Author Topic: Various Aero-related Idears  (Read 2715 times)

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Offline Zakatak

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Various Aero-related Idears
« on: July 30, 2010, 02:35:14 AM »
1. Increase aero vs. aero damage 25%
2. Add 'invisible thrust' to simulate gliding (see the related thread in the beta General section)
3. Give Sulla landing gear wider landing gear (angle them outward more rather then remodel the gear)
4. Instant repair and refill when you 'touch-n-go'
5. Add 'Invert Axis' feature for aerospace on things other then mouse
6. Create designated anti-air missiles (LRM + Artemis) for ground units
7. Add Chaff/Flares for aerospace on the jumpjet key
8. Decrease maneuverability for less pathetic dogfights and more precise aim

EDIT: LAM's! LAM's! Wasp LAM, Stinger LAM, Phoenix Hawk LAM, take your pick! They would be very expensive, no doubt, but still awesome.
« Last Edit: July 30, 2010, 03:27:10 AM by Zakatak »

Offline HAARP

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Re: Various Aero-related Idears
« Reply #1 on: July 30, 2010, 08:05:15 AM »
4. Instant repair and refill when you 'touch-n-go'
Gay brah.
How about having to taxi into the hangar bay for repairs and reload. Stops aeros from returning with full armor 30 secs after they took damage. This is one of the main problems I see with aeros.

(and yes, I'm a pilot myself.)

Offline (TLL)KitLightning

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Re: Various Aero-related Idears
« Reply #2 on: July 30, 2010, 04:07:30 PM »
1. Increase aero vs. aero damage 25%

That would cause a lot of whining from the Aerojocks!

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2. Add 'invisible thrust' to simulate gliding (see the related thread in the beta General section)

In other words, make the Player fly as if an autopilot was engaged. No!

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3. Give Sulla landing gear wider landing gear (angle them outward more rather then remodel the gear)

No not angle them outwards, that would crush the landing gear upon touchdown. I would say, take it easy when you land the Aero, there is no need to hurry, your not working on accord here.

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4. Instant repair and refill when you 'touch-n-go'

I'd have to refer to HAARP's comment! Have Aero's land before they can repair or reload. And repair should only be available in the Hangar area, as it is for all other assets.

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5. Add 'Invert Axis' feature for aerospace on things other then mouse

My coffee cup wont like that.

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6. Create designated anti-air missiles (LRM + Artemis) for ground units

Hmm you have already the ability to stay out of LRM range avoiding any retaliation from the ground. You are able to stay at 900m dropping one after another volley of LRM's at any target, plus dropping Thunderbolts and FBombs with devastating force, over and over again. You sure its vise to implement yet another element of pain.

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7. Add Chaff/Flares for aerospace on the jumpjet key

mhmm so now instead of 20% of the missiles hits the Aero, 2% may hit it at most.

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8. Decrease maneuverability for less pathetic dogfights and more precise aim

No! The areos work quit good now and have an extreme flexibility. With that we would hear 'jocks whinig "increase the manoeuvrability of the Aeros", and "I can't fly or escape when I attack directly at 5 'Meeeechs!".

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EDIT: LAM's! LAM's! Wasp LAM, Stinger LAM, Phoenix Hawk LAM, take your pick! They would be very expensive, no doubt, but still awesome.

*shrugs* There will never be LAM's in the MOD! This isn't R***Tech!


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Offline Zakatak

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Re: Various Aero-related Idears
« Reply #3 on: July 30, 2010, 07:41:55 PM »
Wow, you found out a reason to disagree with everything.

Aero vs. Aero damage NEEDS to be increased, this would cause rejoice, not complaining. Ask any pilot. 25% isn't even that much of a difference.

Chaff is added to counter the combined anti-air missiles that I want added, and the bigger turn radius. And you would probably get only 1.

Can you read? I said I want anti-air missiles for ground units. Aero's already have plenty of AGM capabilities.

Just make landing gear stronger. I'm not saying I can't land a Sulla, but many aero noobs cannot. This just makes it more approachable.

