Aniallator
Member
At the moment, planes are an unknown in TW. Many people, I'm sure, hope to have player-controlled planes at some point; however, I don't think player-controlled planes are a good idea. I think AI-controlled planes are the way to go, and here's why...
1. Immersion. Flying a plane, you feel the limit of the map; it's easy to see where the map ends, and where the undetailed ground begins. Plus, you'll be doing loops most of the time; even in Arma 3, it seems like you're always doing loops. Now, if we have AI-controlled planes, there's none of that. I think AI-controlled planes boost immersion in that planes seem more real; they aren't limited to the map the way player-controlled planes are. How AI-controlled planes fly is programmed, so planes fly as per their type; Lancasters lumber along, while Typhoons are agile. There's more realism. Seeing a plane soar over, knowing it's not player-controlled and thus not limited by the map, is an immersive feeling.
2. Implementation. Planes are a b*tch to implement, but AI-controlled planes don't present as many hurdles.
3. Airstrikes. Airstrikes would be an asset that commanders can call in... however, you can't have airstrikes and player-controlled planes. It's really one or the other.
Now, I see planes implemented in two ways, as a commander asset and as an immersion asset. To see commander asset planes, you'd mark a target, then get on a radio to relay the target and request on airstrike on it. In a minute or two, one or more of some plane (usually Typhoons for the Brits, for example) ought to appear, bomb and/or strafe the target a few times, then fly away.
Immersion asset planes are something I really, really, really hope to see. All they are are one or more planes that spawn at random, and fly across the map. That's it. They can be a squadron of Typhoons, or a lone Mosquito, or whatever. Immersion asset planes simulate air traffic, and IMO give a huge immersion boost.
Plus, implementing them is pretty simple. Besides the propellers, they don't need any animations, and can use somewhat low-quality models (if you want) so long as they're flying high; and because they're flying straight across the map, there's no need for flight dynamics or anything, just speed differences between different planes.
That's my two cents
1. Immersion. Flying a plane, you feel the limit of the map; it's easy to see where the map ends, and where the undetailed ground begins. Plus, you'll be doing loops most of the time; even in Arma 3, it seems like you're always doing loops. Now, if we have AI-controlled planes, there's none of that. I think AI-controlled planes boost immersion in that planes seem more real; they aren't limited to the map the way player-controlled planes are. How AI-controlled planes fly is programmed, so planes fly as per their type; Lancasters lumber along, while Typhoons are agile. There's more realism. Seeing a plane soar over, knowing it's not player-controlled and thus not limited by the map, is an immersive feeling.
2. Implementation. Planes are a b*tch to implement, but AI-controlled planes don't present as many hurdles.
3. Airstrikes. Airstrikes would be an asset that commanders can call in... however, you can't have airstrikes and player-controlled planes. It's really one or the other.
Now, I see planes implemented in two ways, as a commander asset and as an immersion asset. To see commander asset planes, you'd mark a target, then get on a radio to relay the target and request on airstrike on it. In a minute or two, one or more of some plane (usually Typhoons for the Brits, for example) ought to appear, bomb and/or strafe the target a few times, then fly away.
Immersion asset planes are something I really, really, really hope to see. All they are are one or more planes that spawn at random, and fly across the map. That's it. They can be a squadron of Typhoons, or a lone Mosquito, or whatever. Immersion asset planes simulate air traffic, and IMO give a huge immersion boost.
Plus, implementing them is pretty simple. Besides the propellers, they don't need any animations, and can use somewhat low-quality models (if you want) so long as they're flying high; and because they're flying straight across the map, there's no need for flight dynamics or anything, just speed differences between different planes.
That's my two cents