General > Discussion

Greater control over interceptors?

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TheFatSandRat:
In future builds, will interceptors be controllable in any kind of tactical sense? As it is now, they seem clunky and random. While I would love to see a little top-down SHMUP minigame for interception, I somehow doubt that it's gonna happen. So what, if any, are the plans for expanding the user's influence on interceptors?

vedrit:
thats a good idea. Have a first-person flight combat against the alien ship. I would really like to see that happen!

stevenjackson:

But its not a first person air shooter.  That would we a significant deviation from the current game design.

I must admit i had the feeling of randomness in the air to air encounters despite the fact that there is actually non random stuff going on.

Without some kind of feedback on how your craft went other than success or failure it can be dificult to know whats going on.  It would be good to eventually have some feedback from air to air combat, perhaps something similar to the original xom (but not the same) with some minor control over the battle.  More like attack, hold, withdraw type stuff.

Steve

vedrit:
well, i just dont like sending my interceptor out hoping it doesnt get hit first. The most I can do is stick ECM modules on and try and manually dodge the missiles, which doesnt work since there is usually 1 that gets a lock.
A first-person air combat wouldnt be too much of a deviation, i think, because you are, after all, defending the whole earth, land, sea, and air.

thats a thought...sea battles, lol
talk about useless

Winter:
We want to implement a tactical system for interceptions, involving multiple interceptors/UAVs engaging the target UFO and escort flight. BTAxis made a mockup of this and although we haven't smoothed the rough edges it's a good vision of what we want it to be like.

Regards,
Winter

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