General > Discussion

Dogfights

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shevegen:
One good aspect in the "mini-game" was that you got feedback how efficient your weapons were (more or less...)

Right now you dont get this feedback, its mostly just shot down ufo, or be destroyed. Missing suspension here :-)

Silveressa:
Perhaps expanding the dog fights to be similar to the regular missions would work? Replace the soldier icons with the planes/UFOs and require changing direction to cause a unit to move x # of forward squares in it's current direction (depending on speed) and the crouch option replaced with "afterburner" or some such that increases the # of squares you can move forward, but also increases the # of squares you must move in the direction you're facing before you turn.

(One could also incorporate the ability to move between three height levels as well with a shift command if one really wanted to represent the z aspect of dog fighting)

For maps one could do a basic blue terrain with cloud banks that would break line of sight and provide cover for units inside them. (and maybe some storm clouds that would damage units that entered them) You could even go as far as to add in a mountain peak taking up a portion of the map.

This would make the air combat much more rewarding/exciting than it is currently. (adding in an option just skip the battle and auto resolve it would be good for people that get tired of the missions)

Doctor J:

--- Quote from: shevegen on March 25, 2008, 01:51:48 am ---Right now you dont get this feedback, its mostly just shot down ufo, or be destroyed.
--- End quote ---

The minigame as seen in the original games is not practical due to the fact that we allow multiple interceptors to engage the UFO simultaneously, which didn't happen in the original.  While it could perhaps be done, it seems like it would be fairly involved to code. 

I agree that we do need some form of feedback, however.  I would like to propose that after every dogfight we get a debrief screen or email stating how many rounds of each type were fired, hit rate, etc.  Optionally this could include data on rounds fired by the UFO.  I'm assuming this wouldn't be too hard to code.  The question then is what event triggers this report: i suggest that every time an interceptor or a UFO is shot down the report is generated.

As to the kill-or-be-killed nature of dogfights, every craft currently has an effective hit points of just one.  There is a TODO about implementing craft hit points.  After this is done, we will see craft being damaged rather than destroyed.  Hopefully then the Shiva will be useful to bring down smaller UFOs without obliterating them, or lightly damaged UFOs to be grounded and captured for research.

TroubleMaker:

--- Quote from: Doctor J on March 28, 2008, 07:27:36 pm ---The minigame as seen in the original games is not practical due to the fact that we allow multiple interceptors to engage the UFO simultaneously, which didn't happen in the original.
--- End quote ---
What did you call "the original"? Current game, old UFO:EU, or real world UFO persuasion?

BTAxis:

--- Quote from: Doctor J on March 28, 2008, 07:27:36 pm ---The minigame as seen in the original games is not practical due to the fact that we allow multiple interceptors to engage the UFO simultaneously, which didn't happen in the original. 
--- End quote ---

Except it did. I get the feeling we've had this discussion before...

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