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Bluedog72
07-16-2004, 05:27 PM
Do the planes just disappear like in FB?

Bluedog72
07-16-2004, 05:27 PM
Do the planes just disappear like in FB?

-HH-Dubbo
07-16-2004, 05:37 PM
What happens online after a botched trap when you are sitting there with no gear, and the rest of your squad is trying to land??

http://www.angelfire.com/falcon/nightschpanker/crashoz.jpg
Kermit the Frog is actually a south paw.

Call_me_Kanno
07-16-2004, 05:38 PM
If they do disappear I hope it's down an elevator. It'd be nice if this was done in PF.

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Bluedog72
07-16-2004, 06:15 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by HH Dubbo:
What happens online after a botched trap when you are sitting there with no gear, and the rest of your squad is trying to land??

http://www.angelfire.com/falcon/nightschpanker/crashoz.jpg
Kermit the Frog is actually a south paw.<HR></BLOCKQUOTE>

Withering barrage of ego smashing comments on TS?

p1ngu666
07-16-2004, 06:24 PM
hmm
wonder if u will run in random direction if u bail on ship
atm u would run off the ship and die when u hit waves :\

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heywooood
07-16-2004, 06:31 PM
if so - I will be doing more swimming than flying.



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"Check your guns"

IV|JG51Flatspin
07-16-2004, 09:37 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by HH Dubbo:
What happens online after a botched trap when you are sitting there with no gear, and the rest of your squad is trying to land??<HR></BLOCKQUOTE>

YIKES!! http://ubbxforums.ubi.com/infopop/emoticons/icon_eek.gif I hope damage control is adequately modelled and the flames are put out quicker than in FB now! Can you imagine taking out your own carrier? http://ubbxforums.ubi.com/images/smiley/52.gif Wonder what the neg points would be for that. http://ubbxforums.ubi.com/infopop/emoticons/icon_confused.gif

IV/JG51_Fl@spin
formerly: =Elite=Flatspin
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-HH-Dubbo
07-17-2004, 03:38 AM
I did bring this up in another thread but never really came up with a solution.

I don't think a burning wreck on the deck would do damage (not as it is modelled in FB anyway) but a wrecked fighter on the deck would certainly prevent anyone other players from landing when playing online. Even if you bail, (and providing you don't plunge to your death overboard), your wreck will still sit there blocking the deck.

Yes I can imagine a lot of expletives thrown over comms at you http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif But let's face it. It's probably going to happen a lot.

http://www.angelfire.com/falcon/nightschpanker/crashoz.jpg
Kermit the Frog is actually a south paw.

Yellonet
07-17-2004, 04:34 AM
You really need to be able to control the pilot in some way after he bails.
In order to avoid running overboard http://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif

How far and fast he runs and when he throws himself on the ground.

A "normal" exit from the plane would also be welcome.Perhaps with the ability to re-enter the cockpit if you want.

Imagine doing a landing with a burning wing and getting out of your plane and the groundcrew rushing forward and putting out the flames.. then just stroll back to the plane and get in as nothing ever happened.. Well that's obviously not going to happen... but it would be cool http://ubbxforums.ubi.com/infopop/emoticons/icon_cool.gif


- Yellonet

SeaFireLIV
07-17-2004, 05:00 AM
Funny, I was wondering about this the other day.

It`s possible that if you land successful, the plane might automatically move itself to a safe position?

Seems highly improbable that once you crashland on deck that loads of men will run out, put out the flames then maybe push the wreck over the side or something! It seems to me they`ll just boringly vanish!

Also, control of where/how your pilot moves after he bails is important. He should have 2 player-usable modes when on the ground:

1. Bail out run.

2. Leave normally and walk.


Player chooses which. Once the player is out there should be additional controls:

1. Player has limited direction control using the cursor keys so he does not run off the deck (if he is running).

2. A `STOP` key when the player / pilot feels he`s far away enough from danger.

All of this would be affected by how injured the pilot is. He will not run quite as fast or as far.

so recap:

1. Player pilot has 2 modes: Leave normally or bail-run.
2. Direction control using cursor keys.
3. A STOP control.

p.s. A FORCED STOP control can be automatically executed after maybe 5 seconds to prevent tom-foolery online. Also, the `leave normally` mode needs not be a detailed animation, perhaps just `pop-jump` as with bail, but just walk instead of run.

I really don`t see this hard to execute at all.

I hope if Oleg does this that he also adds it in for IL2/FB.

SeaFireLIV...

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Time to Escape!

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Texas LongHorn
07-17-2004, 06:36 AM
Y'know guys, here's any easy idea that would work with both offline and online flyboys. As soon as you trap and the barricade comes down, the whole thing moves to an inside the pit cutscene. Remember the beginning of Half-Life where the motion of the tramcar was scripted but you could still walk around and change/pan your views? Same deal. You can see out and watch your wings fold as the plane moves forward, the barricade comes up, and the Ship is ready for the next pilot to trap. That is an easy way to allow for both online and offline and AI clear the flight deck. Personally, I cannot wait! All the best, LongHorn

http://img49.photobucket.com/albums/v149/msdavis/My_Sig_Image2.jpg

Fliger747
07-17-2004, 01:13 PM
Taxiing forward, folding the wings, parking etc with a full shutdown procedure is about half the fun!