Currently maneuverability lets you pull a 180 within a 10 meter radius going 400km/h. This makes for pathetic turning fights when it's aero vs aero. I'm only suggesting a slight change (80% maneuverability)

Offline =KoS= Saber15

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Re: Various Aero-related Idears
« Reply #4 on: July 30, 2010, 08:29:55 PM »
You managed to take everything in Zakatak's post wrong  ::)


That would cause a lot of whining from the Aerojocks!
Aerospace fighters are basically immune to each other unless they ram or shoot each other in the face with a heavy Gauss rifle. They need a damage buff against each other

In other words, make the Player fly as if an autopilot was engaged. No!
He means that cutting the throttle won't make you instantly start slowly falling to the ground like a leaf, and instead still go forward some

No not angle them outwards, that would crush the landing gear upon touchdown. I would say, take it easy when you land the Aero, there is no need to hurry, your not working on accord here.
The Sulla's landing gear is such a pain in the ass to land with that I never use it; I can land a 747 at night with no visibility in flight simulators, but I can't land a tiny jet on a perfectly clear day, because the stupid wings clip the ground 90% of the time. Landing the other two ASFs is a piece of cake, even when not using a runway

I'd have to refer to HAARP's comment! Have Aero's land before they can repair or reload. And repair should only be available in the Hangar area, as it is for all other assets.
I do agree with this


My coffee cup wont like that.
what. Joystick users want to be able to invert the mouse


Hmm you have already the ability to stay out of LRM range avoiding any retaliation from the ground. You are able to stay at 900m dropping one after another volley of LRM's at any target, plus dropping Thunderbolts and FBombs with devastating force, over and over again. You sure its vise to implement yet another element of pain.
He means anti-air rockets mounted on ground units. Like surface-to-air missiles


mhmm so now instead of 20% of the missiles hits the Aero, 2% may hit it at most.
That's for the AA rockets he mentioned above


No! The areos work quit good now and have an extreme flexibility. With that we would hear 'jocks whinig "increase the manoeuvrability of the Aeros", and "I can't fly or escape when I attack directly at 5 'Meeeechs!".
Aerospace dogfights now look incredibly stupid. They just spin around at 50gs like in a Halo CE banshee dogfight. It's a pain in the ass and looks weird.

*shrugs* There will never be LAM's in the MOD! This isn't R***Tech!
I wouldn't mind Land-air mechs if they had a less stupid design, but they'd be so much work to make that they wouldn't be worth it.

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Offline zombat

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Re: Various Aero-related Idears
« Reply #5 on: July 31, 2010, 01:27:01 PM »
1. Increase aero vs. aero damage 25%
Not if we're going to impliment 8
2. Add 'invisible thrust' to simulate gliding (see the related thread in the beta General section)
If it would work, sure why not
3. Give Sulla landing gear wider landing gear (angle them outward more rather then remodel the gear)
4. Instant repair and refill when you 'touch-n-go'
God no, IMO we should go back to requiring you to drive into the hanger, or at the very least add hardstands at the side the runway
5. Add 'Invert Axis' feature for aerospace on things other then mouse
Yes
6. Create designated anti-air missiles (LRM + Artemis) for ground units
Eh, maybe. What id like to see is the air-srms get a wider lock on cone against aircraft but longer time to lock on against ground targets
7. Add Chaff/Flares for aerospace on the jumpjet key
Not really needed
8. Decrease maneuverability for less pathetic dogfights and more precise aim
Yes for the love of god yes, seeing a sulla do an on the spot 180 just looks retarded, shiva has just the right amount of maneuverability. If they start getting torn up by ground fire then maybe a speed increase to compensate

Offline Dragonlord

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Re: Various Aero-related Idears
« Reply #6 on: July 31, 2010, 02:37:43 PM »
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5. Add 'Invert Axis' feature for aerospace on things other then mouse

My coffee cup wont like that.

Just out of curiosity, what does your coffee cup have to do with players wanting an option for inverting the axis of other input devices than the mouse, such as the joystick?

You use your joystick to support youre coffee cup perhaps? :P
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Offline Come and See

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Re: Various Aero-related Idears
« Reply #7 on: July 31, 2010, 08:06:13 PM »
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1. Increase aero vs. aero damage 25%

25% won't do anything to make a Shiva fear a Sulla or Sparrowhawk.

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2. Add 'invisible thrust' to simulate gliding (see the related thread in the beta General section)

That can't work because of the game engine. Plane's fly more like balloon's.

