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There are a few aspects that were changed with the airplane that do not fit into the scheme of a 'full game'. The machine-gun-like in the plane will make airplanes utterly dominate blimps in every conceivable situation. While planes are definitely meant to be an anti-blimp vehicle, having them always win against blimps with absolutely no chance of defending is too much.
While the different weapon system is interesting in theory, this is over-exerting the plane's function. Shooting rockets from a plane will allow the plane to become a bomber, thereby removing the intended function of a blimp as a bomber. Though the rockets can be used for air-vs-air defense, this is also redundant with the musket in the plane.
Usage of bullets instead of lead-shot; I also find this unnecessary. Lead shot will be cheap enough to get, so we don't really need something cheaper than that. Lead-shots should be also taken from the clonk's inventory, not the plane's contents so as to stay consistent with the cannon.
Bearing this in mind, I hope no one minds that I change the airplane back to the previous version. While some of these features are interesting, I find they will undoubtedly cause the plane to be overpowered.
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I apologize if my first post sounded like I assumed it was already definitive canon content; I was coming from a perspective of "How could this fit in the finished product, and what will need to be changed to allow it to fit?"
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See the record I've made; you'll need to use revision 49ec7c48cb14 ("Default all unowned ColorByOwner objects to blue (#486)") to view it without desynch.
Attachment: 005-AirRace.c4s (91k)
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I would like some sort of gyrocopter instead of a airplane. Because it is smaller and because you can navigate more or less freely (PS: compare EKE airbike). That said: First we should decide which vehicles would be reasonable of course :)
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>Well, vehicles should have limitations. Something that controls like the EKE airbike would have no challenge at all of going anywhere on the map (since it's roughly the same size as the clonk).
Of course, you would have to give every vehicles pros and cons.
A game designer should most likely only in very rare occasions (aka never) make something more annoying to control to balance it ("fake difficulty", I am sure there are a lot of decent articles about it (google))
First off I wanna say hi, I'm new to the OC forums.
Then to the point: You talked about a gyrocopter. Why not bring back the oh-so-underrated Flyvat? It looks cool and kinda fits the world.
Then to the point: You talked about a gyrocopter. Why not bring back the oh-so-underrated Flyvat? It looks cool and kinda fits the world.
![](https://attach.openclonk.org/avatars/65-0196.png)
>Why not bring back the oh-so-underrated Flyvat?
Imo it's kinda big :)
Nice idea about airplanes. But how about creating some "civil" ones like a small sports plane for just flying around 4 fun or a jumbo for transporting clonks and material? Just an idea, I think it would add something to settling scenarios...
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Well, plane is much more agile than a blimp. And it's smaller and usually faster.
Putting stuff in it could be a pain, though....
Putting stuff in it could be a pain, though....
You're right. But I have another Question: I tried to play the airplane scenario in the planet folder, but I seem to be too stupid to fly this thing? How can I fly it?
No idea, I didn't try it in a long time, but last time I too couldn't really fly it well :>
Found out: W/S: Throttle. A/D: Altitude/Elevators. Would be nice if it had rudder, too.
1. Maybe you could make a One-Usage-Plane out of it. As soon as you crash into something, it explodes or just gets destroyed.
2. Change direction of the plane at scenario startup, please. One always has to rotate it for flying.
2. Change direction of the plane at scenario startup, please. One always has to rotate it for flying.
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