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PSU: Wait don't shoot! I need to reload!
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2012-06-10, 05:14 PM | [Ignore Me] #76 | ||
Sergeant
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Infantry AA must only chase you away, not kill you. The E3 Videos a great example, the rocket chased away most attacker, some risked getting a hit for a shot and THEN run, but couldn`t stand there all the time dishing out damage.
I think that fine as it is, AA MAXes and Skyguard are for the killing (and other Air units). And pleas start think in squad and platoon levels and not 1vs1 or lonewolfs. |
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2012-06-10, 05:59 PM | [Ignore Me] #77 | ||
Sergeant
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just saying, the 1v1 thing was just as a basic level for describing tactics, as they can be scaled up fairly effectively even if the result of the tactic is different.
I also second the idea of basic energy retention, and depletion. at its most basic implementation, the max speed of the aircraft would be increased/decreased by a function of it's angle relative to sea level. so if x=angle of depression, k= some constant that would balance the function (could be faction specific), s= the normal top speed of the aircraft and y= the max speed,then s+kx=y ...its that simple that is pretty much what I used for speed retention when I was attempting to make a flight game in udk a while ago. also a flight ceiling of 2000 meters would be fantastic, just having that +1000 area for the large scale dogfights, galaxy drops would be amazing. Last edited by MrMorton; 2012-06-10 at 06:01 PM. |
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2012-06-10, 06:06 PM | [Ignore Me] #78 | ||
Colonel
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I also think a flight ceiling of 1000 meters is too low. Flight ceiling should be pushed up to about 3000 meters.
Edit* This would allow for aa to be layered, for instance lightning skyguard effective to 3k meters, max aa 2k meters and infantry aa good to 1k meters. Last edited by Sledgecrushr; 2012-06-10 at 06:12 PM. |
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2012-06-10, 08:20 PM | [Ignore Me] #79 | |||
Corporal
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2012-06-10, 09:04 PM | [Ignore Me] #81 | ||
Staff Sergeant
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Agreed, McBane. I'm not much of a pilot (I don't understand half the terms) but I always liked a game called Freespace 2. Probably has nothing to do with how flight will be in this game but I always liked flying in a sci-fi style game, so... ah well.
I am also now imagining gigantic glowing red, blue, and purple gods throwing lightning bolts at each other. |
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2012-06-10, 09:27 PM | [Ignore Me] #82 | ||
Corporal
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im really looking forward to having great air combat, but unfortunately that also takes great pilots, i myself dont think there will be enough skilled pilots to have great air combat.
(by skilled pilots i mean players who actually learned how to dogfight in real life) im sure we have loads of great GAMER pilots out here, but i think it might take more than that, at least, to meet my (very high) expectations
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The Enclave The Arm of Decision in Battle |
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2012-06-10, 09:33 PM | [Ignore Me] #83 | |||
Private
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2012-06-10, 09:36 PM | [Ignore Me] #84 | |||
Corporal
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2012-06-10, 09:56 PM | [Ignore Me] #86 | |||
Corporal
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Also real life pilot learn to dogfight keeping in mind there body, in other word they always do stuff to come back alive and they can't do stuff that would knock them out because of too much G. If you go in a fight knowingly you'll die but it won't matter you'll be able to do some interesting things, like the stuff I talked about to ignore escort plane and just focus on important target, sure they'll get you after, but who care you just cost them so much more. |
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2012-06-10, 09:59 PM | [Ignore Me] #87 | ||
Corporal
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im talking about serious flight maneuvers, for example, my wingman and i get on a T intercept, bandit turns into us, so what do you do? (bank towards him) while the inevitable turning fight ensues, where is your wingman? he should have gone vertical when the lead aircraft banked right, now lead and bandit are in a turning fight below him, all wing needs to do is nose in and fire on the bad guy, now changing lead's turning fight into wing's energy fight kill.
basic manuver that everyone who claims to be a pilot should know. the list goes on and on, im not about to reveal my gameplan, but im LFO to teach dogfighting in.
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The Enclave The Arm of Decision in Battle |
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2012-06-10, 10:03 PM | [Ignore Me] #88 | |||
Sergeant
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the experience actually flying and playing a game (even one with a very advanced flight model) are completely different, there is no user feedback in a videogame for one, and the input is going to be completely different. On top of that, only 1 or 2 games have ever even approached a fully realistic flight model, the one I can think of is rise of flight, which is a world war one sim, ps2's FM is leagues away from realism, a pilot in rl would have no advantage flying in ps2 (or the majority of flight games), probably having good twitch aiming skills would be far more important |
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2012-06-10, 11:29 PM | [Ignore Me] #89 | ||
Corporal
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I'd like to see a soft flight ceiling explained by lore and upheld with game mechanics.
What I'd like is if you go above the flight ceiling you have a certain amount of time to get back below it until an orbital platform shoots you out of the air. Lore wise you can explain this by saying that anything below a certain altitude is hard to target and therefore cannot be shot down. This would allow for dog fighting to still occur at the flight ceiling and not have it feel like a brick wall while also allowing people to decide if they want to risk getting blown up by the orbital platform in order to kill / evade their target. |
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2012-06-10, 11:46 PM | [Ignore Me] #90 | ||
First Sergeant
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Really wish a Dev would enlighten us on their visions for air-to-air combat in this game will be. I for one would love the flight ceiling to be increase. That could be a basic start. Just tired of all games forcing pilots close to the ground in other to funnel all the masses into one giant furball mixed in with ground troops.
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