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Carrier take off and landing

Posted: 2008-10-01 21:00
by BetterDeadThanRed
Since this has no current application, I decided that this would be better off posted here than the suggestions forum.

Having read through the fuel concept thread, I was struck by a brilliant idea sometime today during my English Literature class (the most useless class in human history).

Rather than using the invisible cannon rounds for fuel, what about using them as a simulator for a catapult and arresting gear?

Imagine this:

Two new weapon slots are added to the planes, hopefully not bound to the cycle keys, but it doesn't matter. A single "round" that fires backward to provide a boost to get the jet airborne, and a single round fires forward to slow it down for landing.

Simple, elegant, brilliant.

Thoughts?

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:17
by Waaah_Wah
Will get abused to hell?

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:18
by BetterDeadThanRed
Elaborate. I don't see how a single round expended upon takeoff would be abused.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:27
by Pride
This sounds good. So long as only 1 round of each can be fired before you need to reload, to stop people blasting away from an enemy jet in mid air :p



However, I doubt a full size carrier is coming our way anytime soon.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:32
by DeltaFart
Brilliant, maybe have 5 rounds fired in quick succession? Like a 5 round burst when you click. I like the idea, just need to get a map with a carrier borne jet!

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:39
by Z-trooper
1 round... ok, so if you miss your landing you fly around until you crash or get shot down? if more ammo for landing it will be available in mid air - will probably be used as evasive maneuvers. Dont know how realistic that is.

Other than that I like the initiative.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 21:59
by =Romagnolo=
Nice idea, like the burst, but two, one foward, one backward.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 22:21
by Spec
Maybe the stat-gun should have only 1 round, and the landing gun multiple/unlimited. It cant be abused as easily, and if you try to use that break in mid-air, you'll probably crash anyway. Yes, in a very very very close situation you could take the jet behind you with you, but you can do that by jumping out too.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 23:03
by McBumLuv
I like this Idea, though maybe the take off "cannon" can only be use when your speed is at 0 (to replicated the fact that planes don't start their take off then magically attach themselves to the cannon to gain speed). Also, I don't know how fast they can launch you IRL, but getting them to accelerate you to a speed of 500 would be great, since thats how fast you have to be to take off in pr.

Also, the landing gun be able to slow you down progressively to 0 speed if you land at 600-700 clicks.


Would be AMAZING to see actual air craft carriers, as this is really the only spot they could be used.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-01 23:33
by EOD_Security-2252
BetterDeadThanRed wrote:I was struck by a brilliant idea sometime today during my English Literature class (the most useless class in human history).
Ah using boring classes to think up good ideas, I love doing this even though I usually just sit in class as kind of space out. I find Lit to be extremely boring as well. Chem is fairly boring as I took an AP Chem class in high school, but college wants to steal my money so they said I had to take it again, so I get to sit in class and think about how everything is a review.

Anyway, sounds like a good idea.

Re: [Idea] Carrier take off and landing

Posted: 2008-10-02 02:26
by fuzzhead
idea moved to suggestions forum.... community modding is for APPLIED ideas (ie you have done some work on it)

Re: Carrier take off and landing

Posted: 2008-10-02 02:46
by LithiumFox
Thats a cool suggestion

oh and fuzzhead, how much room do you guys have up in canada?

Re: Carrier take off and landing

Posted: 2008-10-02 02:47
by mat552
I had the same thought about how to slow the aircraft, I never figured it could work the other way. For carrier based aircraft it should take a little longer to re-arm an aircraft, and to signify getting back into position to get launched back in. I know in vbf2 the abrams cannon, if fired fast enough, has enough recoil to propel the tank forward, so if you up the recoil, down the damage and make it not to have a tracer, there is no reason you could get two one round weapons "mounted" in such a way to propel the aircraft forward and slow the aircraft down.

The jump between sustainable airspeed and slow enough to land would be represented by the arresting wires on a carrier, and such a dramatic boost/loss in speed would be required, so only giving the player one "round" should be enough to discourage any sort of shenanigans. The only abuse I could think of would be someone figuring out how to get the aircraft to take off without using the boost, and its not like a missile would not be faster than that instant 500 speed increase that only lasts for a few seconds (at the maximum.)

The jets could spawn in a place where the blast shield is already raised, perhaps even removing the possibility of moving it pre-launch. This problem might not be an issue when the Harrier gets fixed, as both the USMC and GB have a version, and the Chinese and MEC don't have carriers. (I cannot discourage giving up on the F/A 18 though, its too nice to not consider having, especially considering its a great perk to know you have those 2K lbs surprises waiting if you need them.

Re: Carrier take off and landing

Posted: 2008-11-20 17:32
by VoXiNaTiOn
Apologies for the bump but I have been thinking of this over the last few days (was going to post a new thread but search function worked!) and after seen the WIP of the HMS Ocean by Sgt. Smeg I think that this would really be a good game play feature to get some of the Land-Sea style of maps with jets.

My idea on how to stop exploiting: Make the fast take-off recoil weapon have an ammo count of one so stop people outrunning missiles, however the re-arm distance on the deck will need to be shortened, or have a designated area, to stop people picking one up on take-off.

I think that there should be a maximum of about 2 of the landing "ammunition" as everyone will mess up sometime, and having "uber-1337" stopping power will only cause you to faceplant unless you are going an insane speed.

