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Challenges' Suggestion Thread | Locked | |
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Feb 11 2014 Anchor | ||
You probably are already ware that the final version will have a challenge mode. Every unit will have a set of 3 to 6 missions, all linked to online leaderboards. This multiplying for the amount of playable units makes it quick to realize that the final version will have more than 1000 challenge missions. Half of them are been already done, I’m trying to avoid “recycle” the missions the best I can. But inevitability some similarities will be noticeable in a few missions, but this is not really an issue because the same mission played with different units (from different families) have a completely different feel. But I’m opening this thread so I could hear the suggestions of all of you and potentially increase the variety of challenges. One thing to note is that the premise of the challenge mode is to explore the game mechanics and units to the fullest by playing around with the existing in game rules. One thing I want to avoid is using the challenge mode as a cheap trick to extend the game longevity, so the missions must be interesting and meaningful. Also the challenges for every unit follow this format: And finally, these challenges don’t really have to be too elaborated to work; here is an example of a existing mission: But there are other less conventional challenges, like coin collecting, flying in air space filled with mines, races, etc. But if anyone as more ideas for challenges feel free to post them here, it can be either complex or simple, I welcome all of them |
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Feb 11 2014 Anchor | |
Initiation: intended to unlock a variant of the very first-available plane (whether it's Draken or MiG-21). Using only guns, shoot down certain amount of balloons before the timer runs out, Once all balloons are down, a F-4E will spawn somewhere on the map. Shoot it down to complete the challenge. I suggest the challenges to be as less frustrating and can be done within less than 5 minutes to make things less complicated. Bonus point if they can have a reference/shout-out to the other media, whether it can be movie/anime, other game, book, or even actual/historical event. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Feb 11 2014 Anchor | ||
Would it be possible for there to be exceptions to the basic model? The first two challenges are read as being a prerequisite for all aircraft, but some aircraft aren't eligible for the first challenge because they lack a Main weapon, like the F-117A or the completely unarmed P-42. The F-117A challenge could be addressed obviously by its role and use of SP weapons, but how would you provide challenges for unarmed aircraft? Assuming that the Streak Eagle and P-42 are either unlockable or even available in the campaigns, would a speed challenge be used based on the second challenge's intent of exploring a unit's role? Taking historical context into consideration, this would further deviate from the model, but if we look at the manner HAVE BLUE was used, 1001 was a flight demonstrator, while 1002 was the stealth demonstrator. Would we see challenges similar to actual flight testing? |
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Feb 11 2014 Anchor | ||
I strongly approve that! @ SpootKnight, about Streak Eagle and P-42 I’m still considering if it wouldn’t be best to make them combat capable, even while still retaining some limitations, this would make them a lot more useful in the game. But it certainly can be exceptions for the challenges’ order, the format I stated above is mostly a guideline for making the missions, a very unique aircraft may need more than 6 missions to be enough to fully explore all the capabilities, but the minimum amount is 3 challenges per unit. As for these units, the Streak Eagle and P-42, yes the challenges will be more focused on speed. So yes, although only in a few, I’m considering historical context of the units in making these challenges. |
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Feb 11 2014 Anchor | ||
Maybe a little offside comment, but for the whole target range place for the first challenges, I think it'd fit better if you were shooting just regular UAZs or scrap tanks would be better, as well as those balloons that were mentioned. Just a point of theme. If the Destroy 10 Targets is constant between all of the aircraft challenges, I think it would be worth it. You nailed the scale of it though. It still is a doozy cycling through all the targets, but if the boresight actually worked at times, it would be easier. Anyway, some ideas that're reasonable I think are the inclusions of survival scenarions (scenarios where you are unarmed and have to outmanuever aircraft to survive) and maneuver kills as well with an altitude cap. Edited by: flyawaynow |
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Feb 11 2014 Anchor | ||
Ghost Hunter: |
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Feb 11 2014 Anchor | |
Just a point, I believe the Challenge Mode only unlocks planes for Multiplayer, Arcade, Quick Action and Skirmish. Campaigns will have a selection of planes already unlocked for you. |
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Feb 11 2014 Anchor | ||
That's what I thought too. Possible hardest challenge in the game: "We've got some good news and some bad news. The good news is we've issued you a state of the art superplane: the S-24 Nighthound. Now for the bad news: An entire army is attacking from the coast and all our forces are committed elsewhere. You'll have to win this one on your own. Good luck!" |
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Feb 12 2014 Anchor | |
