Difference between revisions of "Talk:Gameplay Proposals/UFO Interceptions"
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Latest revision as of 18:34, 19 May 2008
Acceleration
All aircraft are flying in the same direction: the direction of the destination of main UFO. Therefore, all aircraft should point toward this direction. When an aircraft change its route (because target changes, or it stands off), its acceleration should be limited to a realistic value (10 g ?). Maybe polar coordinates with a given radius of curvature would be usefull. The acceleration should change to the opposite direction when the aircraft reaches the middle point between start and destination position (except if its speed becomes bigger that top speed, or lower than a percentage of it cruising speed that would made him fall).--Kracken 23:00, 28 January 2008 (CET)
Entering / Leaving interception area
Aircraft entering area should enter by the side from which they joined in geoscape. An aircraft that want to stand off will get to the standoff ring, shortest distance (In relative terms, directly away from the main UFO)--Kracken 23:00, 28 January 2008 (CET)
Additional Ideas
I had a lot of ideas, most of them expansions on BTAxis'. They can be found at http://ufoai.ninex.info/forum/index.php?topic=2552.0 . For example, I think a few simple AI rules can emulate dogfighting, and allowing craft (both human and alien) to target friendly craft will allow a flexible system for setting up escort or wingmen. Another example is allowing a distinction between a damage level that will merely crash the craft, and more damage will cause complete structural failure and disintegrate the craft. --Psawhn 19:33, 19 May 2008 (CEST)