Some ideas to make the air units more fun
Posted: 31 Oct 2006, 07:32
1. Make it possible to tie an "implied" target illuminator to missile guidance so that if the firing unit dies as the missile is launched it loses guidance. Its as simple as verifying the launcher is alive at regular intervals. This would allow for a level 1 heavy SAM that is largely useless when stealth planes hit the scene. Why? Because stealth units should be immune to targeting by missiles that require illuminators!
2. Make bombs follow physics according to wind direction and wind velocity. If the bombs are unguided they should be affected by wind. Bombs should already scatter due to natural tumbling effects, but that is difficult to model.
3. Use elevation effects more with air units. Make planes and missiles that fly high suffer worsening manueverability and as they get damaged they lose altitude. To some extent this happens already but bombers go from flying pretty much 100% to flying into the ground even before they die with nary a blink of an eye. And if a fighter is attacking a unit below it then its velocity should skyrocket past its regular threshold due to picking up momentum in the dive. Right now there is no real reason for an air unit to fly at any specific altitudes.
4. Allow more than one way to drop bombs:
- 4a. Linear free fall bomb runs as done now but with accuracy diminished by wind effects
- 4b. Guided glide-bomb run with an implied target illuminator (as in point #1)
- 4c. Guided glide-bomb run with smart guidance; bomb needs no illuminator
- 4d. Dive-bomb; air unit dives down within close range and drops bomb on target for slightly better accuracy
- 4e. Clustering bomblets; bomb breaks into emg-like fragments shortly after drop to attack area target
- 4f. Napalm; incendiary bomb breaks into timed burn after it hits ground and can do damage to target throughout burn time
-4g. Launch & forget option; launching aircraft (non-illuminator dependent shots of course) are able to avoid some inherent danger of flying over a target by turning home after a successful weapons deployment
5. Allow some air units to detect missile launches that are aimed at them in order to make an evasive turn away from the missile. Would make sense that fighters would try to dodge incoming SAMs.
6. Allow a HARM missile that specifically targets SAM units with illuminators. If a missile locks on a wild weasel type of air unit then it snaps off a counter-battery shot in defense. Coupled to #5 would allow for deeper counter-air defense strategies.
7. Limit air units to fire so many weapons before a reload AND require air repair pads or a base unit (see #8) to reload weapons. The air repair pads are basically good for repairing mortally damaged planes. But since planes pretty well die as soon as they are damaged in Spring its an underutilized unit. Giving them reload duties makes the unit have a bigger role in the game. This rule alone would totally rewrite the way people approach air campaigns.
8. Allow for either VTOL takeoffs from the ground, or horizontal takeoffs from a base unit. I know its been mentioned in the past that Spring originally used a takeoff similar to C&C:Generals. Making the base units have toggles for holding the idle unit and scrambling it for defending against incoming bogies could be exciting, too.
9. Fuel limits before air units have to return to air repair pad or base unit.
2. Make bombs follow physics according to wind direction and wind velocity. If the bombs are unguided they should be affected by wind. Bombs should already scatter due to natural tumbling effects, but that is difficult to model.
3. Use elevation effects more with air units. Make planes and missiles that fly high suffer worsening manueverability and as they get damaged they lose altitude. To some extent this happens already but bombers go from flying pretty much 100% to flying into the ground even before they die with nary a blink of an eye. And if a fighter is attacking a unit below it then its velocity should skyrocket past its regular threshold due to picking up momentum in the dive. Right now there is no real reason for an air unit to fly at any specific altitudes.
4. Allow more than one way to drop bombs:
- 4a. Linear free fall bomb runs as done now but with accuracy diminished by wind effects
- 4b. Guided glide-bomb run with an implied target illuminator (as in point #1)
- 4c. Guided glide-bomb run with smart guidance; bomb needs no illuminator
- 4d. Dive-bomb; air unit dives down within close range and drops bomb on target for slightly better accuracy
- 4e. Clustering bomblets; bomb breaks into emg-like fragments shortly after drop to attack area target
- 4f. Napalm; incendiary bomb breaks into timed burn after it hits ground and can do damage to target throughout burn time
-4g. Launch & forget option; launching aircraft (non-illuminator dependent shots of course) are able to avoid some inherent danger of flying over a target by turning home after a successful weapons deployment
5. Allow some air units to detect missile launches that are aimed at them in order to make an evasive turn away from the missile. Would make sense that fighters would try to dodge incoming SAMs.
6. Allow a HARM missile that specifically targets SAM units with illuminators. If a missile locks on a wild weasel type of air unit then it snaps off a counter-battery shot in defense. Coupled to #5 would allow for deeper counter-air defense strategies.
7. Limit air units to fire so many weapons before a reload AND require air repair pads or a base unit (see #8) to reload weapons. The air repair pads are basically good for repairing mortally damaged planes. But since planes pretty well die as soon as they are damaged in Spring its an underutilized unit. Giving them reload duties makes the unit have a bigger role in the game. This rule alone would totally rewrite the way people approach air campaigns.
8. Allow for either VTOL takeoffs from the ground, or horizontal takeoffs from a base unit. I know its been mentioned in the past that Spring originally used a takeoff similar to C&C:Generals. Making the base units have toggles for holding the idle unit and scrambling it for defending against incoming bogies could be exciting, too.
9. Fuel limits before air units have to return to air repair pad or base unit.