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#1 |
![]() Join Date: Oct 2010
Reputation: 4
Posts: 104
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Altitude/Stall Height Management
This post
http://forums.steampowered.com/forum...3&postcount=29 got me thinking that we need to make the stall height more obvious as it really is kind of vague at the moment so I see two ways to fix this. The first is some sort of net all across the map at that height but I assume this would be deemed unpopular due to immersion breaking even if it only appears when you're like say 10M from it. If you've played H.A.W.X I'm talking about the sort of net they use during the low-flying missions or the one that identifies the end of the combat zone. I can provide a screenshot or 2 if you like. The 2nd option is a simple altitude meter, that way you can always know how where you are in relation to both the stall height and the ground and thus better determine whether you still have room for an upwards loop or whether it would be best to head to head lower for more maneuvering room. So it'd be a simple counter just ticking up from 0 to whatever you people think would be the best/most realistic number for the service ceiling/stall height which would perhaps be indicated by a red number on the counter. So yeah that's my suggestion, either some sort of ceiling or net (that one can still fly through though) that appears once one is 10M away from it or a simple altitude counter. My personal vote would go for the altitude counter but I'd say both options are equally viable. |
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#2 |
![]() Join Date: Jun 2010
Reputation: 2
Posts: 14
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I'd say altimeter AND increase the height at which people can fly ^^_
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#3 |
![]() Join Date: Oct 2009
Reputation: 0
Posts: 31
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Dunno I'd say keep it simple
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#4 |
![]() Join Date: Oct 2009
Reputation: 102
Posts: 605
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I dunno, does this really need tweaking? Maybe just make it so the very highest balloons are right at max height for the planes. But I'd say no to raising the height, because Dogfighter is about down low, dodging stuff fights, not high altitude burn and turn CAP stuffs.
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#5 | |
![]() Join Date: Oct 2010
Reputation: 4
Posts: 104
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Quote:
Seriously though the game is about everything, all manner of fighting goes, so I don't think setting a clearly visible ceiling limit would be such a bad thing. I agree though that the current heights don't need to be changed, just defined. |
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#6 |
![]() Join Date: Oct 2010
Reputation: 4
Posts: 104
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Giving this a bump because I'm not sure the devs saw it and I think it would be a good idea.
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#7 |
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Dark Water Studios, Ltd.
Join Date: Feb 2010
Reputation: 212
Posts: 336
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just read this. Thanks for the heads up mate.
I'm thinking of adding a numerical altimeter that is has numbers in green moving to red when you climb. When you're in the red you know that you could be in trouble if you go higher. I think this would sort alot of issues out. I'll have a look at the bots too. They should not fly where you cant. Thanks guys. |
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#8 |
![]() Join Date: Oct 2010
Reputation: 4
Posts: 104
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Such an altimeter would be great moo
![]() Anyways my original comments were before the patch, since the patch the bots fly lower and don't get into private dogfights 20-30M above me anymore. Especially the Volcano used to be bad where I'd be just at stall height and the bots would be fighting 20M-30M above me but since the patch they've basically been floating around just a little above the rim at the highest which is much much better. Last edited by SCHUMI_4EVER: 11-24-2010 at 03:16 AM. |
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#9 | ||
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Dark Water Studios, Ltd.
Join Date: Feb 2010
Reputation: 212
Posts: 336
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Quote:
Quote:
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#10 |
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Dark Water Studios, Ltd.
Join Date: Feb 2010
Reputation: 212
Posts: 336
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We're checking the bots now too.
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#11 |
![]() Join Date: Oct 2010
Reputation: 4
Posts: 104
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Yeah that sounds perfect
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#12 |
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Dark Water Studios, Ltd.
Join Date: Feb 2010
Reputation: 212
Posts: 336
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We live to serve
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