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  1. @qsend *ide
  2. Helle Dogfighting
  3.  
  4. Idea Credit: Sky Pirate Ezekyal
  5.  
  6. The following is a mockup of how air combat would look in feel.
  7. https://pastebin.com/c43Ee4sX
  8.  
  9. This link is the meat of the idea, explaining the reasoning behind the stats and commands.
  10. https://pastebin.com/R6isN5Cb
  11.  
  12. This is how I would suggest it be implemented. Broken down over time and tested on a generic clone of a mosquito:
  13.  
  14. 1. A combat speed property on mosquitos, simple property which changes toward a cruising speed of 5 while idling, descending and travelling. Using the existing pilot checks.
  15.  
  16. 2. A dive command which dramatically descends and adds to combat speed based on how far you dive.
  17.  
  18. 3. A climb command that spends combat speed to dramatically gain altitude. If speed drops to 0 it call on the existing downward spiral to simulate an engine stall.
  19.  
  20. 4. Balance top combat speed by giving an upper limit to aircraft after which they take damage and lose a huge chunk of control.
  21.  
  22. 5. Make a weapon mod that gives mosquitos a damage/accuracy value. With a fairly low damage range.
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  24. 6. Implement an aim command which rolls combat speed and pilot skill against another aircraft to attempt to shoot it, only working within a certain alt difference. Rolling for damage on success.
  25.  
  26. 7. Change the existing evasive maneuver command to cost combat speed and have a duration-long increase to avoiding being aimed on.
  27.  
  28. 8. Implement 'dive to' and 'climb to' so an aircraft can level themself with an enemy more simply.
  29.  
  30. 9. Begin work on a damaged_combat_parts property which will be used as a list to contain status effects for planes. Such as damaged wing or tail.
  31.  
  32. 10. Being implementing these properties into the damage and aim rolls, brainstorm new status effects.
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