A list of puns related to "Aerial Combat"
Dogfighting seadogs! :)
Ahoy mateys, I'm the solo indie dev behind Pirates of Gravitae, a roguelike that takes the dogfight action of Luftrausers, mixes it with the campaign progression of FTL and Hades, and presents it in 2.5D views. It is coming to Steam Early Access in Spring of 2022, but you can check out the demo already:
https://store.steampowered.com/app/1703500/Pirates_of_Gravitae/
And you can watch the trailer I put together here: https://youtu.be/uvTSPoyG7xc
My aim has been to infuse the frenetic action with sim like features, like physics based movement and AI, dynamic weather and flight conditions (watch out for storm winds that'll toss you around like a leaf), and with energy management for activation of combat abilities (like you would with a MOBA). So you'll need strategy and tactics on top of good reflexes.
The game has been in solid playable shape for a while, a good deal of major combat and campaign mechanics already implemented. I am aiming for a three act campaign, the first of which is already in the game. The long term vision is to add more of everything: more abilities to equip, more perks to collect, more mission types to keep things fresh, more enemies to curse at, etc.
I would also like to build up the narrative aspects of the game, giving each of the eight crew members their time to shine, and their own play styles.
If this sounds interesting, please consider adding it to your wishlist on Steam. Would be happy for any feedback you may have as well.
Thank you for reading :)
Taylan
For me it was F29 Retaliator and Janes combat simulator.
Edit to add: someone brought up Topgun on the NES which reminded me of the game that I actually played before the two I mentioned before, Captain Skyhawk. Damn I loved that game, and itβs part of why I love the F-14 so much.
My friend was explaining to me that soviet fighters would have an advantage over NATO ones, as the longer range of American radar means that the soviet fighter would detect their enemy scanning them and fire a missile at the source. So even though the American plane can see further, the soviet plane can see them using their radar and fire first.
This did not seem right to me, since it meant better radar made you worse, but I had to admit I did not know enough about radar to make any definitive statements
This would have come out in the very late 80's or very early 90's because I was playing it with my college roommates in 91 or 92. It was an aerial combat simulator. 3rd person view. Super smooth controls and animations from what I remember. And here's the real kicker.... you could play multiplayer by using a serial crossover cable between two PCs. I don't even necessarily want to play it now, it's just bugging me that I can't remember what it was called.
EDIT: This game had SUPER simple graphics. More like an arcade game than a simulator, but in 3D. Just a plane and a simple sky/horizon/ground line. And you had a very simple radar in one corner of the screen to help you locate your opponent.
Hello. I hope everyone had a good Christmas.
I'm trying to understand something. I've been playing this game for about 14 months now. When I play as the aerial class, the only thing I can do as far as maneuvers is to zip horizontally left or right several times to evade fire, or fly up on top of high objects. I can also fly and hover a brief bit to try (usually unsuccessfully) to line up my rocket attack.
What I'm seeing from the top players makes no sense.
How the heck are guys flying super fast up a flight or stairs, flying super fast around a corner, zipping around me in circles, flying around a corner and also being like 20 feet away when they should have run out of boost, and just basically doing all kinds of impossibly ridiculous precision maneuvering?
I mean it literally makes no sense to be shooting at some one and in less than one second they have flown around a darn corner and up a flight or stairs and around another corner and then back down the stairs to shoot a rocket up your butt before you even make your way to the stairs to chase them.
There is no way to steer like that when I am boosting and it doesn't even seem like the character should be able to do that even if I was good at it.
Ok, rant done. I'm sorry guys.
ITS LIKE DMC WAT. Why was it removed from RF4
So one this I wish I could do in a game like this is fly around flinging fireballs and shouts at my enemies below. Obviously it would be pretty OP since very few enemies could do anything about it unless they are just super accurate with the bow.
This character has no flaws, so how do i beat it? How do i interact with hydrant? How do i aproach? Is it even possible?
As a military combat veteran of OIF, and student of game design through Full Sail University. I thought I might take a moment to comment on vehicle balance. I have been flying in battlefield for some time now and I have noticed insane balance issues with aerial vehicles in battlefield 2042. Leaving me with not only a bad taste in my mouth with flying, but an insane curiosity at how this could have happened. While some designs were not horrible. I feel that there are not enough options to create meaningful choice in aircraft, have defined roles, or feel like your efforts even impact the match.
