
Squadrons & Convoys
#1
Posted 17 August 2003 - 08:18 PM
#2
Posted 17 August 2003 - 08:22 PM
Don't get me wrong, this is a good idea, but it needs to be modified a bit.
Edit: Ships, :


Edited by Cpl. Facehugger, 17 August 2003 - 08:23 PM.

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#3
Posted 17 August 2003 - 09:35 PM
But yeah it should be easier to send multiple planes at a target
#4
Posted 18 August 2003 - 06:07 AM

#5
Posted 18 August 2003 - 06:21 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#6
Posted 18 August 2003 - 07:01 AM
Edited by j'ordos, 18 August 2003 - 07:14 AM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#7
Posted 18 August 2003 - 07:12 AM

#8
Posted 18 August 2003 - 07:14 AM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#9
Posted 18 August 2003 - 07:30 AM
#10
Posted 18 August 2003 - 09:53 AM
-------------------------
Pardon the engrish,
I'm Finnish...
"No Worries!"
#11
Posted 18 August 2003 - 02:22 PM

#12
Posted 18 August 2003 - 02:23 PM

#13
Posted 18 August 2003 - 02:28 PM

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#14
Posted 18 August 2003 - 02:32 PM

#15
Guest_Jim69_*
Posted 18 August 2003 - 03:41 PM
#16
Posted 18 August 2003 - 04:39 PM
By the way, most flying squadrons (at least in the USAF) have at least 10 aircraft and as many as 50. The smallest squadron I ever saw was in the Cameroon Air Force, consisting of 3 Alpha fighters and 2 Loon scout props, but that squadron included the entire support staff for the base as well.
#17
Posted 19 August 2003 - 01:55 PM
Aaah! We must implent a button which gives your orders to ALL aircraft. eg takeoff and intercept - so they simultaneously attack. and standard attack - they ALL attack at the same time.

#18
Guest_Jim69_*
Posted 19 August 2003 - 02:41 PM
U could, if u really want, issue orders to the others seperatly. This could easily be achieved since we have more window space than UFO had, and I think it was screen space more than anything else that made them decide on 4 windows at a time.
#19
Posted 19 August 2003 - 02:58 PM

#20
Posted 19 August 2003 - 03:10 PM
Anyway, if we did as you say Jim, we would need to start out with more interceptors.
But, do you really think a scout type ufo could survive 6 stingray missiles?

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#21
Posted 19 August 2003 - 03:15 PM
#22
Posted 19 August 2003 - 03:16 PM


#23
Guest_Jim69_*
Posted 19 August 2003 - 04:25 PM
#24
Posted 19 August 2003 - 06:01 PM
#25
Posted 20 August 2003 - 02:10 AM
An easy an interesting twist on this would be to have a empty entry that allowed players to create fictional "Squadrons" at each base. So, while it has no effect on gameplay, the two interceptors at your main base would be reffered to as (just an example) - "XenoAmerica Squadron". So now in the CTD entry, they are just labelled as belonging to that squadron, even though its purely a fluff thing. Then at another base, you could choose to have those two Firestorms reffered to as "XenoBrazila Squadron", etc.
No real affect on gameplay, but another way of customizing units. Of course, this could just be overkill

This work work nicely with the suggested ATC-ish pop-up boxs on the geoscape...
Gold
Rule #33:
Celatid venom is a paralytic nerve toxin, not 'happy juice".
---

#26
Posted 20 August 2003 - 06:47 AM
What I propose is to allow the aliens to fly in one group, like many Very Small Scouts and so on.
#27
Posted 20 August 2003 - 08:55 AM
But I think it would only make sense for supply and possible retaliation.
Besides in real life (if you believe in ufos) the ufos are usually alone when they abduct people/cows, do ufo stuff...