Thoughts? Possibility to code?

Re: [Idea] Carrier take off and landing

Posted: 2008-11-20 20:24
by AnRK
Spec_Operator wrote:Maybe the stat-gun should have only 1 round, and the landing gun multiple/unlimited. It cant be abused as easily, and if you try to use that break in mid-air, you'll probably crash anyway. Yes, in a very very very close situation you could take the jet behind you with you, but you can do that by jumping out too.
This is a very good point, although a reasonable reload time would obviously need to be used to you can't get away with really bad landings just by tapping the thing...

Very good suggestion Red, pity we don't have anything to use it for... yet :p

Re: Carrier take off and landing

Posted: 2008-11-20 21:30
by M.Warren
Seeing we're on the subject of multiple sources to create reverse thrust in order to stop an aicraft.

Rather than creating an invisible cannon to fire pulse shots to bring the aircraft to a halt, wouldn't it just be simpler to create a second invisible engine that was only capable of using an afterburner boost in the opposite direction of normal travel? Something that'll last 3-5 seconds and only is effective at airspeeds 700-750 kph and below? Also has a 5 minute recharge period so it can't be spammed?

Of course, maybe we can also accept the "reverse booster" to serve as a dual purpose. It can be used to halt the aircraft on the carrier, or an alternative use as a "air break" or "dive break" for certain aircraft while in flight?

Maybe even seeing if a button can be binded to an action to create more grip on the aircraft tires upon landing. Afterall, that could be a better solution aswell. Because the only time you can actually use this function is when the aircraft autodeploys the landing gear and touches down on the ground.

Maybe even a combination of the two? Just shooting some ideas out there, any thoughts?

Re: Carrier take off and landing

Posted: 2008-11-20 21:57
by Blakeman
Is there a way to make an invisible flat surface that can be moved across by the plane only and if it stops it falls into the sea? This way it could be used to take off, but not to land on top of.

For stopping is there any way to make an actual brake for the wheels that can be hit to slow down the momentum?

Sorry if these ideas have been suggested, didn't find anything on them before.

Re: Carrier take off and landing

Posted: 2008-11-20 23:34
by Imchicken1
The only problem with an aircraft carrier with planes on it is that in PR, the planes and helos would have even more interference with eachother. In standard BF2, I constanly see reloading planes smashing into taking off helos. It can be funny, but also annoying...

One good thing about my problem though, is that it adds an extra level of communication. A Plane piolet could have a 'coming in for landing option', or helos 'taking off' or somthing like that.

Re: Carrier take off and landing

Posted: 2008-11-21 00:06
by Rhino
its a interesting idea but it has one major flaw,

the vBF2 carrier, USS Essex is designed for STOVL (Short Take Off and Vertical Landing) and not CATOBAR (Catapult Assisted Take Off But Arrested Recovery) which is what you are talking about here.

In other words, the USS Essex is designed to take aircraft such as the Harrier or the F-35b JSF that do not need much of a runway to take off, or if they are only carrying a light payload can vertically take off.

To get this idea into full swing we would need a Nimitz class carrier or something like that.

The idea itself is interesting, just brainstorming this on the editor forums etc in the past always was just having the catapult system and the arrested recovery as part of the carrier itself, and not a weapon system on the plane. I think the idea of a "Catapult" weapon system on the aircraft that only had 1 round and could only be reloaded via landing would be a very good idea, may bring in some exploits but with it only having 1 round that you could only reload from landing again, it with any luck wouldn't be easy to exploit it, but say if we had a F-18 or w/e on a land run way, we would need to use a cloned version of the normal F-18 without this catapult weapon as it would use conventional take off and landing methods and then it could be exploited. Code wise, it could be easily done by dropping a projectile at the very rear of the jet, that would have a fuse of 1m/s and when it explodes, it would not do any damage but instead just send out a huge shock wave sending the jet flying. Problem with this is it may be possible to be a **** and throw players off the carrier by taxiing right up to a bunch of players, turn your back side to face them, fire the catapult weapon and watch the jet, and the players both fly off the carrier hehe. Thou it may be possible to code it so it only had a directional blast much like the claymore and what our RKG-3 nades have so it only blows towards the jet.


As for Assisted Recovery, I would keep that as part of the carrier, would be much easier along the old theory which would be to set up a big bar collision along the carrier, then setup the landing gear with a col mesh that would grab this bar, then you attach huge dampers onto each side of this bar that will slow the jet down. If setup wrong the landing gear may catch it and then toss the plane over itself but that's a risk I'm willing to take :twisted:


But ye, until we get a Nimitz carrier we can only really dream of this, we also need a carrier map with planes on it :p

Re: Carrier take off and landing

Posted: 2008-11-21 00:14
by AnRK
You get this anyway, it pays to ask whether your clear to land before landing. A set of jet/heli based comms and maybe map markers would be good for the future though.

Anyway I think it'd be better as a cannon like effect, cos I imagine both effects are quite abrupt, a 5min respawn time for the landing one is a bit silly though, shouldn't have to pay that much for missing a landing, plus it's not like it'll get abused when if you use it at the wrong time it'll pretty much make you drop out the air.
[R-DEV]Rhino wrote:But ye, until we get a Nimitz carrier we can only really dream of this, we also need a carrier map with planes on it :p
What are you waiting for then Rhino? Get to work already! :p