Balancing Aircraft:
Balancing aircraft should have been more tailored to a rock, paper, scissors scenario with a focus on how these vehicles play into real world CONOPS (Concept of Operations). There should still however be flexibility allowing a skilled players to overcome their βcountersβ in certain situations. So basically, paper usually beats rock. But a skilled rock might just beat paper. This is a very difficult thing to develop but I believe it was completely missed in this game. Letβs review the current βarchetypesβ of aircraft in this game:
So, what are the categories that I believe were used to balance these vehicles? Here they are:
However, the failure here is pushing too much into one or more of the aircraft while making others suffer. While also not really understanding the basic military use of each of these vehicles or their limitations (CONOPS). In real air combat, fighter jets are superior to helicopters in almost every way. A helicopter is used either for transportation, recon, or for close air to ground support and NOT anti-air. Look at this simple wiki search which requires zero military background.
βAn attack helicopter is an armed helicopter *with
... keep reading on reddit β‘Sup, so for context I like FPS games, but I have been craving some plane flying lately, and war thunder has gotten stale. Are you able to be a "pilot main" in this game, or is gaining access to the planes pretty restrictive? I don't mind having to do some ground warfare too, but I love flying and dogfighting and would like to make that my primary activity. Is that possible in this game?
Only reason I am asking instead of downloading is that my internet is relatively slow, so this game takes a very long time to install and uses all my bandwidth.
So, I am dming a campaign where the pcs are dragons and dragon riders, using the Demi-Dragon homebrew, at some point im gonna want to dm combat while they are flying and fighting othe things. They could be fighting other things like dragons, wyvern, riders, airships, or any other flying creatures.
My question is this: how would you manage to make it exciting and take advantage of the 3d aspect of flying in dnd? We are using roll 20.
i'm designing a ttrpg to simulate a "kinda realistic air combat" and visualized on a hex grid map.
i have to take in consideration parameters like : speed, altitude, G force, energy conservation during harsh manures. And use those parameter to determine how: tight a plane can turn, quickly it accelerate, climb ecc...
i have little to no clue where to start. sorry if this post may seem too generic, every bit of help would be appreciated
EDIT: Got a copy. Thanks all!!
Hi all!
I've been looking around for a complete copy of the Crimson Skies board game for a while cause I'm a big fan of the video games and other FASA properties, and figured I'd try my luck here to snag a copy. I already own the minature game so I'm specifically looking for the older board game. https://boardgamegeek.com/boardgame/3855/crimson-skies
Leave a comment and send a DM with pics. Will pay via PayPal with buyer protection.
Thanks!
So I was looking at an old third third person cover shooter where targets flew from cover to cover, but movement was clunky and limited to only set paths between covers. The game Lacked any serious verticality. I also read about the failure of anthem but thought itβs flight mechanics still had potential. So hereβs my simple idea: take the open movement and some of the flight mechanics of anthem and apply it to a big open pvp game where players take turns trying to destroy each otherβs bases.
Players can seamlessly switch between ground travel, hover, and fast flight. Ground movement is what you expect. Players must land once in a while to cool and recharge jets. While in fast flight mode, players will move much like a jet. They move in the direction they point at very fast, but because of their momentum, turning requires more space and time. It also drains their flight time faster. Hovering allows for finer control and easy verticality, but youβre an easy slow target.
Weapons can be a mix between seeker high damage missles, rapid fire (must lead target, and so on. Most weapons will require you to lead your target and your own seeker missles can be turned against you with a cleverly timed shift in movement (though hopefully not as janky as cod advanced warfare exo suits could be. Momentum needs to be a key mechanic.)
Platform(s): Most likely on PC or it was ported to PC
Estimated year of release: Around 1990s-2000s
Graphics/art style: PS2 level graphics. GTA San Andreas-ish in terms of blockiness. My recollection of the graphics is vague though so it might actually have better visuals than that.
Other details: Not sure if this was an online game, but it was likely a pvp game since I don't remember fighting AI units. Also, again, the main thing I remember is the one selectable vehicle that can fly, but also land and act like an anti-air tank.
Anyone else hope for Aerial combat and wall combat in the second game instead of just crawling up a sky scraper dodging spot lights and drones and lasers ? I mean its cool they brought bought back the nostalgic Spiderman 2001 vibe but I'm sure insomniac can do better I really enjoyed the hacking sequence an all but yeah.
This would have come out in the very late 80's or very early 90's because I was playing it with my college roommates in 91 or 92. It was an aerial combat simulator. 3rd person view. Super smooth controls and animations from what I remember. And here's the real kicker.... you could play multiplayer by using a serial crossover cable between two PCs. I don't even necessarily want to play it now, it's just bugging me that I can't remember what it was called.
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