The hardest part about flying is staying in the sky. The controls from BF2 are much more fluid atune to flying than CnC. The model and physics involved during the flight are what really need to be addressed. Making it easy to stay in the sky, turn, rise up, rise down, these are the key factors that will determine how hard it is to fly. Making these basic concepts easy will allow fast paced learning on basic flying. Having BF2 style controls will later allow for more complex flying. Much like how newb Tank and Vet Tank drivers are now. Same basic controls but the Vet can make his tank dance while the Newb can still safely drive from point A to point B will little difficulty. So I believe it is going to rely more on what environment the flight system will actualy abide by, and how forgiving the physics surrounding it are.
Presumably, we will have some effective anti-air weapons. That would prevent (or at least reduce) ROFLCOPTER-type hoving and killing gameplay.
Recently I learnt that helicopters actually lose most of their Yaw at speed. You could probably leave that out as a worst case.
Do missile launchers stop tanks from running around killing people and getting away with it? No, especially not lvl1s . Turrets have range, anti-air will likely have range too. Slightly related: Wouldn't it be awesome to have antiair machine guns?
i can't believe that more people don't find Metal Smith's setup the most intuitive... seriously, s+a = up and left, w = down, jump/ crouch for gas... and after those you get to aim too!? i guess if you wanted more control over the yaw that might be tricker... but man, that's literally like tanks in the sky... super noob friendly imo. and if the vehicles automatically added a little bit of "cool top gun plane tilt action" whenever a direction key was hit, that would make it look hella cool at the same time.
Do you have a cannon in your tank? Do you have a guided/homing missiles in your tank? Do you have some sort of anti-vehicle mg on your tank? If you answered yes to even one of these questions, there you have one type of anti-air defence type already, where turrets can't reach players can move and shoot.
Uh, I really don't think using cannons against aircraft is going to be as easy as you say, especially if they move quickly. And guided moves slooow. It doesn't help you when the aircraft just zips overhead and is already gone.
With hovertanks, you can easily outmaneuver and cannon or missile shot at you. if it was BF controlled using mouse, It'll be harder to change directions instantly, so you can accurately lead aircraft
Why do people think that aircraft will be flying heavies?.... Do you actually expect to be shooting down airplanes with six plates of armor? Do you actually expect to be shooting at aircraft with 2ugmls/nukes/whatever? VTOL is the way to go, as the learning curve is already to steep. Simple and effective.
no, but with C&C you can just change your direction if u see a missile coming. Its easy to dodge all kinds of missiles and cannons. BF will be easy to learn to. It behaves the way you would expect an aircraft to move
Renegade is far too unfair. And seriously, Hoverplanes are bullshit, we need to have a thrust forward flying system (BF). If you ever played NoxiousNET CTF you'd understand how great it is once you learn how to fly your plane.
I suppose anti aircraft weaponry will include MGs and homing missiles. MGs are instant hit, so o dodging here. And homing missiles, when dodged, will just turn around and ass rape you
VTOL isn't just the way to go, its the way it IS. Aircraft flight is pretty much coded IIRC, and its VTOL style. Just awkward cause you NEED a joystiq.
i wish anti air would be something like this: (the smaller rapid fire guns) http://www.youtube.com/watch?v=d_6_9Z4hFRQ&feature=related note the little clouds around the airplanes, that would be awesome in my point of vieuw