DO YOU FIND AIRWARFARE BORING?
ARE DESIGNS MEANINGLESS?
ARE YOU INSTANTLY SHOT DOWN BY AN AA TRUCK THE SECOND YOU PULL?
ARE YOU UPSET THAT THEY ARE AS USEFUL AS ATTEMPTING TO PISS ON A WILD FIRE?
FEAR NOT, ME A SHOUTY MAN, HAS THE SOLUTIONS.
Jokes aside, Planes are actually very good when used well. Especially in naval regions if your carrier has a hyperdrive (only real Thracian sigmas will get this reference). But apart from their effectiveness is pretty limited. I feel that's because Airpower in games is largely quite irritating to people who arent in the sky, like take WOWS for example, if you play carriers I'm praying on your downfall :pray:.
So, how do we resolve these issues?
**Classification**
When we look on the sea, the combat is largely quite engaging due to very long lasting ships that have a multitude of designs and categories. For example, imagine if each ship was a cruiser, and regions consisted of cruisers only or destroyers. Actually don't imagine, we have done that and it was boring. I believe the same should apply for planes, we need classes with unique roles and purposes.
FIGHTERS - Fighters, as they are now will be allowed a maximum of 2 fighter guns, or 1 fighter cannon. Fighters themselves will have their duty in escorting bombers or ground support. While their guns should damage players, they shouldn't do enough damage to truly hurt them and they shouldn't be allowed too much to actually damage movecraft either. What they lack in power, they will make up for in speed.
INTERCEPTORS - Interceptors will have 3/4th the speed of fighters and use increased fuel. They are allowed 2 cannons or four fighter cannons. These fighters will emulate the role of the Spitfire, or aircraft used to primarily target bombers/ground support that are not escorted. They will be able to pick off Fighters but will struggle to chase and will need to remain very aware of their fuel burn rate.
GROUND SUPPORT - Ground support will be allowed 2 AutoCannons and one bombay. The Autocannons will do about 2 hearts of damage to a full kitted player, although this may sound high, please remember the planes have to remain in motion. Moreover, the bombing capabilities will make it useful against movecraft. Ground support planes will go at the same speed as fighters, although this sounds high this will be balanced by the fact its ability to fight other planes will be lacking.
BOMBERS - Bombers will have a proportionally assigned bombay that at max, should allow 4 bombays. However it may trade a bombay for a fighter gun or an autocannon. Bombers travel at the same speed as an interceptor craft, making it critical it has air support in order to be used.
**Cannons and their purposes**
Fighter cannons: Do the most damage against other airplanes but not concrete or terra.
Autocannons: Primarily to damage players acting as a less effective SKY IFV, they also will do damage to concrete.
Bombays: May be loaded with either bouncing bombs or normal bombs. Bouncing bombs aim forward like a conventional cannon but have a high drop rate, normal bombs do significantly more damage but are harder to aim.
**RUNWAYS/CARRIERS**
Carrier piloted ships should be overall stronger, Squadrons should be made into a GUI and only carriers should be allowed to field squadrons.
Runways - Runways can exist as a movecraft vehicle similar to a carrier, the Runway must have a minimum width and length desirable by staff and enforced through a mechanic. It will only function if explosions and PVP are enabled in the Runway plots. Planes have a maximum range of 750 blocks from the runway. While using a plane, one must have an empty inventory and upon piloting they will receive a clock and the rest of their inventory will be full of blocks they cant throw. Runways can be bombed also, if a runway is bombed enough it will be out of action for 20 minutes.