Aircraft's role in CT
Posted: 26 Feb 2011, 08:12
The games tonight (and one of the player's questions) made me wonder to myself what role exactly aircraft are playing in CT currently.
At the Moment:
Aircraft are one of the three "directions" you can pick from the start (the other two being mech and tank), but if you pick air you're almost certainly doomed to lose. The reason is that aircraft (and the cruiser to build aircraft) are just as expensive as the other land units with nowhere near the functionality.
Possible Solutions:
- An immediate solution would be to make aircraft stronger, so that victory could be had if someone picks aircraft from the start. This would however create an enormous amount of balance issues. Anti-air is already difficult to pull off, and making them on par with tanks and mechs would be a nightmare. The balance between tanks and mechs alone is still a issue of constant observation and tweaking, and adding a third part to that equation would be even worse. This solution is more than likely not going to happen.
- Another immediate solution is to make aircraft cheaper, and to relegate them to something of a support class. Basically, the idea would be to make it much easier to be able to build aircraft in addition to mechs or tanks, so that countering other aircraft and cruisers early on would be easy. This is a good idea I think, and will probably be the one I lean towards.
- Another solution would be to take out almost all the aircraft entirely. Aircraft aren't needed in CT, and as oksnoop pointed out while we were discussing this, in the past when we wondered about how important something was, taking it out often times helped us at least figure out its role. Would CT games be as fun without aircraft? Would they be easier or harder to end/win?
- The last solution I can think of would be to entirely rethink the aircraft. I'm not sure entirely what this would entail, but the fact is that right now the aircraft are very cut and dry, and conventional. There's an AA-only fighter, a bomber that is strong against buildings, a rocket-firing plane that is strong against units, a radar plane, and a laser plane strong against cruisers. They're rather boring and straightforward. Maybe something as simple as spicing up the models/how they attack would help (in addition to making them cheaper or stronger)
This of course ties into the other thread http://springrts.com/phpbb/viewtopic.ph ... 19#p474619 where I was talking about cruiser balance late-game. The decisions I make on air will of course affect that.
So, what are some peoples thoughts?
At the Moment:
Aircraft are one of the three "directions" you can pick from the start (the other two being mech and tank), but if you pick air you're almost certainly doomed to lose. The reason is that aircraft (and the cruiser to build aircraft) are just as expensive as the other land units with nowhere near the functionality.
Possible Solutions:
- An immediate solution would be to make aircraft stronger, so that victory could be had if someone picks aircraft from the start. This would however create an enormous amount of balance issues. Anti-air is already difficult to pull off, and making them on par with tanks and mechs would be a nightmare. The balance between tanks and mechs alone is still a issue of constant observation and tweaking, and adding a third part to that equation would be even worse. This solution is more than likely not going to happen.
- Another immediate solution is to make aircraft cheaper, and to relegate them to something of a support class. Basically, the idea would be to make it much easier to be able to build aircraft in addition to mechs or tanks, so that countering other aircraft and cruisers early on would be easy. This is a good idea I think, and will probably be the one I lean towards.
- Another solution would be to take out almost all the aircraft entirely. Aircraft aren't needed in CT, and as oksnoop pointed out while we were discussing this, in the past when we wondered about how important something was, taking it out often times helped us at least figure out its role. Would CT games be as fun without aircraft? Would they be easier or harder to end/win?
- The last solution I can think of would be to entirely rethink the aircraft. I'm not sure entirely what this would entail, but the fact is that right now the aircraft are very cut and dry, and conventional. There's an AA-only fighter, a bomber that is strong against buildings, a rocket-firing plane that is strong against units, a radar plane, and a laser plane strong against cruisers. They're rather boring and straightforward. Maybe something as simple as spicing up the models/how they attack would help (in addition to making them cheaper or stronger)
This of course ties into the other thread http://springrts.com/phpbb/viewtopic.ph ... 19#p474619 where I was talking about cruiser balance late-game. The decisions I make on air will of course affect that.
So, what are some peoples thoughts?

