inquisiteur2,
thanks for restarting this thread. I've been thinking this too. The way ufo ai combat is down is just the same as moo2 space combat. Turn based tactical. all you need to do is (as you said):
-mod a map
-shrink down the current md2 files and replace the soldier bodies
and theres your ufo interception.
also: weapon models should be specially made for the ships, the hud should be redesined, some source should be gutted for the intercept (weapons management screen) and of course these mods all need to be called automatically by the program at the appropriate time.
Tell you what, why don't you do this? All the tools are available for free. The map builder, the modeling programs. You don't even need to be a programmer. Make them, switch out the models, under the base\models directory run a test game with them, take a few screen shots of the fun and upload them through the tracker.
This being open source, its not just "you ufo folks", they're already kinda swamped with TO-DOs. Its us too. This way they will be more likely to take your idea, because there it will require less work. If you don't I will, I was planning to do it anyway ;-) but I'm busy with a translation, map and gun modal right now.
PROBLEMS:
If you see my post a while ago I thought as you about the black background simulating space. Actually all you need is a transparent ground and the background (infinite) set to a star field. but I suspect the current ufo2map file doesn't support background images in the maps like other games using the quake engine (I haven't seen these in gameplay)
Also, intercepts are going to have to be atmospheric:
- the in-game chase follows flight dynamics not orbital
- interceptors and dropships just can't go into space (look at them)
fortunately, the game designers have done the ingenious thing of supporting random scriptable maps. Just make scriptable mape templates with really small houses on them. One suburb one city and one country side. Now you have nap of the earth, tactical turn based air combat. Full with tall buildings and mountains to hide behind.