As to the "pilot" running off and jumping overboard, most areas of the flight deck (90+ %) have a catwalk or netting, where is where one would hopefully dive. Usually it would take a pretty good run and jump to clear both the catwalk and lifelines or shielding. In many places it would not be possible for any but an Olympic pole vaulter due to AA weapons in the way.

But this IS (Clintonian emphasis)a game.

IV_JG51_Razor
07-17-2004, 01:24 PM
I think we've got two scenerios to consider here. This is for online only, of course.

1. In a coop, if you land successfully, you would just raise your hook, taxi forward while folding your wings, and park up forward with the rest of the pack to wait for your squadies for the big screen shot finish.

If you botch the landing, you'd have no choice but to leave the game in order for the deck to clear for the rest of your mates to land.

2. In a DF server, there might be a barrier modeled such that you'd have to hit "refly", whether or not you landed successfully just because the area in front of the barrier was protected for people spawning for takeoff.

Another possibility would be that there was a carrier designated for landing, and another just for launching. In either case, I would guess that it wouldn't be any different than the coop. If you screw the pooch on landing, you'll have to hit "refly" in order to clear the deck for those still in the pattern. Just as in FB, the smoke column will be there, marking your crash site, but it will not interfer with anybody else behind you (other than psychologically).

Razor
IV/JG51 11/12 Staffelkapitan
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"

IV|JG51Flatspin
07-17-2004, 09:52 PM
One thing I just thought of: what about a touch and go? You overshoot the arrestors and have to punch it to get up and go around...just as someone spawns. it'd be nice if there was a 'spawn-protection' or something that anticipates this and delays your spawn until the zone is clear.

IV/JG51_Fl@spin
formerly: =Elite=Flatspin
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IV|JG51Flatspin
07-18-2004, 10:36 PM
Running the risk of hijacking this thread, but I also wonder if we'll get the guy standing at the end of the flight deck with signal flags helping to vector you in.

IV/JG51_Fl@spin
formerly: =Elite=Flatspin
http://img73.photobucket.com/albums/v222/Flatspin/banner.jpg

AVS_Pappy
07-18-2004, 11:31 PM
Gee for my two cents worth I think after a successful trap the normal taxi and park would apply.For those who crash in and survive they have the option to bail to get out at least and then AI takes over the clearance of the deck.fire and associated damage. Lets say 30 secs then a clear signal from the deck Green light for landings to continue. For those that crash and die this might make it a little more difficult and ground control might be able to send a communication to let everyone know that the deck is not clear in on screen comms.

heywooood
07-19-2004, 12:00 AM
Personally - I'd like to taxi or be pushed to the elevator and lowered down to the hanger deck...with a fade-out maybe..

and damage to the airplane on landing to the degree that it can't move?... just cut the points in half for that mission and do the fade-out thinger.



http://img78.photobucket.com/albums/v250/heywooood/ac_32_1.jpg
"Check your guns"

BSS_Vidar
07-19-2004, 12:07 AM
Stacking the deck is half the fun!

*Click on CFS2

http://www.blacksheep214.com/screenshots.html

It's an opportunity to watch others and others watch you.

We still need independent toe braking to do it more effectively though... http://ubbxforums.ubi.com/images/smiley/10.gif

S!

Vidar

GT182
07-19-2004, 02:25 PM
How about this for Coop and DF: you having to retract tailhook and fold your wings. Then this automaticaly sets into motion the movement of your a/c to a safe spot or an elevator for rearming.

If you crash and burn on deck it automaticly sets into motion your a/c being pushed over the side. You'd have to bail and run in order to "live and fight another day", if you can. Once your a/c is "over the side" flames and smoke disappear(if any) and next inline can land.

Simple and keeps everyone on their toes. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif

"GT182" / "Stab/JG51_vonSpinmeister"
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IV_JG51_Razor
07-19-2004, 02:53 PM
GT182, I'd like very much to be able to taxi myself out of the arresting gear, rather than have the computer do it for me.

I doubt very seriously if Oleg or Luthier are going to do anything graphically regarding damage control parties clearing wreckage from the deck in the event of a crash. We can pretty well count on it being just as it is right now in FB, where if you crash on the runway, you'll need to exit the game in order to prevent the wreckage from being a factor for the rest of the planes in the pattern.

Razor
IV/JG51 11/12 Staffelkapitan
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"Good judgement comes from experience, and experience comes from poor judgement"

BSS_Vidar
07-19-2004, 09:09 PM
That would be a bummer!
CFS2 crashes on deck loiter around as a smokin' whole for a short while then clear the graphics during on-line play. Maybe they can put a time frame on this effect as well.

BSS_Vidar

IV_JG51_Razor
07-19-2004, 09:19 PM
Exactly what I suggested in another thread Vidar! I said that unless they put some kind of time limit on the smoke columns from the crashes on deck, the CVs would have a constant pall over them for the duration of the mission! http://ubbxforums.ubi.com/images/smiley/52.gif

Razor
IV/JG51 11/12 Staffelkapitan
www.jg51.net (http://www.jg51.net)

"Good judgement comes from experience, and experience comes from poor judgement"