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Author Topic: UGV pod  (Read 11376 times)

Offline BTAxis

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Re: UGV pod
« Reply #15 on: December 22, 2008, 06:46:01 pm »
The design is that pods and weapons are mutually exclusive. That's something we wanted as a game mechanic.

Offline DuKe2112

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Re: UGV pod
« Reply #16 on: December 22, 2008, 08:01:26 pm »
Oh, Ok then. So you have to choose between air combat and ground combat, yeah I can agree with that, plus it makes the Hyperion actually usable, because you can take a big ugv instead of the missing men.

Are the pods supposed to be visible for the ground mission?
In that case the firebird still needs an overhaul, because that nose absolutely can't take a pod.
Or you have to add an mechanism to define which hardpoint can take a pod or a weapon and which can just take a weapon.

Hmm, how abot moving the fuel tanks over to the hardpoints, after all, they are pods. or is that out of the question as well?
One would have to choose between air/ground weapons and flying range. Plus you could add another hardpoint to some aircrafts without risking to realy make them stromnger.
It would help in the redesign of the firebird, because two small hardpoints on the sides are more feasible then one medium one on the tip.

Still another idea is an asymetric loadout, like one medium hardpoint on the right and one small hardpoint and both equipment bays on the left.

Realy hope some of these ideas are usefull and don't again hit a wall of made decisions I'm not aware of.

Offline BTAxis

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Re: UGV pod
« Reply #17 on: December 22, 2008, 08:06:01 pm »
Note that the main point of the Hyperion is that it can get to the missions much quicker than the Firebird. At present this is not important, but eventually the mission score will be decided in part by how fast PHALANX troops get to the scene, which makes dropship speed an issue. The Hyperion will also be able to take active part in combat, which enhances this effect (since the squad can land immediately once the UFO is down).
« Last Edit: December 22, 2008, 08:08:54 pm by BTAxis »