[Revived Suggestion] Plane Altitude

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Mako
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Re: [Revived Suggestion] Plane Altitude

Postby Mako » Sat 31 May 2014 19:44

Or for high alititude plane, turn off bombs, give attack order with gun when dive ensues, enable bombs.
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Re: [Revived Suggestion] Plane Altitude

Postby Yakhont » Sat 31 May 2014 19:58

Sounds really neat but i think there would need to be major changes to unit cards and interface to make the implementation workable
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Re: [Revived Suggestion] Plane Altitude

Postby Mako » Sat 31 May 2014 20:00

Yakhont wrote:Sounds really neat but i think there would need to be major changes to unit cards and interface to make the implementation workable


I disagree.

There wouldn't actually need to be that many changes.
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Re: [Revived Suggestion] Plane Altitude

Postby Yakhont » Sat 31 May 2014 21:37

Would there have to be 3 different ranges for AA weapons?

How about unit AI priority for their optimal targets?

Balancing a new stat that has major impact in gameplay needs a lot of work
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Re: [Revived Suggestion] Plane Altitude

Postby Mako » Sat 31 May 2014 22:05

Yakhont wrote:Would there have to be 3 different ranges for AA weapons?

How about unit AI priority for their optimal targets?



No,

Same as it already does.
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Re: [Revived Suggestion] Plane Altitude

Postby HoveringKiller » Sat 31 May 2014 23:19

Yakhont wrote:Would there have to be 3 different ranges for AA weapons?

How about unit AI priority for their optimal targets?

Balancing a new stat that has major impact in gameplay needs a lot of work


I just imagine aa units that would only be able to fire on the two upper levels would just have a minimal range, same to artillery/mlrs.
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Re: [Revived Suggestion] Plane Altitude

Postby chykka » Sun 1 Jun 2014 01:30

Mako wrote:
Yakhont wrote:Sounds really neat but i think there would need to be major changes to unit cards and interface to make the implementation workable


I disagree.

There wouldn't actually need to be that many changes.


Yeah, I agree with Mako. It would change how planes work, but how would it knock the card set up out of whack?


Mako wrote:Or for high alititude plane, turn off bombs, give attack order with gun when dive ensues, enable bombs.
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Re: [Revived Suggestion] Plane Altitude

Postby Iris » Sun 1 Jun 2014 02:08

Mako wrote:
Yakhont wrote:Sounds really neat but i think there would need to be major changes to unit cards and interface to make the implementation workable


I disagree.

There wouldn't actually need to be that many changes.


I'll make a conservative estimate of bare minimum 2000 changes.

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Mako
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Re: [Revived Suggestion] Plane Altitude

Postby Mako » Sun 1 Jun 2014 02:47

Iris wrote:
Mako wrote:
Yakhont wrote:Sounds really neat but i think there would need to be major changes to unit cards and interface to make the implementation workable


I disagree.

There wouldn't actually need to be that many changes.


I'll make a conservative estimate of bare minimum 2000 changes.


To unit cards and the gui?

Because thats what I was referring to.

Obviously changing the a game mechanic means changing things.
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Re: [Revived Suggestion] Plane Altitude

Postby chykka » Sun 1 Jun 2014 03:56

Maybe just buffing AA to more realistic ranges now ;).
[*] As for Ava liability and general 'cards' will probably not need to be touched much. (unless we find out f117 worth two cards like ALB ;) )
Man pads would be less of plane killers and go back to being for Helicopters :)

While KUBS and Radar systems will be dedicated for high altitude planes.
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