Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Accepting Monty Python and Braveheart quotes daily.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2011-07-19, 07:24 PM | [Ignore Me] #1 | ||
Malvision
|
I know the dev team has mentioned that the flight model on air vehicles will be more realistic in Planetside 2. I'm really excited to see just how real it feels.
That said... I'm wondering how they are going to handle the ceiling limit this time around. I thought it might be cool if rather than hitting an invisible barrier at a set altitude (like in the current Planetside) your air craft would instead stall out and fall back toward Auraxis. During the stall phase you would just be in a free fall waiting on an engine restart with limited controls. If each vehicle had a slightly different stall height this would allow some interesting evasion/combat tactics. |
||
|
2011-07-19, 07:40 PM | [Ignore Me] #2 | ||
Contributor Major
|
I could buy into this. OR, a system where when you go above "optimal atmospheric threshold" or whatever, the engine performance rapidly degrades. This way, you can push higher for a while, but your agility and speed would be lessened, allowing those below you to outmaneuver you.
Such a system would create a "soft cap" by offering your diminishing performance returns. Eventually, you'd hit the hard cap by virtue of just not being able to generate enough upward thrust to go higher, and trying would, yes, stall you out. |
||
|
2011-07-19, 09:16 PM | [Ignore Me] #4 | ||
Low power Galaxy drops. Oh man. I can see it now. Hit maximum sustained altitude, then adjust your glide slope to efficiently deliver your payload on target and quickly hightail it out of there.
Who's with me?
__________________
Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
|||
|
2011-07-19, 10:40 PM | [Ignore Me] #7 | |||
Corporal
|
|
|||
|
2011-07-19, 11:20 PM | [Ignore Me] #10 | ||
PSU Staff
Wiki Ninja |
It would be cool to have aircraft require a little more skill (i.e. move toward more of a simulator than FPS). But that's a difficult thing to balance fun and simulation (see World War II Online as an example).
A somewhat unrelated feature I've always wanted in PS is the ability to turn off your engine while in the vehicle. That way you can be stealthy to ambush prey and be able to hear better (in a tank or ATV). |
||
|
2011-07-20, 01:01 AM | [Ignore Me] #12 | ||
Sergeant
|
Its a nice idea, I can already imagine a pilot choosing to push his aircraft to the limit, and seeing the warning lights coming up!
You'd have to make all the aircraft altitude peaks the same, with maybe an extra 200 feet achievable for a few seconds before stalling. The idea of some aircraft being able to go higher than others would present too many tactical imbalances if they could remain at that height indefinitely. Last edited by Valdae; 2011-07-20 at 01:07 AM. |
||
|
2011-07-20, 03:14 AM | [Ignore Me] #13 | |||
First Sergeant
|
__________________
|
|||
|
2011-07-20, 03:27 AM | [Ignore Me] #14 | ||
Colonel
|
I've no issues with aircraft flying really high, and well beyond the range of AA. Air superiority fighters would have to keep the skies clear up there.
The only real limitation should be that air can't, or can't reliably, attack from up there. Like dropping bombs and soldiers from a galaxy(no oxygen!). To do those things you should be within the range of ground based AA. |
||
|
|
Bookmarks |
|
|