In Dynasty Warrior style, with credits rolls in background. Once the credit roll done, it ends with a Bolivian Army Ending and you die no matter what. But hey, you've just unlocked that one hell of uberplane, right? ...glorious. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Feb 13 2014 Anchor | |
ts pls even the challenges which were working before are now broken what happened |
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Feb 13 2014 Anchor | ||
@ MyHatismyFriend, nothing much, just as things get developed other may break as a result, sometimes I’ll deliberately ignore these issues until the games reaches feature complete, because they may brake again with the following developments, but in that case I actually didn’t noticed. One example was the target selection and boresigh have become less robust as the stealth and jamming got implemented, usually these are “15min issue fix”, but until beta, unless it is really important I prefer to get my hands on something else. @ Nergal01, I like de idea but there is one issue, is that the credits even with the all the contestant names and iceberg staff is still a very short list. Unless it is presented very slowly. |
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Feb 13 2014 Anchor | |
How about challenges to unlock those playable recon planes (like that U-2 Starfighter wannabe)? Most of them barely do anything other than, well flying through all waypoints without getting shot down. Unless if you want to re-enact that one U-2 being shot down incident back in '60s (?), that is. More: To help making the challenge slightly less tedious, I'd like to know whether this is a good idea or not: Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 6 2014 Anchor | ||
I have no idea what you could really do with a spyplane besides directing ground forces like this Edited by: bornloser |
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Mar 6 2014 Anchor | ||
First I´ll add here a screenshot of the challenges mode, I´m at home at the moment but the version I have here is good enough to show how it works: As you can see after you unlock an aircraft normally you can immediately see the next units form the evolution. But as for the ideas that you posted So if I understood right what you said, at the start it can be "beginner/ category " category, and in that category it had several groups (Bavarian Stealth /Red Star Rising/ Overspeed/etc) each with their own challenges. And after clearing one of this groups it will be possible co start unlock the initial variants of some families. |
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Mar 6 2014 Anchor | |
Not really, simply just some challenges to unlock various families along their initial variant planes; the unlocks are categorized/thematic as I've mentioned before. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 6 2014 Anchor | |
Just going off topic a bit here, but your image reminded me of something I needed to tell you- the Unlock Unit and Clear Mission buttons are too close together, I think it would be a better UI design if they were next to each other or something. |
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Mar 6 2014 Anchor | ||
In that lieu I think Attacker - Fighter - Interceptor - Bomber - Multirole esque organization system might be needed. I don't have any problems but it feels unorganized at the moment. |
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Mar 6 2014 Anchor | ||
@ Nergal01, what I said it was my own interpretation but I understood your idea. @ MyHatismyFriend Those buttons are just for debugging, they won't appear in the final version. They are just to test if the system is working fine without having to actually play the missions. @ flyawaynow do you mean in the family selection? |
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Mar 6 2014 Anchor | ||
I'm curious about the Bird of Prey, what other similar airframes exist to qualify it as its own family? |
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Mar 6 2014 Anchor | |
There's two additional variants. One is a canardised variant with combat capabilities, and the other is a horrific thing with afterburners and terrifying forward-swept wings tacked on |
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Mar 6 2014 Anchor | |
The one with 2 engines instead of one? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 7 2014 Anchor | ||
Yeah well we have a lot of planes already in general and keeping them all bunched in a list like that is an eyesore. Either the system I just mentioned or the sorting system you've got in the Skirmish mode might be better. Edited by: flyawaynow |
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Mar 7 2014 Anchor | |
No sir, just one engine. |
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Mar 19 2014 Anchor | ||
If these are meant to explore game mechanics, I'd suggest exposing players to the wonderful world of blowing helicopters out of the air with large payload bombs within their immediate vicinity. If there isn't any shrapnel directly impacting the target or the explosion doesn't directly consume the aircraft, the engines will most likely cut out from the shockwave. Helicopters who are outside of ground-effect would probably be way too easy targets for the player; helicopters are in it would be more difficult to kill, but would be far more exposed to ground fire, and, well, bombs. Edited by: Boogie_Van -- Swing-Wing Crazy |
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Mar 27 2014 Anchor | |
-As for 'bomb the airliner' challenge, I'd say give it a highly-logically acceptable flavor text as description, like: Challenge for NF-104: -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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