Larington
2013-08-27, 10:45 AM
May be a bit late into the games lifespan to suggest this but here goes:
Rather than having a one-size-fits-all flight model that allows an ESF to go from hovering to full afterburn speed in moments, I'd like to suggest that we split it out into two flight models that behave differently. On the menu screen for acquiring an ESF the Utility, Defence & Performance slots are moved across one and a new Mode slot is added in which you can select either
VTOL - Can point the nose of the aircraft up/down, which won't affect movement speed. It has especially high maneuverability and can move backwards as quickly as it can forwards, up, down, left and right. It's main weakness is that its maximum speed is half that of an Intercept mode (Can be tweaked obviously) but it's acceleration is much higher to compensate.
Up/down thrust ignores the pitch & yaw of the aircraft instead simply moving it up/down vertically. The VTOL flight model acts as a small gunship instead of an air superiority plane, using terrain to cover its approach and retreat whilst keeping enemy positions suppressed with high damage and can also be seen ducking in and out of terrain to fire each salvo. The impact of afterburning is moderately reduced on all but forward movement (where it's lightly reduced) and is more for increasing acceleration instead of speed.
Interceptor - The aircraft's pitch affects flight speed (angle the nose is pointing up/down). When landing the pilot must point the nose up to zero the speed boost before letting gravity and downwards thrust take hold. The Interceptor CANNOT fly backwards and focuses on using speed to intercept and destroy enemy targets. By going high and diving they can surprise enemy targets and be away before the target can react, but struggle to stay in an area hovering around because of the forced extra speed created by pitch.
To land the pilot points the nose up roughly 40 degrees which zeroes the speed boost created by the pitch of the aircraft. If the aircraft is level pitch speed is 40kph more and if the nose points down it can be as much as 100kph faster (Nose straight down towards the ground). The lift factor granted by afterburners is reduced (used to initiate the reverse maneuver), as vertical thrusting is now for smaller adjustments and landing instead of being a major component of dog-fighting.
Comment:
The above probably isn't perfect and would need some refinement. The main aim is to allow reverse based combat in an ESF but restricting it to people who are willing to accept the trade-off of a slower moving aircraft. It creates an interesting decision (I could see myself wanting to do either mode) and encourages specialization in piloting. Helps to penalize pilots who try to 'farm' a lightly defended/manned base by either limiting their ability to stay still in the area or easily/quickly flee when that lightly defended base pulls anti-air to counter an ESF flying in close proximity to a spawn building.
Rather than having a one-size-fits-all flight model that allows an ESF to go from hovering to full afterburn speed in moments, I'd like to suggest that we split it out into two flight models that behave differently. On the menu screen for acquiring an ESF the Utility, Defence & Performance slots are moved across one and a new Mode slot is added in which you can select either
VTOL - Can point the nose of the aircraft up/down, which won't affect movement speed. It has especially high maneuverability and can move backwards as quickly as it can forwards, up, down, left and right. It's main weakness is that its maximum speed is half that of an Intercept mode (Can be tweaked obviously) but it's acceleration is much higher to compensate.
Up/down thrust ignores the pitch & yaw of the aircraft instead simply moving it up/down vertically. The VTOL flight model acts as a small gunship instead of an air superiority plane, using terrain to cover its approach and retreat whilst keeping enemy positions suppressed with high damage and can also be seen ducking in and out of terrain to fire each salvo. The impact of afterburning is moderately reduced on all but forward movement (where it's lightly reduced) and is more for increasing acceleration instead of speed.
Interceptor - The aircraft's pitch affects flight speed (angle the nose is pointing up/down). When landing the pilot must point the nose up to zero the speed boost before letting gravity and downwards thrust take hold. The Interceptor CANNOT fly backwards and focuses on using speed to intercept and destroy enemy targets. By going high and diving they can surprise enemy targets and be away before the target can react, but struggle to stay in an area hovering around because of the forced extra speed created by pitch.
To land the pilot points the nose up roughly 40 degrees which zeroes the speed boost created by the pitch of the aircraft. If the aircraft is level pitch speed is 40kph more and if the nose points down it can be as much as 100kph faster (Nose straight down towards the ground). The lift factor granted by afterburners is reduced (used to initiate the reverse maneuver), as vertical thrusting is now for smaller adjustments and landing instead of being a major component of dog-fighting.
Comment:
The above probably isn't perfect and would need some refinement. The main aim is to allow reverse based combat in an ESF but restricting it to people who are willing to accept the trade-off of a slower moving aircraft. It creates an interesting decision (I could see myself wanting to do either mode) and encourages specialization in piloting. Helps to penalize pilots who try to 'farm' a lightly defended/manned base by either limiting their ability to stay still in the area or easily/quickly flee when that lightly defended base pulls anti-air to counter an ESF flying in close proximity to a spawn building.