Author Topic: Repairible damage??? good or bad idea  (Read 3169 times)

Offline Mobius_1

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Repairible damage??? good or bad idea
« Reply #15 on: July 29, 2007, 12:36:57 AM »
Don't like it.

I do think we need a new damage model however.

Offline Saxman

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Repairible damage??? good or bad idea
« Reply #16 on: July 29, 2007, 12:41:53 AM »
One of the new B-25 pics makes me wonder about that... :noid
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Offline K-KEN

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Repairible damage??? good or bad idea
« Reply #17 on: July 29, 2007, 11:46:39 AM »
I like the extended idea but in association with this idea - what about selective arming-loadout? Let's say you land a fighter, but now you need to load eggs and rockets or torpedos-add more or less fuel. Less fuel maybe reduces or equals the 30 seconds we have currently. More adds time. The suggestion below would be nice since it would require time for us to select items and that too would increase downtime per item(s) selected.

Suggestion:
Add a button or series of buttons like the "Load Suppies" for GVs at the rearm pad.
As you click on a Button for rockets-it adds time-say 5-15 seconds and adds the appropriate number of rockets.
If you decide to add more fuel-Click the Add Fuel Button-add more time-say 5-10 seconds
Question: what if ordnance is not available at the field? We can rearm right now if it is not available.  That said, then should it be available or NOT based on the conditions at the field?  I would say Yes-not available.
Maybe too, the options are available for only 15 seconds and then disappear and the default rearm is completed automatically.

Alternatively, when you click "Load Supplies" adding Bombs or making changes, like torpedos, the options available could be a list like the Mission Editor-setting up a mission-maybe for everything. Fuel, rockets, and bombs/ord etc.

A "Repair Button" might be clicked in the case of minor damage, a smoking engine will still smoke, but the oil is topped off or radiator is topped off and a sprinkling of pepper is applied to seal the leaks. Like any damage and "patched repairs",  it should be expected to re-fail at any time.  :)
You won't know and it will be an unexpected failure without warning.

Because we have a "Load Supplies" button and it does rearm and repair vehicles, that is doable. The code exists and is only applied to vehicles. Having it available to everything - would be a mixed blessing and would be better served if there were limitations and restrictions in the repair piece-but if it requires a major code change we would be better served in other areas.

A lot of detail and maybe too much to get a concensus with all the players-which we know will never happen. :rofl
Getting HiTech to buy into it........ might take a little longer-say 2 weeks. :D

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Offline comet61

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radio
« Reply #18 on: July 29, 2007, 03:09:19 PM »
Personally, I'd like to see radios get knocked out. They can be repaired or replaced somewhat quickly than let's say replacing a flap or changing a tire. Also, maybe we ought to have a "clean the blood off the canopy" type of thing.....just my 2 cents.
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Offline Spikes

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Re: radio
« Reply #19 on: July 29, 2007, 03:28:29 PM »
Quote
Originally posted by comet61
Personally, I'd like to see radios get knocked out. They can be repaired or replaced somewhat quickly than let's say replacing a flap or changing a tire. Also, maybe we ought to have a "clean the blood off the canopy" type of thing.....just my 2 cents.


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Offline clerick

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Repairible damage??? good or bad idea
« Reply #20 on: July 29, 2007, 08:14:41 PM »
While i think it would take a lot of extra coding, i don't agree that it would be unrealistic in terms of other AH vehicles.  In a GV you get tracked, lose your turret, flip over, blow an engine you are only one click away from instant repairs.  Why is it acceptable for GV's but not for AC?

Offline TwinBoom

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i have a repair hanger dont you?
« Reply #21 on: July 29, 2007, 08:28:14 PM »
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Offline tedrbr

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Repairible damage??? good or bad idea
« Reply #22 on: July 29, 2007, 10:40:08 PM »
Quote
Originally posted by clerick
While i think it would take a lot of extra coding, i don't agree that it would be unrealistic in terms of other AH vehicles.  In a GV you get tracked, lose your turret, flip over, blow an engine you are only one click away from instant repairs.  Why is it acceptable for GV's but not for AC?


This comes under game balance and fun rather than "realistic" in regards to the game.

Vehicles have to drive a long way to the battlefield, and due to the collision model in the game, rollovers and such are much more common than IRL.  So, to keep the GV'rs interested (and providing a target for the pilots), and to represent the DIVISIONS that were actually involved in ground combat in WWII, rather than a few meandering GV's, they get their repairs.

Now, the game is concentrated on air combat, so you get fewer Mulligans for breaking your little cartoon aircraft as a pilot.  