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#28
Posted 20 August 2003 - 01:01 PM
Interestingly, I think this already sorta happens in X-Com. By this I mean, you get that occurence every few months where all of a sudden four battleships and three or so other large UFO's all appear at the same time, and then you go apeshit trying to intercept them all. Usually this signifies a new alien base in that area, and in mymiond this type of activity sorta falls under "logitistical convoy". Is that what you meant, or something more specific?
Gold
Rule #33:
Celatid venom is a paralytic nerve toxin, not 'happy juice".
---

#29
Guest_Jim69_*
Posted 20 August 2003 - 01:06 PM

#30
Posted 20 August 2003 - 01:41 PM
#31
Posted 20 August 2003 - 01:43 PM


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#32
Posted 20 August 2003 - 01:48 PM
And I'm not sure I'd like my squad to be blown up while landing too.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#33
Guest_Jim69_*
Posted 20 August 2003 - 02:47 PM
*cough*escort with more/cheaper interceptors*cough*What would happen if it did? I'm not sure I like the idea of my entire vetran squad getting killed just because they got shot down while landing.
Damn cold

Edited by Jim69, 20 August 2003 - 02:47 PM.
#34
Posted 20 August 2003 - 07:47 PM
The covoys are usually one group, as before, but some ships could break off in order to intercept the enemy and ectera-basically serving as at least an distraction, while the main group continues.
To enhance this further, perhaps the aliens could detect the range of radar fields, and send their decoys into range initially, and then wait for 2 or so minutes, then the real important ships enter the radar range.
As for your own troop transports: Perhaps you should escort them, much like the alien convoys?
#35
Posted 20 August 2003 - 10:29 PM
However, if we could put together a truly comprehensive and intelligent dynamic air campaign generator, then it would be most interesting. And I think that is what is being suggested. A completely new dynamic campaign engine. Sounds scary to code...
Gold
Rule #33:
Celatid venom is a paralytic nerve toxin, not 'happy juice".
---

#36
Posted 21 August 2003 - 03:36 AM

(Just kidding, would be interesting though)
#37
Posted 21 August 2003 - 07:01 AM
If the terror site had fighter escorts you'd have to send a couple interceptors ahead of the transport to shoot down the alien craft, and follow up with the transport.
#38
Posted 21 August 2003 - 10:52 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#39
Posted 21 August 2003 - 11:06 AM
Of course, if you just show up with the avenger and some plasma cannons, I think you'd get to do whatever you wanted...
#40
Guest_Jim69_*
Posted 21 August 2003 - 02:46 PM
#41
Posted 22 August 2003 - 10:52 AM
#42
Guest_Jim69_*
Posted 22 August 2003 - 11:31 AM

#43
Guest_Jim69_*
Posted 22 August 2003 - 03:05 PM


Ne wayz, this is my take on a formation view. B4 ne1 says, I know, v2.0+++ but this is the general jist of what I would like 2 see. When I thought about it I realised 2 things:
1. An asteroids type thing wouldn't fit into the Geoscape, and
2. That the Battlescape is gonna be improved so much that the Geoscape needs a little work as well, not so much as that u don't wanna play the battlescape but enough so it brings the whole level of involvement up.
To these ends I have created what I think is a more advanced version of the interceptor window, but still easy enough 2 pick up straight away without confusing the user ( see Apocalypse

Well, enough ado here it is ( drum roll...)
Attached Files
#44
Posted 22 August 2003 - 03:53 PM
And, yeah, why alien craft do not attack XCom crafts in the air anyway? Why do they always wait for the first shot? I thought they are invading, not human...

#45
Guest_Jim69_*
Posted 22 August 2003 - 05:47 PM
Say, for instance, if we leave it as is, and we let alien craft attack the Skyrangers. They wouldn't stand a chance coz they have no weapons and are very slow, so if we do let them attack our craft then this idea would ave 2 come hand in hand I think. I also had the idea of alien craft attacking from more angles than just head on, but that could get complicated.
Edit: In case ne1 was tryin 2 find the craft on that radar screen, the reason u can't see them is coz they aint there

