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Does anyone know...will the game take into account the altitude of the plane or the relative altitude between planes? Or... is the game going to be essentially 2 dimensional?
In my experience with aerial combat games, altitude is only worth it in games where 1 player controls 1 plane. 1 on 1 dogfighting is perfect for having as much detail as possible. You can even add pitch considerations (how far up or down the nose is pointed) if you want to go all the way.
Once players start controlling lots of planes at once, however, the addition of altitude rules alone has MASSIVELY slowed down gameplay in every single game I've used them. It basically doubles or even triples the amount of time it takes to play, because it effects every aspect of the game. Movement, fire arcs, hit mods, everything ... all of which have to be considered on every single plane you're controlling.
This is also true of space combat games, when comparing 2d to 3d gameplay.
actaully a freind of mine has developed a 3-D space combat game using real newtonian physics. We can get a 2v2 battle done in about an hour. Nice thing about this is there are enough charts and gaming aids to make the gameplay run smoothly.
blackgryphon I agree it would be fun to have a 3D battle if i would go at normal speeds. I think I may to try develop a version of crimson skies that includes altitude, but goes the normal speed.
Kinnison, yes like I said using true 3-d with a few ships/planes works just fine. Players can keep that much dynamic information fresh in their mind. It's when you start pushing lots of units that dynamic statistics such as altitude bog things down.
Which brings me to the question, how many planes is ClickSkies (tm) intended to be played with? The sqadron packs coming out lead me to believe it's not just a ace dogfight game.