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Posted: Sat Dec 06, 2008 12:40 am
by sambasti
Have we resolved what will be in what techpath yet (and how many Quantus will even have)?

Posted: Sat Dec 06, 2008 3:43 am
by finnbryant
very good! impressivly high quality :) .

I would recommend against the single, pointy straight up aerials, since air vehicles are going to hit them at some point and its going to piss people off.

i would suggest converting them to something shorter and broader (your tv aerial like ones are a good example), giving an easier shape to spot and avoid. Also, pointy things *might* mess collisions up pretty bad under certain collision systems, imagine getting your big assed end game ship you'd been turtling for an hour for stuck on one :doh:

little ones are fine, the collision model can just go over them as detail, but tall ones either need to be ignored (this is the other option: just pretend they arent there) or get a bit jutting out of the collision model for them (which, as explained, is bad)

Posted: Sat Dec 06, 2008 1:45 pm
by redavian
i'm personally praying you will not include air vehicles as the game will be ruined if you do. There is no plausible way for a heli/plane not to just own everything :mad:


brilliant job though, Hock :iluv:
I especially love the garr; it is soooo IC.

Posted: Sat Dec 06, 2008 3:23 pm
by finnbryant
red, there really is.

try ut2004 if you know anyone who owns it, they did a good ballancing job, i consider it a reference implementation of air vehicles in a mostly ground based game.

basically, the aircraft are pretty damn good, especially against tanks, but any ground troops can fire a locked-on missile which kills them in 2 hits (and can only be escaped if they hide behind something or bail), thus nullifying the cheese completely, but keeping them very fun to fly.

Posted: Sat Dec 06, 2008 6:54 pm
by XP105
Of course if someone is to bail a aircraft in midair, they need to lose damage when they land (or when if they get hit by another aircraft that just happens to fly by when the person falling falls into thier path).

What if we dont make them fly, they just sort of hover around, that would make them alot easier to hit

Posted: Sat Dec 06, 2008 7:16 pm
by redavian
XP105 wrote:QUOTE (XP105 @ Dec 6 2008, 06:54 PM) Of course if someone is to bail a aircraft in midair, they need to lose damage when they land (or when if they get hit by another aircraft that just happens to fly by when the person falling falls into thier path).

What if we dont make them fly, they just sort of hover around, that would make them alot easier to hit
This is a better idea.


I shall rephrase what i said:
There is no realistic way for a heli/plane not to just own everything

by which i mean, planes move way to fast for anyone without superhuman powers to hit them, and the maps would have to be huge to incorporate them, making infantry useless.

Either you have massive, masive, massive maps, which aircraft fit into comfortably, and infantry/ground vehicles have to plod along, taking ages to go from one aleph to the next, or you have ridiculously slow helis/planes, or you have maps that scale in favour of infantry, with fast aircraft that leave the sector boundary area, only to find themselves out of bounds on the other side of the sector.
what im saying is, air and land cant be on the same scale. :doh:

Posted: Sat Dec 06, 2008 11:01 pm
by Hockfire
QUOTE by which i mean, planes move way to fast for anyone without superhuman powers to hit them, and the maps would have to be huge to incorporate them, making infantry useless.

Either you have massive, masive, massive maps, which aircraft fit into comfortably, and infantry/ground vehicles have to plod along, taking ages to go from one aleph to the next, or you have ridiculously slow helis/planes, or you have maps that scale in favour of infantry, with fast aircraft that leave the sector boundary area, only to find themselves out of bounds on the other side of the sector.
what im saying is, air and land cant be on the same scale.[/quote]
Damn, you're right. MiG 25's can even reach almost 1 km/second, and they are quite old, even today.

I'll guess i'll just scrap the wings on the interceptors, and add some big mean VTOL engines. That will make aircraft (interceptors) slower and easy to hit while giving them an advantage in terms of aiming (if it was the speedy aircraft you would have just time for a quick strafe, and rinse-repeat).

@sambasti: redirect here.

Posted: Sun Dec 07, 2008 12:53 am
by finnbryant
sorry for the misunderstanding, you are correct about "real" aircraft being cheese, mach 4 is just a tad too fast.

a fun option to add however, is air-strikes, using the crazy mach 4 aircraft flying in from out of bounds and dropping bombs/firing missiles at a target, with some loss of accuracy. So save the winged aircraft before you add the vtols Hock!

Posted: Sun Dec 07, 2008 3:37 am
by WhiskeyGhost
What about only including short ranged/hover type air craft? Helicopter variants of sorts, things mostly used for rough terrain rather then actual flying, and of course hovercraft ships in the style of skimmers that don't get much height, but retain some decent speed.

More or less, i'm wondering about aerial transporting of troops (strike teams [troop transport]/anti-infantry support) and things like gunships (anti-vehicle support). Basically, sort of how Tribes did with their air vehicles.

edit: nevermind, the VTOL thing I missed while i was reading

Posted: Sun Dec 07, 2008 4:43 am
by Andon
Regular aircraft could have their use, depending on how sectors are set up.

If sectors are, as discussed in another thread a while back, 'cities' spread out across a map with things like 'alephs' connecting them, then an aircraft could be used (Primarily as a bomber) to strike without using the alep-type things