The devil's hands have not been idle...
Time for more pics of the most recent work, to distract me for the insane amount of work still ahead.
This is the initial topic on the Tech-Com Craft & Armaments section. Might add a couple more of those, explaining some features like:
* Radars and craft speed/range are real life and much smaller than in XCom
* Bases (Skynet and Tech-Com) can only be detected be specific craft
* Radar planes (Tracer and Hawkeye) air detection is much more powerful than radars mounted on fighters (Skyhawk, Tiger, Lion)
* Paratroopers
There are currently 16 crafts and 13 craft weapons, divided into several categories. There are roughly two tech levels, although the difference between them isn't overwhelming and by the nature of the game, crafts will always be hard to get so nothing gets obsolete.
The last image displays the maximum range of several of the transports, with the outermost circle being the Canadair (VTOL), the middle one the Osprey (VTOL), and the smaller one the Twin Otter. The Bronco, Twin Otter and Sherpa all deploy their soldiers using paratroopers - still figuring out how to implement that one, but I have some ideas already.
As you can see the ranges are quite limited - you'd need 2 bases to properly control North America, otherwise Skynet might build bases on the locations where you can't reach. Some regions like Asia or Africa even might require up to 3 bases, but you'll need to be careful or you might be placing bases right in the middle of Skynet territory and risk detection. Regions have also been consolidated - instead of the 16 found in XCom, there are now only 8, them being the 7 continents plus the Arctic.
Resistance crafts and craft weapons should be done at this point, next will be the aerial HKs, and then after some testing I'll release an alpha for people to try the new air combat game over North America (none of the other continents properly work at this stage)