Author Topic: ten random changes  (Read 5216 times)

Offline caldera

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ten random changes
« on: April 01, 2019, 09:27:35 AM »
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.


.
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
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Offline caldera

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Re: ten random changes
« Reply #1 on: April 01, 2019, 09:36:47 AM »
addendum:

11. Me-262 should be 2 ENY.  Why?  The B-29 is 2 ENY but the 5 ENY 262 is far more disruptive and much harder to kill.  It should be harder to get in times of numerical advantage, while also garnering more perks to someone shooting it down.
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
 For the ashes of his fathers and the temples of his Gods."

Offline Ciaphas

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Re: ten random changes
« Reply #2 on: April 01, 2019, 09:52:55 AM »
Would be nice to have one runway on a super base to have zero clutter at the end.


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Offline bustr

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Re: ten random changes
« Reply #3 on: April 01, 2019, 12:41:50 PM »
Could always try to wish list removing trees at the end of one runway, I think it would be a global update of one object during a patch release.
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Offline Chris79

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Re: ten random changes
« Reply #4 on: April 01, 2019, 01:35:55 PM »
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.


.



+99, as for the Wirb, maybe disable enemy icons for it.


Chuikov

Offline flippz

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Re: ten random changes
« Reply #5 on: April 01, 2019, 02:47:16 PM »
I like it.

Offline pembquist

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Re: ten random changes
« Reply #6 on: April 01, 2019, 08:25:30 PM »
Those all seem like good ideas, I'm not so sure about the airspawns for bombers. Reason? I have been flying the Lancs more than usual and I usually take off with wep go have a snack come back around 8-10 k, get on the final course for town and WF in one pass. I think adding 5000 feet right off the bat would be a little gamey. I really like the idea of non refundable perks and something to get the B29 out of the hanger. I would add that the GV dar shouldn't work for PT Boats and the Proximity radar shouldn't work for landed planes, for a GV hunting a landed C47 it is like homing sonar.
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Offline bozon

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Re: ten random changes
« Reply #7 on: April 02, 2019, 01:59:54 AM »
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.
I agree with all 10 points above.
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Offline DubiousKB

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Re: ten random changes
« Reply #8 on: April 02, 2019, 09:58:11 AM »
Air spawns and perks? I mean, seems like a no brainer to me.

spend 10 perk points per 1000ft, have 1k, 5k, 10k, 15k, and 20k.  Make the bomber RTB safely to recover those perk points spent on an air start. (this may help with bomb-n-bail? {a little?})

I always disliked the, it's so real I could have a nap because nothings happening, side of the game.

We pay for action, not a "climbout simulator".  :devil

Overall a good looking list to this subscriber.  :cool:
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Offline waystin2

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Re: ten random changes
« Reply #9 on: April 02, 2019, 11:59:23 AM »
Y,Y,N,N,Y,No Answer,N,Y,Y,Y

Fairly good list. 
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Offline FLS

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Re: ten random changes
« Reply #10 on: April 02, 2019, 12:34:17 PM »
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana:

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying.

Puffy ack targets the closest bandit.  That suggests an attack strategy.   

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.


Offline Wiley

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Re: ten random changes
« Reply #11 on: April 02, 2019, 12:38:21 PM »
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana:

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying.

Puffy ack targets the closest bandit.  That suggests an attack strategy.   

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.

Regardless of the rest of the list, the behavior with puffy and bombers is a bit silly.  I don't think I've ever seen puffy take a part off of a level bomber I've been in.  It should have a half decent chance to hurt a bomber on the way in to drop.  As it stands now, it's ambience.

Wiley.
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Offline FLS

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Re: ten random changes
« Reply #12 on: April 02, 2019, 12:44:47 PM »
Bombers are shot at the same way that fighters are but they can take more damage. What makes it easy is when another target is closer.  It's like bomber gunners, the AI is not as effective as a good player gunner. That's by design.

Offline Devil 505

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Re: ten random changes
« Reply #13 on: April 02, 2019, 12:52:18 PM »
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana: As opposed to the fighters vulching the runway? If anything, the air spawn is safer.

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying. If your perks are spent regardless of outcome, the only way to mitigate the price paid is to kill fight and kill. Also, since the price paid will usually be more than a reasonable perk payout, there will be less reason for timid flying and at worst case it's a wash compared to the current system.

Puffy ack targets the closest bandit.  That suggests an attack strategy. 

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.

A bomber at 10K won't be targeted by puffy ack until after the bombs are dropped if there is a fighter within 2 miles of the boat. This is a problem since most fighters are not a threat to the boat. A simple change to the auto puffy priority code to target bombers and attackers with ord over fighters with only guns would make a huge difference.
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Offline Wiley

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Re: ten random changes
« Reply #14 on: April 02, 2019, 01:03:18 PM »
Bombers are shot at the same way that fighters are but they can take more damage. What makes it easy is when another target is closer.  It's like bomber gunners, the AI is not as effective as a good player gunner. That's by design.

There's a difference between "not as effective" and "completely ineffective" which is what the puffy is against bombers.  Even Tu-2s which are relatively squishy can just walk up to a boat and drop it with no fear of puffy at all.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

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