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Suggestions / Re: air combat - just thinking about possibilities
« on: September 19, 2013, 08:46:07 pm »
Something that could be added, which would help make a differentiation between "Terrain alien alloy" craft capable of 4000~ Knots and advanced elerium fuelled craft such as Lightning (3100 kts) and Firestorm (4200 kts) is variable top speed depending on altitude.
Currently, we have the following altitudes:
VERY LOW
LOW
HIGH
VERY HIGH
Which as far as I know, don't do anything other than being for fluff. It's a bit jarring to see a hypersonic plane chasing an UFO at "low" altitude at 4000 knots.
Changing the game to have variable top speeds according to altitude might be worthwhile; the code could be like this in rulesets:
speedMax: 4000 = Flat performance envelope, irrespective of altitude. Default setting
speedMax_vLow: = Maximum speed at Very Low Altitude
speedMax_Low: = Maximum speed at Low Altitude
speedMax_High: = Maximum speed at High Altitude
speedMax_vHigh: = Maximum speed at Very High Altitude
Attached is the SR-71 performance envelope. You can see that at "on the deck", SR-71 performance is subsonic; and that she only goes supersonic around 20,000 feet; and in order to go to Mach 3.0 or higher, she has to be in excess of 70,000 feet altitude.
Some obvious things you could do with different maximum speeds: Make it so that human and slightly human (alien alloy) aerocraft are limited by the thermal limit -- the higher they go, the faster; but Alien UFOs are pretty much immune to the thermal limit; because they can form "shields" with their advanced gravity wave control through UFO power source/UFO Navigation to travel at maximum speed irrespective of the altitude.
This could lead to interesting UFO evasion options -- they could try escaping XCOM by "going to the deck" to outrun them; but this has a drawback -- damage at lower altitudes is much more severe than at high altitudes -- if you're travelling at 950 MPH (Mach 1.25) at virtually sea level, the dynamic pressure is approximately 2,300 pounds per square foot; whereas if you're travelling at 3,300 MPH (Mach 5.0) at 80,000 feet, dynamic pressure is approximately 1,000~ pounds per square foot.
This could have interesting implications if the UFO gravity wave control was...interrupted by laser blasts.
Currently, we have the following altitudes:
VERY LOW
LOW
HIGH
VERY HIGH
Which as far as I know, don't do anything other than being for fluff. It's a bit jarring to see a hypersonic plane chasing an UFO at "low" altitude at 4000 knots.
Changing the game to have variable top speeds according to altitude might be worthwhile; the code could be like this in rulesets:
speedMax: 4000 = Flat performance envelope, irrespective of altitude. Default setting
speedMax_vLow: = Maximum speed at Very Low Altitude
speedMax_Low: = Maximum speed at Low Altitude
speedMax_High: = Maximum speed at High Altitude
speedMax_vHigh: = Maximum speed at Very High Altitude
Attached is the SR-71 performance envelope. You can see that at "on the deck", SR-71 performance is subsonic; and that she only goes supersonic around 20,000 feet; and in order to go to Mach 3.0 or higher, she has to be in excess of 70,000 feet altitude.
Some obvious things you could do with different maximum speeds: Make it so that human and slightly human (alien alloy) aerocraft are limited by the thermal limit -- the higher they go, the faster; but Alien UFOs are pretty much immune to the thermal limit; because they can form "shields" with their advanced gravity wave control through UFO power source/UFO Navigation to travel at maximum speed irrespective of the altitude.
This could lead to interesting UFO evasion options -- they could try escaping XCOM by "going to the deck" to outrun them; but this has a drawback -- damage at lower altitudes is much more severe than at high altitudes -- if you're travelling at 950 MPH (Mach 1.25) at virtually sea level, the dynamic pressure is approximately 2,300 pounds per square foot; whereas if you're travelling at 3,300 MPH (Mach 5.0) at 80,000 feet, dynamic pressure is approximately 1,000~ pounds per square foot.
This could have interesting implications if the UFO gravity wave control was...interrupted by laser blasts.