Quote
3. Give Sulla landing gear wider landing gear (angle them outward more rather then remodel the gear)

Sulla needs less momentum when you throttle down so you can land smoother.

Quote
4. Instant repair and refill when you 'touch-n-go'

Not really needed. It take's 5s to repair and fly off.

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5. Add 'Invert Axis' feature for aerospace on things other then mouse

I only use keyboard mouse atm.

Quote
6. Create designated anti-air missiles (LRM + Artemis) for ground units

LRM's are easy to avoid as Aero... designated anti-air units won't work unless they turn really tight.

Quote
7. Add Chaff/Flares for aerospace on the jumpjet key

Kind of pointless. I would rather see cloud cover on maps.

Quote
8. Decrease maneuverability for less pathetic dogfights and more precise aim

Right now aero combat is spinning around in circles for about 5 minutes unless it's a Shiva which turns like a tractor trailer.

Offline RepleX-TA

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Re: Various Aero-related Idears
« Reply #8 on: July 31, 2010, 08:29:28 PM »
Maybe Anti-Air LRM wouldn't just follow their target as all missiles do. They will fly into area where the aircraft will supposed to be when missile will hit it. Like missles from MW4. Anticipative fire, huh?

Offline ratbuddy

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Re: Various Aero-related Idears
« Reply #9 on: August 08, 2010, 07:44:45 PM »
I wanna see flight performance degrade as the aero takes damage. Sick of seeing a Shiva with a tiny sliver of red left on it finally decide enough is enough and twist around to afterburn behind a hill like it's not damaged at all. Ditto with almost-dead Sullas missing most of a wing and half the body. They still turn like a friggin UFO. Mechs go slower when legs and engines are hurt, why not give aeros a hard time maneuvering and maybe a smoke trail when they take heavy damage?

Offline (TLL)KitLightning

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Re: Various Aero-related Idears
« Reply #10 on: August 08, 2010, 08:26:46 PM »
Yep the aero's manoeuvrability should degrade as the asset is torn to pieces. Below 60% of armor the engine output should begin to go down.


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Offline ShdNx

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Re: Various Aero-related Idears
« Reply #11 on: August 09, 2010, 03:04:24 PM »
4. Instant repair and refill when you 'touch-n-go'

No way.

6. Create designated anti-air missiles (LRM + Artemis) for ground units

Maybe... we'll see.

7. Add Chaff/Flares for aerospace on the jumpjet key

I don't quite see why would it be good? LRMs almost never hit aerospace currently, as Kit has pointed out.

8. Decrease maneuverability for less pathetic dogfights and more precise aim

The aim is fine. Also I can't see how it would solve the dogfight problem? Would just make it slower too. :)
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Offline Crashagn

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Re: Various Aero-related Idears
« Reply #12 on: August 09, 2010, 06:43:43 PM »
"4. Instant repair and refill when you 'touch-n-go'"

Heck no. Whats the point in learning to fly if you don't learn to land. Also I want to ability to pick what I reload and if I want to repair or not.  Sometimes in skirms its down to the cbill on how many extra tons of ammo you get.. We will allocate cbills for extra ammo and by doing a automatic  repair (not allowed in Legends Arena during combat) will toss everything into wak.. Leave this how it is and learn to land. If you want to reload its just a matter of skimming over the aircraft hanger and pushing period..

Offline Dragonlord

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Re: Various Aero-related Idears
« Reply #13 on: August 09, 2010, 08:41:53 PM »
4. Instant repair and refill when you 'touch-n-go'

I suspect this comes from the fact that there are problems with the SPDS when landing.
I lost count of the number of times I dies after landing safely.

Still I'm gonna have to go against this idea, sure I have problems landing sometimes, but thats so rare that its not an issue.
It would unbalance aeros to the point of OP if you can just repair instantly, they are tough enough to deal with as it is without making them worse.
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Offline (TLL)Siilk

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Re: Various Aero-related Idears
« Reply #14 on: August 09, 2010, 09:08:01 PM »
Yep the aero's manoeuvrability should degrade as the asset is torn to pieces. Below 60% of armor the engine output should begin to go down.

 You know, I like that. Aeros and VTOLs should have some consequences of being heavily damaged.



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