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Weapons Wishlist | Locked | |
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Jan 9 2013 Anchor | |
This thread is intentionally made to reduce the amount of 'I want XXX amount of Dakka in the next version' comments on the main page and other forums. Solid Sluggers: Energy Based: Chemical: Biological: Nuclear: Thermobaric: Uplink/Fire Support: Others: Melee Weapons: Edited by: mittsommerschnee -- Noli Timere Messorem
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Jan 9 2013 Anchor | |
Melee weapons. Cause you know.... and remote weapons like bit/funnel 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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Jan 9 2013 Anchor | ||
I really wanna see a missile with 360° lock on capability. That should make for an interesting dogfight. Edited by: PokerPop |
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Jan 9 2013 Anchor | |
Guided 70mm Hydra rockets like the LCITS. There are a lot of different designs for guided 70mm, though the most common ones seem to be laser designation and the other being electro optical tracking, so that it's a lower capacity fire and forget missile. I would guess that the tracking range would be fairly short, though I guess that the proposed electro optical tracking head would have LOAL capability. Lock On After Launch air air missiles would be nice. Lob them in a certain direction without lock and depending on conditions, the lock is sustained. It'd be interesting to see this implemented with something like HMD designation, using the mouse to point the camera at the enemy to designate. You'd fire and then the missile would fly off the rail and loop around to face the target, with a certain percentage chance of getting a successful track on target. 5th generation fighters guiding long range missiles fired by friendly units? I heard about this when I read about possible strategies F-22s would use if faced against large numbers of legacy fighters, since they only have a certain number of missiles in internal stores. Could be used to balance stealth aircraft so that they have a smaller base store of missiles when compared to something like a late Sukhoi model. A tracking laser weapon designed for extremely long ranges. Uses a track cone like the SAAM. Does damage over time (a kill with one or two seconds of laser being on target?), and the pointing mechanism for the laser only turns the laser at a few degrees per second, so that the only effective means of using the laser would be to hold it on the target for a few seconds while flying in a straight line. An EMP weapon that cuts an enemy's engines for a certain period of time, maybe a directional microwave or a conventional airburst weapon using either explosively pumped flux compression generator or nuke. Towable thermal/radar decoys? UAVs mounted on aircraft pylons for deployment during the mission? Possibly for laser designating targets or decoy/distraction roles. |
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Jan 9 2013 Anchor | |
Do chemical weapons really work on aircraft? Anyway, TV-guided missiles that are guided manually on target by the pilot while the aircraft flies on autopilot would be cool. How about deployable drones like the Beam Bit units used in Gundam that fly to a designated spot and become stationary turrets? |
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Jan 9 2013 Anchor | ||
@ Midsummersnow how it could be implemented biological levels in actual gameplay? |
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Jan 9 2013 Anchor | ||
Well the effect would be damage over time for infantry (possibly really fast damage) but how often are chemical weapons used really? The gas is usually heavier than air (making it good for trenches, mostly) and I'm told they fell out of favor after world war 1 (though the japanese used them in WWII) |
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Jan 10 2013 Anchor | |
OH OH OH There should be a mission where you're up against a superfighter and lack the correct weaponry to take it down, so you've got to guide long-range railgun shots by maintaining missile lock on it for a set amount of time. Also, just want to draw attention to the bomb physics, the pipper is often out of the screen, and when the bomb drops, it sort of has very weird physics. |
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Jan 10 2013 Anchor | ||
I'd like to see a few different flavors of nuke, actually. It could make for some very interesting missions, both in dropping a nuke or preventing a nuke. Tactical nukes would be the most common (since they can be fitted to most NATO fighters at the very least), but more interesting would be trying to stop bombers from delivering high-yield nukes.
Edited by: redout22 |
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Jan 10 2013 Anchor | |
Well how about this; But the more you use NBC weapons the more Negitive Karma you recieve which in turn makes it so the enemy fear you more in combat (and changes the enemy dialog in the process) and the more your allies disoybey your commands (if ally/squad commands are implemented). Edited by: mittsommerschnee |
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Jan 12 2013 Anchor | |
I am expecting Spec Ops: The Line white phosporus and/or C&C3's liquid tiberium bomb level of consequence for that. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 12 2013 Anchor | ||
With less screwing-with-the-mind, of course... |
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Jan 22 2013 Anchor | |
Also how about some form of cyber warfare packages like C-Virus's, Trojan Horses, Worms etc to infect UCAV's, HUD's, AWACS etc.... |
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Jan 22 2013 Anchor | |
I'd like to call it 'hacking' instead. And there's Geopelia...(AC3 mission reference) -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 25 2013 Anchor | ||
How this hacking would work in actual gameplay? |
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Jan 25 2013 Anchor | |
I would guess that it could be a pod carried on a plane that you have to loiter with somewhere, in order to upload the virus. ...or there could be a specialized mission with something like piloting a small quadrocopter into a facility and docking with a computer terminal, maybe to disable air defenses or damage production lines. It'd be interesting if this effected the next mission's gameplay, depending on whether or not you succeed or not. |
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Jan 25 2013 Anchor | |
TS, if I may request, I'm requesting multi-lock missiles that you have to HOLD fire button to lock multiple target. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 28 2013 Anchor | ||
V3000TT I didn't understand how it works. |
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Jan 28 2013 Anchor | |
That's correct. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 28 2013 Anchor | |
The mechanic seems to be holding the button down until a certain number of missiles lock before releasing to fire. I guess that the closest analogue would be how a pilot might turn on the seeker heads of their AIM-9s and wait for the missile's growling missile tone to reach proper pitch before firing. It could be interesting to have missiles that couldn't lock unless told to. It could be exactly what makes the QAAMs feel different from normal missiles, while making them more difficult to use (especially if there is a set window of time until you are allowed to try to lock again). On more specific terms, if applied to a QAAM, pressing and holding fire would activate the seeker head. If a valid target enters the cone of fire, the seeker will start to track the target until it acquires lock. After a few seconds, if the seeker cannot acquire lock or there isn't a valid target, the seeker head will deactivate, and there will be a cooldown time until you can turn the seeker back on. If the seeker isn't tracking anything, but active and you release, the QAAM will fire like any un-locked missile. If the seeker turns off and you release the fire button, the QAAM does not fire. |
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Feb 1 2013 Anchor | |
How about nanobyte payloads whiched explode over the desgniatied target to neutralize or infect like in AC3:E ? -- Noli Timere Messorem
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Feb 1 2013 Anchor | |
Actually, I've never played AC3, but I think that I get the gist. It'd work just as well as loitering if you wanted to keep the gameplay more conventional flying. I like the idea of hacking as a more active vs. passive activity if implemented, though. Edited by: IbizenThoth |
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Feb 1 2013 Anchor | ||
@IbizenThoth I like your idea for the QAAMs, I’ll make a fictional weapon to test how it feels in a dogfight. |
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Feb 1 2013 Anchor | |
Active Hacking would either be something like "hold E to hack", or be turned into a Rhythm Game :I |
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Feb 1 2013 Anchor | |
I'm thinking about 'launch a hacking drone/UAV, protect it until the hacking is completed' -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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