fair to both sides should a V1/V2 be included in the next update some compensations to realism would have to be made so the rocket can be defended against just as good as it can be used as an offensive weapon. Basically, AH is not World War III so there shouldn't be clouds of missiles that once they are launched there is no stopping them until they hit something.
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Offline AWwrgwy

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Re: V1 /V2 Rockets
« Reply #31 on: February 23, 2009, 06:17:03 PM »
I know that the V1/V2 was a wildly inaccurate weapon, but for the sake of the game and for it to have any usefulness, the rocket payload would have to be proportional to its inaccuracy. In other words, the more inaccurate the rocket the larger the destructive power of its warhead. On the other hand, the more accurate the rocket the smaller the destructive power of its warhead.

Herein lies the problem.  The V1 and especially the V2 were neither accurate nor powerful, as has been previously stated.  So, for the sake of "game play" we should throw out historical accuracy in this case?


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Offline moot

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Re: V1 /V2 Rockets
« Reply #32 on: February 23, 2009, 07:40:05 PM »
They can't be gamed into behaving any other way than they really did, which doesn't sound invulnerable. 480mph is something a large part of the planeset can manage.  If the sites are static (random sites popping up along the fixed strat/supply lines could be pretty cool), anyone can be at the right place.. and the right time would depend on how the rockets are implemented.
The targetting could be made by players, but what's the fun of twiddling dials? Unless you roll a 262 and manage to catch the rocket to watch the end of its flight, or HTC allows players to sit on the rocket, it's not going to be very appealing. A lot less than shooting them down, anyway.

What perk category would it be tied to?  It doesn't really add up.  It's better to have it as an automated (which it was IRL) mechanism when a country's pushed back to a certain point.
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Offline shotgunneeley

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Re: V1 /V2 Rockets
« Reply #33 on: February 23, 2009, 08:36:55 PM »
OK I see what WrgWy and Moot are saying. But if it were automated and each country continuously put out waves of missiles like supply convoys, would AH not loose its focus as a "flight simulator"? Like I said before, having clouds of rockets would look like something out of a global thermalnuclear World War III scenario. Furthermore, if the V1/V2 rocket were to be brought into the game exactly how it was in 1945 (inaccurate, underpowered and a small payload) it would become more of a novelty that no one would use after the first week of service in AH.

However, AH is great because it sticks to realism just like it happened during the war, so as much as I'd like to see the V1/V2 I dont want to see AH become just another WWII game.

Oh, and for all the A-bomb guys out there we could compromise that when a V1/V2 rocket is detonated it emits an EMP field that disables any plane or vehicle within the immediate area!  :O (This is a joke, please don't blast me  :lol )
« Last Edit: February 23, 2009, 08:46:40 PM by shotgunneeley »
"Lord, let us feel pity for Private Jenkins, and sorrow for ourselves, and all the angel warriors that fall. Let us fear death, but let it not live within us. Protect us, O Lord, and be merciful unto us. Amen"-from FALLEN ANGELS by Walter Dean Myers

Game ID: ShtGn (Inactive), Squad: 91st BG

Offline moot

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Re: V1 /V2 Rockets
« Reply #34 on: February 24, 2009, 02:45:50 AM »
So make them not continuous, make them match WWII reality. Inaccurate gyro guided rockets launched intermittently. Like, as I suggested, when a country's pushed back to (e.g.) it's last couple of bases around the HQ. Weapons of terror and desperation like in WWII.
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Offline chris3

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Re: V1 /V2 Rockets
« Reply #35 on: February 24, 2009, 03:24:53 AM »
moin

why not this variant of v1 lounching? and arming like the cruiser fire control.
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cu chris3