Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Commands Suggestions | Locked | |
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Sep 2 2014 Anchor | |
A suggestion thread for commands to be used with the as of yet underutilized command feature or things related to commands. One thing I noticed while doing the challenge missions for the Hopeless Diamond was that I would really like the ability to keep my bay doors shut, or conversely to keep them open in the command menu. I mean, there are just times where you want nothing more than to go undetected, and there's nothing more annoying than having a missile lock spoil that. Edited by: IbizenThoth |
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Sep 2 2014 Anchor | |
You mean, like typical flight sims where you have to manually open/close bomb bay? *coughMicroproseF-19cough*. My more "radical" option is EMCON setting; at EMCON 1 all your weapons & radar are disabled, max. throttle 75% to maintain full stealth, at EMCON 2 only gun is enabled, max. throttle 90%, and EMCON 3 is normal/combat mode. 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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Sep 2 2014 Anchor | ||
I'd sort of like a shortcut option for weapons bays being opened/closed, not so much implementation in the command menu, but something similar to engine off/AoA/Special functions given that it kind of needs to be a quick on-off affair. Not sure how I feel about stealth mechanics ATM as a whole. Cannons on stealth aircraft definitely take too long to pop open. /off-topic It would be nice if there was a command to constantly display the gun reticule. Edited by: Boogie_Van -- Swing-Wing Crazy |
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Sep 5 2014 Anchor | |
Two thoughts I just had concerning Commands. .....well, ModDB didn't like the little novella I wrote for the suggestion, so I decided I'll leave a link to the suggestion itself for now. TL;DR:
_______________ - - - - - Level one command - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level two commands - - - - - - etc. until termination at action With more important commands, the Hot Commands assignment of certain commands will allow for single press activation of chosen commands. Command requests:
Edited by: IbizenThoth |
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Sep 5 2014 Anchor | |
Command to enable/disable recon pod/TARPS so that it shouldn't take up your SPW slot. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Sep 5 2014 Anchor | ||
That's a lot of text, but I like most of it. The only thing I don't like is supposing the example is taken literally and that's what we get, it's best to have a counter measure button, and flares/chaff be toggled, as if one is setting a counter-measure profile in a real aircraft - only we're just toggling on what we need. Likewise, ECM seems to be presented as a flick of the switch on and off thing, which while cool, sort of defeats the point and complicates the entire thing. It doesn't really need more than 'off' and 'on' except for if you can perform different ECM roles than just one. ECM should either be left on or off, besides, there's nothing in the mechanics that actually behoove you in the position of being locked on by an enemy except disabling lock - which I should hope is something that is sparingly used. Also remember that the command system is meant to make up for a lack of controls (specifically) in the X360 pad, so that a player's preference might open up (or lock away) more controls than expected, so a lot of things still need to be able to have controls associated with them. -- Swing-Wing Crazy |
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Sep 9 2014 Anchor | |
I think I tend to be on the "gamey" side of what I want from the ECM in this game, and even then, I am aware that the ECM control scheme I just proposed is a little... out there... or maybe a lot. It's strange, given I tend to be on the "just a smidge of realism here for depth" side of things, but I think a bit of artistic license in the EW systems would make it more engaging/interesting. Granted, ECM as it exists in the game offers few advantages if you could activate it at the flick of the button. Any ECM which would benefit from the more complex control schema would have to be new or be reworkings of older ones. For example, having a timer for how long an ECM pod can be used would add one dimension, while tweaking certain other ECM types, like the mentioned possibilities for the clone-self type to shuffle lock to a clone on first activation would add another dimension. To be honest I'll also readily concede that my description for ECM controls are needlessly over complicated. They'd probably fit better with flares and chaff. The only controls you'd really need for ECM would be hold to deploy and toggle, while flares might benefit from having a timed deployment cycle while toggled on or with a hold to activate button depressed. When stuff becomes a little too outlandish, it's because of a bad tendency of mine where I tend to run away with ideas while I get writing, which is why I tend to work into novella territory in my posts. It's because I quite enjoy writing. Thanks for taking the time to read through the monster post by the way! |
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