Edited by Jim69, 22 August 2003 - 05:48 PM.
#46
Posted 22 August 2003 - 05:57 PM
I have an idea for the audio of the interceptor engagements. You could have an open channel of communication with the pilot and have it sound like those tapes that the military releases to CNN on occasion.
You would hear the whine of the engines in the back ground and some static the breathing of the pilot through his G-mask.. and the pilot call out the various events.. "Range to target: 100 miles, angels 55." ... "Range to target: 50 miles, angels 60." "Range to target: 20 miles, angels 45- Request permission to engage."
You hit the button for an aggressive engagement, "Permission Granted, interceptor one. Make it quick."
"Copy."
The Ufo makes evasive maneouvers. THe AI pilot has to do some 'turning and burning' as they call it in order to get a missile lock. You hear the growl of the missile radar searching of a target and the heavy breathing and grunting of the pilot as he fights to keep the blood in his brain.
"Target Aquired on UFO 3"
You hear the high pitched squeel of the missile lock.
"I have tone. Fox 2!" You hear a hiss and a roar as the missile departs the undercarriage of the airplane. The pilot continues to grunt and his breathing increases in speed and intensity as he strains. "Negative impact."
Then you hear a thunderclap followed by a deep hiss as a plasma bolt nearly misses the interceptor. You hear the plane buffet slightly. The pilot continues to strain. The ship is within gun range now. "Guns guns guns!" The bass buzzing like the sound of ripping burlap of the 20mm guns churning out 6,000 rpm sounds somehow distant over the sounds of the airflow and engines.
A sharp, resonating explosion sounds as the aircraft is hit. You hear the creaking of metal and a sharp hiss as the ripped airframe interacts with the airflow. Bitching Betty pipes up, "Warning warning warning warning" The pilot grunts heavily.
"Flame out in number 2... I've got," Another plasma hit. Betty changes her song, "Eject. Eject. Eject. Eject."
The plane explodes in a shower of shrapnel. You hear the beginning of a sharp, concussive blast and then all is dead air.
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#47
Guest_Jim69_*
Posted 22 August 2003 - 06:47 PM
I thought the AWACS idea was the best way of showing a large scale battle without getting too far into it, because basically u don't want the interceptor screen 2 become the main focos of the game.
I especially like the constant radio chatter, that would be so cool 2 hear it in the standard level, calm piolet voice.
As for the thermal overlays and that, I don't see any reason why not, it could be as easy as a btn next 2 the radar 2 switch 2 thermal view.
Edit: Interestingly enough Fux just gave me a good idea, tho it is complicated as heck to code I'd imagine, it wouldn't really effect the complexity level 4 the user tho and would enhanse gameplay. Programmers, I'd make sure u r sitting when u read this

What if, say for arguements sake that the multiple interceptor and UFO battles get in to v2.0, the battles were less like an RTS where they just hover and shoot the crap out of each other, what if they made passing runs? And then did a loop and went at each other again? Say the faster craft weapons, say cannons, get 5-6 shots off when in range and the missile craft get 1-3 missiles off?
Then, much like the battlescape, there will be formulee to handle if they hit or if they manage to evade the shot. I figure that's pretty much how it will work ne way, it's just it will look strange if they just line up like a 19th Century military coloumn and just shooting at each other till there is noone left. That would let the formation thing I ave done really come into it's own, as u could just leave it as is or u could try and adjust 2 get more hits in with the cannon or a couple of missile hits in from long range without having time 2 use cannons.
Could get extremely interesting without making it too complicated.
Edited by Jim69, 22 August 2003 - 07:14 PM.
#48
Posted 22 August 2003 - 07:47 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#49
Guest_Jim69_*
Posted 22 August 2003 - 07:56 PM
Edited by Jim69, 22 August 2003 - 07:57 PM.
#50
Posted 23 August 2003 - 03:29 AM
Maybe air combat a là Achtung Spitfire or something like that? (You have a top down view, and control your aircraft turn based, each plane can move a set distance according to set speed and... nevermind, here are some pics. The game itself was mediocre, but the flying actually was rather fun)
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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Now presented in DoubleVision (where drunk)