Aircraft Maneuvers:
Loops, dives, climbs, and other crazy maneuvers to throw off enemy aircraft or do an attack run on an enemy airship. Some maneuvers are only available to specific aircraft. (For example, bombers can't do particularly acrobatic maneuvers like loops or the Immelman maneuver, but can still emergency dive.)
Reserve Aircraft:
Aircraft can be kept in hangars as reserves, simply put, if an aircraft is destroyed in combat, it can be replaced during battle by a reserve aircraft from the hangar. Vehicles cannot deploy more aircraft than they started with at any given time, but can replace those lost with reserves.
Launch Aircraft from Non-active Vehicles:
Any vehicles in the reserve list can still deploy their aircraft to take part in the battle, that being said, there is some delay in them entering & exiting the combat area. (presumably there is some distance between the battlefield and the carriers which must be traversed by the aircraft before they enter the combat area, and when returning for repairs.)If reserve vehicles not deployed before last active vehicle is destroyed battle is declared a loss even if reserve-launched aircraft are still active.
Multiple Weapons Per Aircraft:
Pretty self-explanatory, for tailgunners and the like.
Aircraft Orders:
Basic stuff, Engage command- Orders all aircraft to attack enemy, Return Command- Orders aircraft to return to landing strip, Defend Command- Orders fighter aircraft to protect allied vehicles from enemy aircraft & troops, Escort Command- Orders fighter aircraft to protect allied bomber & gunship aircraft
New Aircraft:
Heavy Bomber:
Flies higher than standard bomber and drops an increased volume of payload (more bombs per pass), even slower, though, larger base module size, comes with defensive gunner. (Individual bomb damage is similar to standard bomber
Gunship:
Armed with powerful recoilless light cannon, reasonably quick, can attack enemy aircraft (at reduced range), effective against standard protected airship (wooden armor/ Steel wall) longer range than most fighter aircraft.
Parasite Fighter:
Small underslung monoplane for taking out enemy flying troops & hussars, slower & weaker than biplane, ineffective against enemy airships, cannot be replenished with reserve aircraft.
Flak Buzzer:
(Think Buzzer from Cataclystic Expansion) Small airship armed with a light flak gun, effective vs. enemy heavy aircraft and light airships, notably long range, slow speed, weak vs. biplanes & triplanes, ineffective vs. dragoons
Air Lancer:
Pegasus-riding Lancer armed with a heavy lance. Medium speed, medium health, melee-range attack, very high maneuverability, effective to an extent versus anything up to and including standard steel armor. Can attack enemy aircraft, high cost but small module size.
Dragon Rider:
Different than the one already implemented (think more along the lines of velociraptors with gatling guns) has fire breath attack and twin HMGs, high health, medium speed (slower than Lancer), high maneuverability, good vs. enemy dogfighters, poor vs. enemy airships & slower aircraft (has tendency to take too much damage when facing buzzers or gunships), short attack range.
Fighter Ace:
High speed, Health, and Maneuverability. Has all maneuvers to evade and attack enemy fighters, uses same attack as biplane with longer range. Very high cost (probably between $800 and %1200), ineffective vs. enemy airships, anything else is fair game, can be overwhelmed by enemy fighters if not supported, cannot be replaced by reserve aircraft, max 1 per vehicle (additional aces are replaced by standard biplanes), restricted to buildings and landships.
Forgot to clarify, the items under Systems are features which are not currently in the game and would require a more significant amount of code to implement, these are things which would operate around the modules and vehicles (in this case aircraft) already in game and are not necessarily attached to any specific module.
In short form, these are new systems to be added to the game, not expansions on existing systems, and are more a suggestion for DLC than an odd or end to a future update.
Able Airman
First Post, Wish Me Luck!
Systems:
Aircraft Maneuvers: Loops, dives, climbs, and other crazy maneuvers to throw off enemy aircraft or do an attack run on an enemy airship. Some maneuvers are only available to specific aircraft. (For example, bombers can't do particularly acrobatic maneuvers like loops or the Immelman maneuver, but can still emergency dive.)
Reserve Aircraft: Aircraft can be kept in hangars as reserves, simply put, if an aircraft is destroyed in combat, it can be replaced during battle by a reserve aircraft from the hangar. Vehicles cannot deploy more aircraft than they started with at any given time, but can replace those lost with reserves.
Launch Aircraft from Non-active Vehicles: Any vehicles in the reserve list can still deploy their aircraft to take part in the battle, that being said, there is some delay in them entering & exiting the combat area. (presumably there is some distance between the battlefield and the carriers which must be traversed by the aircraft before they enter the combat area, and when returning for repairs.)If reserve vehicles not deployed before last active vehicle is destroyed battle is declared a loss even if reserve-launched aircraft are still active.
Multiple Weapons Per Aircraft: Pretty self-explanatory, for tailgunners and the like.
Aircraft Orders: Basic stuff, Engage command- Orders all aircraft to attack enemy, Return Command- Orders aircraft to return to landing strip, Defend Command- Orders fighter aircraft to protect allied vehicles from enemy aircraft & troops, Escort Command- Orders fighter aircraft to protect allied bomber & gunship aircraft
New Aircraft:
Heavy Bomber: Flies higher than standard bomber and drops an increased volume of payload (more bombs per pass), even slower, though, larger base module size, comes with defensive gunner. (Individual bomb damage is similar to standard bomber
Gunship: Armed with powerful recoilless light cannon, reasonably quick, can attack enemy aircraft (at reduced range), effective against standard protected airship (wooden armor/ Steel wall) longer range than most fighter aircraft.
Parasite Fighter: Small underslung monoplane for taking out enemy flying troops & hussars, slower & weaker than biplane, ineffective against enemy airships, cannot be replenished with reserve aircraft.
Flak Buzzer: (Think Buzzer from Cataclystic Expansion) Small airship armed with a light flak gun, effective vs. enemy heavy aircraft and light airships, notably long range, slow speed, weak vs. biplanes & triplanes, ineffective vs. dragoons
Air Lancer: Pegasus-riding Lancer armed with a heavy lance. Medium speed, medium health, melee-range attack, very high maneuverability, effective to an extent versus anything up to and including standard steel armor. Can attack enemy aircraft, high cost but small module size.
Dragon Rider: Different than the one already implemented (think more along the lines of velociraptors with gatling guns) has fire breath attack and twin HMGs, high health, medium speed (slower than Lancer), high maneuverability, good vs. enemy dogfighters, poor vs. enemy airships & slower aircraft (has tendency to take too much damage when facing buzzers or gunships), short attack range.
Fighter Ace: High speed, Health, and Maneuverability. Has all maneuvers to evade and attack enemy fighters, uses same attack as biplane with longer range. Very high cost (probably between $800 and %1200), ineffective vs. enemy airships, anything else is fair game, can be overwhelmed by enemy fighters if not supported, cannot be replaced by reserve aircraft, max 1 per vehicle (additional aces are replaced by standard biplanes), restricted to buildings and landships.
Thank you for reading! Please Critique
Commander
Uh, you cannot even control when to make them take off.* ** Good Luck.
*Although they just get shot down in a few seconds anyway by even moderate flak.
**If you could control their take off, you MIGHT get the chance to knock out some enemy flak guns before releasing them.
Able Airman
Forgot to clarify, the items under Systems are features which are not currently in the game and would require a more significant amount of code to implement, these are things which would operate around the modules and vehicles (in this case aircraft) already in game and are not necessarily attached to any specific module.
In short form, these are new systems to be added to the game, not expansions on existing systems, and are more a suggestion for DLC than an odd or end to a future update.