I was thinking about the mechanics of a Yak attack plane.
A single yak plane can attack infantry blobs on various ways:
Attacking single units (or with shift-click multiple targets)
Attacking multiple targets with shift-click
Attack move into infantry blobs
Crashing into infantry blobs
A Yak has 2 20mm cannons on board, allowing it to fire high impact bullets in basically the line of flight. Therefore, wouldn't the most logical behaviour of this plane attacking infantry blobs by shooting a burst of bullets, hitting or not hitting the opponent much like infantry has a chance to dodge crushing of for example APC's?
To add to this dynamic, I would suggest the Yak range to be 1 cell greater then the rocket infantry-to-air range.
Sleipnir wrote: ↑The reason is that nobody ever felt like implementing strafe-attack logic for player-controlled aircraft.
honest answers are cool
Yaks were a threat to infantry blobs in the original game and an important reason not to cluster up infantry. It would be nice to have that back in ORA instead of having to sacrifice Yaks for damage spread.
Back in the day i tried using damage spread for the Yak's guns to recreate Yak effectiveness againts infantry groups but it didn't have the desired effect. Maybe someone has a better idea though
scorp wrote: ↑Back in the day i tried using damage spread for the Yak's guns to recreate Yak effectiveness againts infantry groups but it didn't have the desired effect. Maybe someone has a better idea though
I would recommend (without any coding-experience...) two attack-modes:
Click on a target to attack it: Do a burst-fire/strafe fire on the cell where the unit is, with every unit on this cell having a 'X' change of getting shot by 1 or more bullets. This should cost around 1/3 of the available ammo.
Attack move: Do a burst-fire/strafe fire on the cell of the targets location and the cell before/after that cell , with every unit on this cell having a 'X' change of getting shot by 1 or more bullets. After this move, the Yak should have no ammo left.