Understandable, XCF is your mod. However, enabling general hybrid features for modding is for all modders, not just XCF. I am pushing an agenda that is useful for all modders into hybrid modding, not just for XCF alone. I am sure Meridian will want this important feature available in general for all mods instead for some specialize feature for just XCF alone. Beside, I asked for this feature before XCF is transforming into a Hybrid mod.
Also this tread is not a private tread in the XCF section of the forum but a general section.
Lastly, It is the Dev decision from now on how it is done. I have done what I wanted in pointing out the general need out weight specialization for just one mod.
Could you stop using argument "for all modders"?
This is for one who will implement this or accept it to OXCE to decide, not you. Because you only try push your pet feature. And doing this you try add more "credibility" to your claims. If you repeat multiple of time it make worthless and from developer perspective should be ignored.
beside this, I had same idea.
long time ago I think about how to make more generic way to handle both underwater and over water crafts. And one conclusion is add negative altitudes.
In this way we could easy split all crafts into two layers and allow easy transition between them, this will not allow direct import TFTD rules to UFO but after inversion then we could merge them, as side bonus we could expand this logic to allow more realistic underwater crash sites as you can't case submarine but when it crash you can attack but it should land on deeper part than it dive.
This mean we would need define negative altitude to each under water terrain, it would limit max negative altitude of submarine and its crash site (on shore edges you can attack ANY USO, but on depths you can't clear any crash site even if it was UFO).
By default each terrain have altitude of 0 but "water" by default have -1.
Probably hardest question is how handle USO, as game logic is too dumb to handle different terrain types to correctly find path, and it would need always allow them "hover" over terrains, xcom could have "hard" limit but it would cost lot of pain for paler to manually finding paths, and if USO "hover" then you would need normal crafts to shoot it down.