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Pilot units in ground combat


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The Dropship Pilots don´t need an Chance. They are fully fine like they are now. They have already 3 important Jobs: 1. to bring the Soldiers to and from the Ground-Fighting Zone, looking that the Transport don´t get destroyed (Flee as fast as they can in Emergency) and stearing from the Cockpit the MARS or whatever Support Vehicle / Vehicles later on.

 

But you are right in an other Part of that: Combat Pilots!

They are the Pilots which have the hardest Job: 1. flying first underdog Combat-Fighters and save the Skys from UFOs ; 2. escort in Emergency the Troop Transport; 3. looking not to going down with the Fighter (Shoot Down, Out of Fuel, to much Damage or whatever); get alive and take as much experiance as they can to give the knowleade to new Rooky-Combat-Pilots;

If they get shoot down or crashlanded about not enough Fuel, then such a Mission makes Sense. Your Troopers have to save the Combat Pilot (dosen´t matter Women or Men) and bring him home alive. Only then to create such an Mission makes Sense.

Important is to order the Combat Pilots you have to better Fighter-Planes.

Edited by Alienkiller
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6 hours ago, alienman said:

Would love if the pilots were part of the normal Xenonauts crew. Maybe you could gain 1 or 2 men extra per mission if you are willing to risk them on a tactical mission. With the penalty that they can't have any armor.

The player wins all tactical battles by default. (Bombing of crash sites).

Therefore, an increase in the number of the team will not upset the balance of the game. Especially if you increase the number of UFO crew.

The question is not how to make a tactical battle difficult for the player. The question is how to make a tactical battle interesting for the player.

Tactical battles: should not tire the player with complexity, should have a sufficient variety of tactical tasks, landscape (so as not to tire with monotony), should have a sufficiently large number of opponents and soldiers of the player to have a wide variety of situations that may arise on the battlefield. 

+ Soldiers must have a large number of tactical skills and tactical properties.

 

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On 10/13/2022 at 10:34 AM, Alienkiller said:

But you are right in an other Part of that: Combat Pilots!

They are the Pilots which have the hardest Job: 1. flying first underdog Combat-Fighters and save the Skys from UFOs ; 2. escort in Emergency the Troop Transport; 3. looking not to going down with the Fighter (Shoot Down, Out of Fuel, to much Damage or whatever); get alive and take as much experiance as they can to give the knowleade to new Rooky-Combat-Pilots;

If they get shoot down or crashlanded about not enough Fuel, then such a Mission makes Sense. Your Troopers have to save the Combat Pilot (dosen´t matter Women or Men) and bring him home alive. Only then to create such an Mission makes Sense.

Important is to order the Combat Pilots you have to better Fighter-Planes.

I think you raise a good point there, Alienkiller.  It would be a nice addition to the gameplay that pilots have their own attributes like the soldiers do, and they improve over time with combat experience and training.  This would affect things like avoiding getting hit, chance to hit, things like that.  I seem to recall that they get ranks during the game, but as far as I can tell it doesn't do anything in the game.  How hard would that be to implement, @Chris

 

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Pilots (with increasing experience) can master various maneuvers for a fighter. For example: a missile evasion maneuver. Maneuver for faster turns and course changes. Maneuver for a more accurate hit. Other.

Just like in the game: Mortal Kombat, every soldier has hand-to-hand combat techniques - every pilot must learn and accumulate "air combat techniques"

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I think the only way where we have control over a pilot in ground combat should be when something has gone terribly wrong. Downed dropship/transport maybe, and we need to evacuate the pilot along with the survivors. Or a Search and Rescue mission for a fighter pilot after ejection. These are, however, very specific "negative" scenarios and not very applicable to the gameplay, I fear.

On the topic of stats and perks for the interceptor pilots: hell yeah, I'm all in! I don't know if perks should include special maneuvers, though, or it would end up like something along the lines of those Sid Meier's Ace Patrol games
What I do want, though, is painted UFO kill marks on the nose of each pilot's fighter craft. That would be so cool.

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