Air Supremacy Game Mode
Posted: 2007-10-07 02:09
All air maps are something that's been suggested before. But I think a big problem with that is conquest/AASV2 isn't really designed for a pack of flyboys. So... to get straight to the point my idea is create a new game mode dedicated to aerial combat. In particular, fixed wing air-to-air combat.
For starters, this game mode would need a large map. I heard the 8km was possible, just with low detail. That could do since Air Supremacy would see virtually no fighting on the ground. Otherwise the 4km map (ala Kashan Desert) could do.
The mode would work like this. Basically the map would be broken up into 3 or more "zones". These zones act like CPs, in that one team must fly around the zone in order to cap it and move onto the next zone. The cap radius is HUGE however, just to compensate for the jet speeds and other factors. So even with the large maps, there will only be a few zones at best.
To keep enemy aircraft from gaining an advantage by raping your airfield, the simple solution would be to make each team's airfield or aircraft carrier out of bounds or out of limits to the opposing team. Traveling in the out of bounds region should result in an almost instant death.
You need at least six aircraft in a zone to begin capping it, the more aircraft in the zone will help speed the process up. However a zone becomes difficult or impossible to cap when there are more enemy fighters than yours. So for instance, if the enemy has 6 fighters, and you have 6 fighters in the same zone the capping process stalls. If the enemy has 7 or more fighters than yours, they begin capping the flag instead of you. If they simply have 5 or less fighters than yours, your team caps the flag but a little slower.
Basically it's a struggle to get the most fighters in the zone, while trying to eliminate the opponents aircraft. Capturing every zone will pretty much win the map for that team.
Tickets also still play a part in the game. Every fighter will be associated with a ticket penalty should the player lose it for whatever reason. I'd say about 5 tickets lost every time a fighter is destroyed. With up to potentially 32 fighters per side, everyone will need to do their part to keep their aircraft up and running.
Aircraft spawn back relatively fast should they be destroyed, about 5 or more minutes. This way if you lose your fighter you're not waiting the next 20 minutes to get back in the action. Also... every player spawns in as a pilot. There are no other kits available nor needed in Air Supremacy.
However on another hand... there could potentially be other support roles (for those who don't want to fly or simply can't). Such as having players drive around vehicles that would reload and/or help repair the aircraft. Might be interesting to fly back to base, and have your own little "pit crew" get your jet back on track. If that's the case a slightly different version of the engineer (probably renamed to mechanic) can also be available for those purposes. They would simply have a wrench, some field dressing and the ability to operate the support vehicles.
For starters, this game mode would need a large map. I heard the 8km was possible, just with low detail. That could do since Air Supremacy would see virtually no fighting on the ground. Otherwise the 4km map (ala Kashan Desert) could do.
The mode would work like this. Basically the map would be broken up into 3 or more "zones". These zones act like CPs, in that one team must fly around the zone in order to cap it and move onto the next zone. The cap radius is HUGE however, just to compensate for the jet speeds and other factors. So even with the large maps, there will only be a few zones at best.
To keep enemy aircraft from gaining an advantage by raping your airfield, the simple solution would be to make each team's airfield or aircraft carrier out of bounds or out of limits to the opposing team. Traveling in the out of bounds region should result in an almost instant death.
You need at least six aircraft in a zone to begin capping it, the more aircraft in the zone will help speed the process up. However a zone becomes difficult or impossible to cap when there are more enemy fighters than yours. So for instance, if the enemy has 6 fighters, and you have 6 fighters in the same zone the capping process stalls. If the enemy has 7 or more fighters than yours, they begin capping the flag instead of you. If they simply have 5 or less fighters than yours, your team caps the flag but a little slower.
Basically it's a struggle to get the most fighters in the zone, while trying to eliminate the opponents aircraft. Capturing every zone will pretty much win the map for that team.
Tickets also still play a part in the game. Every fighter will be associated with a ticket penalty should the player lose it for whatever reason. I'd say about 5 tickets lost every time a fighter is destroyed. With up to potentially 32 fighters per side, everyone will need to do their part to keep their aircraft up and running.
Aircraft spawn back relatively fast should they be destroyed, about 5 or more minutes. This way if you lose your fighter you're not waiting the next 20 minutes to get back in the action. Also... every player spawns in as a pilot. There are no other kits available nor needed in Air Supremacy.
However on another hand... there could potentially be other support roles (for those who don't want to fly or simply can't). Such as having players drive around vehicles that would reload and/or help repair the aircraft. Might be interesting to fly back to base, and have your own little "pit crew" get your jet back on track. If that's the case a slightly different version of the engineer (probably renamed to mechanic) can also be available for those purposes. They would simply have a wrench, some field dressing and the ability to operate the support vehicles.