Author Topic: 5-10 second delay in ending a mission  (Read 860 times)

Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23047
5-10 second delay in ending a mission
« on: February 17, 2008, 07:32:55 PM »
In MMORPGs like World of Warcraft and EverQuest there is a delay, 20 seconds and 30 seconds respectively, between telling the game to logout and actually logging out.  They do this to prevent the player from escaping dangerous situation they got into by logging out.

If Aces High were to add a shorter, say 5-10 seconds, delay to despawning after a mission it would do a lot to eliminate issues such as AA vehicles ending their sorties just as the bombs are dropped and then immediately respawning after they land.  And 5-10 seconds isn't so long that people won't bother landing anymore.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline AirFlyer

  • Silver Member
  • ****
  • Posts: 1210
5-10 second delay in ending a mission
« Reply #1 on: February 17, 2008, 07:50:23 PM »
Actually I like this, I hate when people .ef two seconds before my bombs are going to hit them.
Tours: Airflyer to 69 - 77 | Dustin57 92 - 100 | Spinnich 100 - ?
"You'll always get exactly what you deserve." Neil

Offline moot

  • Plutonium Member
  • *******
  • Posts: 16333
      • http://www.dasmuppets.com
5-10 second delay in ending a mission
« Reply #2 on: February 17, 2008, 07:51:38 PM »
It'll have to happen eventualy, the same way we can't land our vulches next to our vulchees anymore.. Not that I like it better now :P
Hello ant
running very fast
I squish you

Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23047
5-10 second delay in ending a mission
« Reply #3 on: February 17, 2008, 08:12:23 PM »
Quote
Originally posted by moot
It'll have to happen eventualy, the same way we can't land our vulches next to our vulchees anymore.. Not that I like it better now :P

I remember that.



An additional note to my original post, any action on the part of the player would cancel the .ef command.  So Mr.Ostwind could not do a .ef about 10 seconds before he estimated Mr.Mosquito's bombs would arrive and then go back to shooting at Mr.Mosquito.  If he did that the .ef would be aborted.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
5-10 second delay in ending a mission
« Reply #4 on: February 17, 2008, 08:16:06 PM »
Of course that would have to be implemented for planes too. :aok
Steam: DrKalv
E:D Snailman

Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23047
5-10 second delay in ending a mission
« Reply #5 on: February 17, 2008, 08:32:27 PM »
Quote
Originally posted by Lusche
Of course that would have to be implemented for planes too. :aok

Of course.  This would need to be a global thing.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
5-10 second delay in ending a mission
« Reply #6 on: February 17, 2008, 08:36:22 PM »
Quote
Originally posted by Karnak
Of course.  This would need to be a global thing.


Vulched on landing because you couldn't get out of your plane for 5-10seconds. Now THAT will be fun! :D
Steam: DrKalv
E:D Snailman

Offline mipoikel

  • Gold Member
  • *****
  • Posts: 3521
      • http://www.llv32.org
5-10 second delay in ending a mission
« Reply #7 on: February 18, 2008, 03:58:00 AM »
Quote
Originally posted by AirFlyer
Actually I like this, I hate when people .ef two seconds before my bombs are going to hit them.


I do not agree. This happens maybe once in a 1000 drops...
I am a spy!

Offline Ack-Ack

  • Radioactive Member
  • *******
  • Posts: 25260
      • FlameWarriors
5-10 second delay in ending a mission
« Reply #8 on: February 18, 2008, 04:57:33 AM »
The 5-10 second delay is a good idea, although WoW and EQ use camping to ensure character data is properly saved, not to prevent you from logging out in a dangerous area or situation.


ack-ack
"If Jesus came back as an airplane, he would be a P-38." - WW2 P-38 pilot
Elite Top Aces +1 Mexican Official Squadron Song

Offline Bronk

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 9044
5-10 second delay in ending a mission
« Reply #9 on: February 18, 2008, 07:42:57 AM »
Try taking the GV hangar out first.
« Last Edit: February 18, 2008, 07:50:35 AM by Bronk »
See Rule #4

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15669
      • http://www.thefewsquadron.co.uk
5-10 second delay in ending a mission
« Reply #10 on: February 18, 2008, 07:44:52 AM »
I think it is fine the way it is.

Rather than delay the end mission time, how about every time you get put back into the tower you get a big text box appear with

"you suck" in big capital letters.

Now re-up fool.
The Few ***
F.P.H

Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23047
5-10 second delay in ending a mission
« Reply #11 on: February 18, 2008, 01:57:09 PM »
Quote
Originally posted by mipoikel
I do not agree. This happens maybe once in a 1000 drops...

In that case I get very unlucky.

Quote
Originally posted by Ack-Ack
The 5-10 second delay is a good idea, although WoW and EQ use camping to ensure character data is properly saved, not to prevent you from logging out in a dangerous area or situation.


ack-ack

Maybe in EQ, but not in WoW.  In WoW if you log out in an inn or allied capital city logging is instant.  The 20 second delay outside of that is to prevent logging as an escape method.

Quote
Originally posted by Bronk
Try taking the GV hangar out first.

Still doesn't avoid them from using .ef to avoid the death and deny you the kill you earned.  Games are about rewarding the player for correct actions.  Allowing players to .ef out of an acurate bombstrike denies that reward to the player who dropped his bombs correctly.  In this way, .ef provides that player with negative incentive to play more as playing produces a negative reaction.
« Last Edit: February 18, 2008, 02:00:39 PM by Karnak »
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline BlauK

  • Platinum Member
  • ******
  • Posts: 5091
      • http://www.virtualpilots.fi/LLv34/
5-10 second delay in ending a mission
« Reply #12 on: February 18, 2008, 02:33:09 PM »
A more direct solution for the above mentioned "problem" would be to enable successful landing only at a location where they (the GVs) can no longer fight, just like it is for the airplanes.

Allow GV despawning e.g. only inside an indestructible hangar where they have a very limited FoV.

IMHO, the suggested 5-10 sec despawning delay would cause more problems than it could solve. If one wants to run from virtual deaths, he could still turn to cable pulling and such.


  BlauKreuz - Lentolaivue 34      


Offline Larry

  • Platinum Member
  • ******
  • Posts: 6123
5-10 second delay in ending a mission
« Reply #13 on: February 18, 2008, 02:58:50 PM »
Only if bullets or ord. do no damage to you when you're on the ground in a plane.
« Last Edit: February 18, 2008, 03:01:34 PM by Larry »
Once known as ''TrueKill''.
JG 54 "Grünherz"
July '18 KOTH Winner


Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23047
5-10 second delay in ending a mission
« Reply #14 on: February 18, 2008, 04:14:54 PM »
Blauk,

Cable pulling doesn't save you from a death.  Your image is still in the game for a bit after you DC.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-