After the last addition of the Karel Doorman in this naval fleet, it has become obvious that is a growing threat and they shouldn't be ignored any more.
So in response, it was devised a plan to take down this group:
Carefully studying the fleet, they appear to have this layout:
The center DDG-56 is the flagship surrounded by other DDG-56. Flying above this fleet is suicidal, so the best way to approach is attacking from distance with long range anti-ship missiles or Sea-skimmingtactics.
Another note, is more efficient to disable the ships on the borders the before moving to the center of the fleet.
For the main strike unit, it was selected the F-16C. Currently it is one of the aircrafts we have available with more variety in weaponry.
Also the Harpoon missiles are great tools against ships. The aircraft agility was also considered for this operation.
Other unit that was selected for his mission was the su-27s, it excellent maneuverability will offer a great help against the enemy aircrafts.
The battle plan:
The goal for this mission is sinking the enemy fleet; the f-16C squadron will be equipped with anti-ship missiles to increase effectiveness.
To support the strike unit, 3 Su-27s will help engaging the enemy aircraft moving them away from the ships.
This mission is very dangerous and the ships must be destroyed as quickly as possible to avoid great losses, also it is unknown if the enemy will send more reinforcements.
(note: this is a pre-alpha version, it may not represent the final quality of the game)
- Added loop animations system for the game objects
- Added warning sounds
- Added Turret system for sub objects
- Added more control in sun configuration
- Added various effects and sounds
- Added DaggerFall Mission
Stay tuned, more reports will follow.
Looking awesome guys, i have some suggestions and questions for you ^^
- First, the third person view looks a bit hard, rough in some way, i suggest to add to it some flexibility, there is no needing to always look at the plane in the same exact (and sometimes, boring) horizontal position. Maybe adding to it a soft movement that starts when the plane fliped X degrees, as example. Aplies to all directions.
- Engine visual distortion due intense heat when moving at medium speed, it needs to be faster.
Question, its possible to fire the air-to-sea missiles when inverted? You know, i tend like to do crazy Berzerker-like full of triks maneuvers xD
Add to the engine visual fx suggestion that it needs to be more... you know, distorsive. I mean, i can still seeing pretty well the inferior edge of the engine ^^
About the third view, can you cite, for reference, some a game that is the best example of what you are saying?
Probably in the future the player can configure the view to suit their taste, but before that, if justifies, the game can have both a rigid and a more dynamic view.
Engine distortion, good point, as it is now it behaves the same independently of the velocity.
Air-to-sea Missiles, you can fire inverted or in any angle, but like most of the missiles they have the maximum efficiency when fired at the optimum angle.
But I didn’t understood what you mean by engine visual fx, you mean the heat effect, the afterburner or both?
I beleife Ace Combat saga would be the best option to cite.
True
But I was looking for a more exact game. Because on ace, in many iterations the view have different behaviors. For example, the newer ones are very different from the PS2 era.
Currently the third view of the game is more similar to ace5 or zero, but it will be possible to add the elements of every other.
Im going to take as example a game of a different genre, Taikodom, a space sim online game.
In short, that game mixes a standard space/air combat sim keyboard controls with a shotter-like mouse config. The weapons of the ships have a shooting angle cuz they are directionable, meaning that you can shoot at everything in the screen without problem. Also the ship tends to move in to the direction of the mouse, and when that happens, the ship moves around the screen, showing a "flexibility" of the third person.
My idea, is to mix the standard air combat simulation controls, and the reticle always in center a little bit of the "free movement around (the screen)" of the Taikodom engine.
If that is too hard to make, nevermind :P
Oh, wasn’t expecting that.
But that is something worth checking in the future, in case someone wants to turn the game into space battle game, these types of layouts are always useful.
Sorry for the huge ammount of errors, i wrote it too fast xD
Don't let it bother you; we are here for the games, not to test our writing skills.
Only the heat effect, i think that the afterburner is fine.
I have a request, Could you guys make it so that we can use our own music? And i dont mean just playing it in the background with a media player, i mean as in some sort of ingame style one. Ide love to play this with the Ace Combat 3 Soundtrack!
Yes you can add any music as you please. The user content has exactly the same amount of freedom as the “official” content.
As a side note, similar to Ace 3, the game already offers the possibility of branching storylines based how you clear the missions, but that is something that will be talked about in more detail later.
I would love to see some Custom designed aircraft like the ones from Ace Combat 3, They had some awesome designs
Looks awesome! But I think I can suggest some improvements
I think the missile launches could use a little more work, the launch fx looks quite plain.
Also do the ships have a sinking animation? Looks like they just disappear under the black smoke
Keep up the great work! :D
Agreed, currently most of the missiles use the same placeholder effect, so yes, the missiles need more work, also to make them distinctive with each other.
About the ship, they just pop out behind the cloud of smoke, but the addition of death animations and derbies will be added in the next updates for all types of units.
Looking really, really good.
The core gameplay seems to be implemented very well right now, gratz :D
Seems rather easy mission, hehe :P
But.... was it me or the ships looked rather small in comparison to the jets? I really hope that the sizes end being more "realistic" (dunno, it always makes me feel i'm fighting toys XD).
Also the the rockets are making way to sharp turns, needs to be wider.
Keep up the good work, really can't wait to get this ^^
I assure you the mission was not that easy. I lost the count of how many times the ships made a piñata out of my plane.
The difficulty needs to be more balanced, I was playing in the “easy” mode, I won’t dare to play in hard, in that mode just seeing the ships it would be an achievement.
But everything is in 1/1 scale, a great care has made to have everything in the exact sizes, but that is something difficult to portrait that when a handful of ships are firing all they got against you.
I understand what you mean, the vertical fall of the harpoon is way too sharp, something easily fixed.
It's good to hear it was that difficult, love a good challenge.
turning looks like a shark moving in water.
looks good otherwise
just wondering how realistic does this game aim to be? magically rearming missiles looks funny=/
The shark probably was the shadow of the plane in the water.
The game aims to be more oriented towards the action, but the same time being as technical an exact as possible.
But don’t worry, it is possible to mod the game play so it can fire only the ammo it carries.
Truely amazing, seriously, I can't wait, I will buy this as soon as possible, I just have to hope my Desktop with a laptop chipset can handle it.
This video was recorded on a laptop with almost 4 years old, so it probably will run smoothly on yours.
Looks great! Nice to see a gameplay video. Music may need to be lowered a bit, as it sounded as if it was clipping in the video... however that could just be a video issue & not necessarily existent in-game.
looking great
I like what I see sir. Keep up the good work! :)
WIN on so many levels!
Looks fantastic, I would make the distortion a bit more concentrated, the camera less rigid, and maybe tone down the beeping noises.