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View Full Version : When Carrier Ops Go Bad...



Fox_4
10-22-2004, 10:51 AM
Just left the EasternHotshots server, after much carrier-based hilarity. Blues (Japs) were based off 2 carriers, Reds (Americans) were based on Wake Island.

The first thing blues noticed was that their version of the Zero didn't have an arrestor hook. So no landings were possible without getting feet wet http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif. And it went downhill from there...

After a little while, reds managed to damage a carrier. It listed to the left, making takeoffs slightly colourful. Soon afterwards they sank the carrier. That was where the fun started.

Anyone attempting to spawn from that carrier either

a) appeared in mid-air at carrier-deck height, tilted slightly to the left (at the same angle as the carrier was listing earlier), in which case they couldn't takeoff because chocks, for some reason, wouldn't remove. And as others tried to spawn from that carrier, they appeared in apparently random different mid-air locations off to the side of the others, sometimes at greater height than others. All they could do was bail out, which involved falling downwards for a few metres before bellyflopping into the sea and dying http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif.

b) appeared a few feet above the still afloat carrier, pointing roughly downwards. The plane would either fall hard on its undercarriage and break them, or fall on its back, or, through bouncing, both. This then blocked the runway of the other carrier until the player hit 'refly' or some poor fellow ran into them on takeoff.

Because the carriers were fairly close together, it was difficult to select the still-afloat carrier (the sunk carrier was 'on top' of it on the map). So, unless people thought to zoom the map fully in to choose the other carrier, they ended up getting repeatedly stuck in mid-air or upside-down blocking the operational carrier.

This continued for some minutes until the reds managed to sink the second carrier. The carrier slowly tilted, and the one plane that happened to be lined up for takeoff as the carrier got hit was, after the tilt became large, bounced around on its nose until it fell off the back of the carrier.

Needless to say, this was all rather amusing. If it continues, however, I can see it beginning to grate a little http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif.

Fox_4
10-22-2004, 10:51 AM
Just left the EasternHotshots server, after much carrier-based hilarity. Blues (Japs) were based off 2 carriers, Reds (Americans) were based on Wake Island.

The first thing blues noticed was that their version of the Zero didn't have an arrestor hook. So no landings were possible without getting feet wet http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif. And it went downhill from there...

After a little while, reds managed to damage a carrier. It listed to the left, making takeoffs slightly colourful. Soon afterwards they sank the carrier. That was where the fun started.

Anyone attempting to spawn from that carrier either

a) appeared in mid-air at carrier-deck height, tilted slightly to the left (at the same angle as the carrier was listing earlier), in which case they couldn't takeoff because chocks, for some reason, wouldn't remove. And as others tried to spawn from that carrier, they appeared in apparently random different mid-air locations off to the side of the others, sometimes at greater height than others. All they could do was bail out, which involved falling downwards for a few metres before bellyflopping into the sea and dying http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif.

b) appeared a few feet above the still afloat carrier, pointing roughly downwards. The plane would either fall hard on its undercarriage and break them, or fall on its back, or, through bouncing, both. This then blocked the runway of the other carrier until the player hit 'refly' or some poor fellow ran into them on takeoff.

Because the carriers were fairly close together, it was difficult to select the still-afloat carrier (the sunk carrier was 'on top' of it on the map). So, unless people thought to zoom the map fully in to choose the other carrier, they ended up getting repeatedly stuck in mid-air or upside-down blocking the operational carrier.

This continued for some minutes until the reds managed to sink the second carrier. The carrier slowly tilted, and the one plane that happened to be lined up for takeoff as the carrier got hit was, after the tilt became large, bounced around on its nose until it fell off the back of the carrier.

Needless to say, this was all rather amusing. If it continues, however, I can see it beginning to grate a little http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif.

JG54_Arnie
10-22-2004, 02:05 PM
Heh, yeah, its a bit of weird system like this.

The chosing of carriers to take off from and the zero were things that went wrong in mission making. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Its fixed, at least the zero problem is.

LStarosta
10-22-2004, 02:17 PM
128 person dogfights anyone? http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

Korbelz
10-22-2004, 02:32 PM
so we can "try" to land and take-off from a carrier that is leaning over to its side??
thats great!!! can't wait to try a take-off from a leaning carrier!!