Should flying units be more distinct?

General discussion about the game.
Artea
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Should flying units be more distinct?

Postby Artea » Tue Apr 24, 2018 11:40 am

As it stands, flying units function like ground-based units, with the only difference being that they can move through any tile. Flying units still get affected by environmental hazards that are on the ground, such as acid pools and burning forests, and flying units can't occupy the space above a building, mountain or unit. In some other grid-based turn-based games like the Panzer General series, there are different layers of elevation that allow a flying unit to occupy the same tile as another unit or building by flying above it.
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4n4rch1st
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Re: Should flying units be more distinct?

Postby 4n4rch1st » Wed Apr 25, 2018 12:48 am

Honestly, the system we have now is good. No need to complicate things with various depths. And semi-unlimited movement and immune to falling/liquid is more than strong enough without immunities to mines, fires and acid pools and being able to stand in the same space as other objects.
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Draken_J35
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Re: Should flying units be more distinct?

Postby Draken_J35 » Tue Jul 31, 2018 1:23 pm

Well, to be honest, I didn't really like either the fact that flying units were blocked by some tiles... I mean, even if we're envisaging air units as some kind of very low-flying CAS aircraft, they wouldn't be able to fly through burning forests and buildings, but they could still disregard acid pools or mine fields. Otherwise, it partially negates the point of being a flying unit ; maybe they could be nerfed in some way in other to stay balanced in this situation?
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stylesrj
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Re: Should flying units be more distinct?

Postby stylesrj » Wed Aug 01, 2018 11:34 am

I like to think the flying units are actually just hovering a bit above the ground. Even the Jet. When there's an obstacle in the way, they float over it but can't maintain that height. So that's why they can set off mines and get set on fire when on a burning tile, etc.
Of course, it still doesn't explain why they can't just fly into the water and put the fires out, but maybe the hover engines don't take kindly to water so they can't be immersed in it?
Rusted
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Re: Should flying units be more distinct?

Postby Rusted » Thu Aug 02, 2018 5:18 pm

There are just two logical answers as to why flying units can't occupy inaccessible at ground level locations such as mountains or buildings.
Detonating Old Earth mines, freeze mines, being inflicted with fire or affected by smoke, might as well corroborate the same idea.

1. They have to land each turn, flying only when they move or when they use their attacks (Explains water tile "immunity", but eeeeeh, sure is that smoke reaching high altitudes :D).
2. What stylesrj just said.

It's clear that flying units would have a lot of advantages over ground units if they weren't affected by some of the terrain imposed limitations. Soooo... it's just a balance limitation.

I am also completely confused as to how big the actual "mechs" are. All types tbh. :D

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