Or to quote da man on da subject when a similar argument was brought up about buffs:
Quote

Fariz: AH is a Game first and a sim 2nd. The only purpose of having the sim is to make a game.

What everyone is debating is out side of a "REAL LIFE SIM" possibilities. Realism is a very fickle thing. Everyone wants to pick and choose only the pieces of realism they wish to see.

If you step back and look at AH it only tries to capture pieces of what things were like in WWII. Lots of compromises need to and are made for game play. Simple things like auto pilot's,Air field spacing. Relate purely to game play. But it is my belife that most people don't wish to fly with their hand on the stick for 50 hours just to have 1 air engagement.

AH Is now 3 different games in 1. Fighter,bomber,vehicles. Using real life as a method for balancing between these 3 games just isn't a reality. How many times in real life do you think bomber raids were conducted with only 4 planes or less ,let alone 1. It's easy to say that people should fly like real life and form big bomber groups but that just doesn't happen very often. Therefore we are faced with 2 choices.

1. Make the bomber v fighter real life realistic, what this would produce in the end is a lot less bombers flying around.

2. Adjust things on the bomber's so they have a fighting chance. This does make flying a buff fun, and hence puts more of them in the air.

HTC's life would be very simple if all we had to do was make a REAL simulator with out any thoughts of game play.

In the end we have to ask ourselves is it FUN, is it FUN, is it FUN. Everything we choose to implement has to first and foremost meet that criteria. This includes implementing components of realism, because it's adds to immersion and hence fun. But if we just add realism with out any thought to fun HTC would not be around long.

HiTech  04-24-2000

Offline WPmega

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Repairible damage??? good or bad idea
« Reply #23 on: August 01, 2007, 01:56:06 AM »
id like the idea i mean what um lets do it by ur list u made

1. to fix oil time of maybe = 10 secs
2. pilot time = None
3. flap i would say time = 20 secs
4. ailerons say time = 20 secs
5. elevaters say time = 30 secs
6. rudder time of = 30 secs
7. radiator time of = 30 secs

that way it would take the same time to refuel ur plane and heal ur plane completely. i mean i think its a good idea iv had it were all i had was oil gone out and made it home. with like 1 kill who wants to land with 1 kill?
i mean insted of doing so much to make the graphic better do something to make the game better not trying to be mean and all. :D  

<> i would vote yes

Offline Rosscoe1

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Repairible damage??? good or bad idea
« Reply #24 on: August 01, 2007, 07:49:28 AM »
Quote
Originally posted by WPmega
id like the idea i mean what um lets do it by ur list u made

1. to fix oil time of maybe = 10 secs
2. pilot time = None
3. flap i would say time = 20 secs
4. ailerons say time = 20 secs
5. elevaters say time = 30 secs
6. rudder time of = 30 secs
7. radiator time of = 30 secs
 


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Offline tedrbr

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Repairible damage??? good or bad idea
« Reply #25 on: August 01, 2007, 10:23:17 AM »
How 'bout if you fly through the hangar, instant repair.  Or put floating power up balloons around randomly to do things like repair and rearm or get gatlin guns?  


Offline Saxman

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Repairible damage??? good or bad idea
« Reply #26 on: August 01, 2007, 12:43:17 PM »
Quote
Originally posted by WPmega
i mean i think its a good idea iv had it were all i had was oil gone out and made it home. with like 1 kill who wants to land with 1 kill?


This is precisely why it SHOULDN'T be added.

There's other, far, far, far, far, FAR, FAAAAAAAAAAAAAAAAR more important things needed than crutches to help people get their name in lights.

You want attaboys, don't get hit. :p
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Offline Bruv119

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Repairible damage??? good or bad idea
« Reply #27 on: August 01, 2007, 01:49:05 PM »
saxman is 100% right.

It will be arcadish and the people who HO ram will have a better excuse to fly like idiots.
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Offline Lusche

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Repairible damage??? good or bad idea
« Reply #28 on: August 01, 2007, 01:58:13 PM »
I'm always glad to have made it back with heavy damage at all.
And I'm all the way with Saxman: If I want to see my name in the lights with "Lusche has landed a gazillion vulches", I'd better make sure I'm not getting hit.
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Offline Jaccpot

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Repairible damage??? good or bad idea
« Reply #29 on: August 01, 2007, 05:27:42 PM »
It really doesn't have a place in the game. I mean in ww2 i dont think pilots had the option to repair a damaged plane. Plus it took weeks sometimes months to repair a war plane that has over 200 rounds in it. Not a bad idea, just not a good one.
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