Right. I'm new to modding, but I get the gist of it. And to start off (aside from a few minor mods I did, unreleased) I'm going to try (vainly perhaps) to change the state of Air Balence.
Here are my suggestions, please comment and add your own.
I need help on factions specifics as I am only really familiar with UEF, and Cybran to an extent. Break down any and all problems with my ideas, and feel free to add your own and post any suggestions you have. I want this to be a mod I try and make for you guys, the people who need it most, not myself!
Mod Status: See below for current changlog.
UEF: Initial Air Complete. Structures WIP.
Aeon: WIP
Cybran: WIP
Seraphim: WIP
Current Work: UEF Initial Changes.
Ideas for changes. see bottom of post for changelog
Generic Changes:
Fuel capabilitys reduced significantly, preventing aircraft swarms over enemy territory. Likely a reduction of 15 - 40% depending on tier and aircraft function. Transports will likely not suffer from this.
Included Mods:
With his permission I will include (slightly modified stats for balence) Kirvesnaama's T3 Mobile AA mod.
Naval Air Staging:
Overall improvement to repair and refuel rate.
Air staging upgrades
(no new models, unless someone fancies making them for me xD).
Current Teir 2 Air Staging moved to Teir 1. Slight cost reduction and health nerf to bring it inline with Teir 1 structures.
Teir 2, Increase refuel and repair rate by 15%. Increase station health by 20%. Costs 800, 5000. Build time undecided.
Teir 3: Increase refuel and repair rate by furthur 15%. Add station sheild to protect refueling aircraft (sheild of 800 HP). Costs 1200, 10000. Build rate undecided.
Air role changed from assault to support. Only long range aircraft will be Scout craft and Bombers (except torpedo bombers: see below).
Tech 1 Changes:
Scouts: Maintain higher fuel allowance. Increase in speed of 15 - 20%.
Interceptors: Role changed to PRIMARY source of Anti-Air. Slight cost increase (10%).
Bombers: Maintain higher fuel allowance. Role becomes harrasment and support unit. Ideal for attacking enemy Mexes outside of feasable land assault range.
Gunship (Cybran): Loses less fuel than other craft (only 10% drop) in order to maintain role as troop support craft.
Transport: Fuel allowance unchanged. Is able to dock on refuel platform (takes up whole platform during processs).
Tech 2 Changes:
Multirole Fighter: Same AA DPS as Interceptor. Slightly higher health. Build cost reduced to compensate. Role is AA support and Anti-Ground.
Combat Fighter (Aeon): Only slightly higher health than Interceptor, but greater AA DPS than interceptor. Higher speed than multirole. Cost adjustments to be decided.
Torpedo Bomber: Sharp fuel reduction to bring unit closer to defensive. Unable to launch out-to-sea assaults without naval air staging support. Also usefull as naval support unit, if naval air staging present.
Gunship: Little fuel reduction, but health reduced slightly, changing unit role from fast-attack raider to combat support, as is downed quickly by AA.
Guided Missle (Aeon): Larger range, allowing strikes deep into enemy territory. Possible health reduction and speed increase (helps stop fighter interception unless it flys right nearby, but allows anti-air structures to kill it still.)
Transport: Health re-buffed to pre-nerf levels (can someone give me values for this please?). Can refuel and Air Staging. Otherwise unchanged.
Tech 3 Changes:
Spy Plane: Wider vision range, lower fuel (but still quite high, allowing multiple passes between enemy and home base on most maps, and as one off recce missions on v.large maps). Otherwise unchanged.
ASF: Cost dramatically increased (at least doubled), AA dps adjusted to be about 50% higher than Multirole fighter, 30% higher than combat fighter. Build time increased. Designed for use in conjunction with Multiroles. Aeon cost increased more due to superior T2 Combat Fighter.
Strategic Bomber: Long range strike bomber, ideal for specific, targeted destruction. Largely unchanged.
Heavy Gunship: Fuel reduction inline with T2 gunship (approx 25% more than T2 gunship).
AA Gunship (Aeon): Fuel reduced inline with T2 gunship (not as severe). AA capabilities remain, Air to Ground DPS only slightly more than T2 gunship. Health slightly reduced. Ideal as advanced troop support unit.
Torpedo Bomber (Aeon): Greater fuel capacity than T2 Torpedo Bomber, allowing deeper strikes into naval territory without support. Possible health reduction (undecided).
Transport (UEF): Largly unchanged, possible fuel increase as CANNOT refuel at air staging. Can only refuel by idleling. Slight heath nerf, sheild buff.
Code:
Full Factual Changelog
UEF:
Tech 1:
Scout: Fuel reduced to 360 seconds. Speed increased to 24.
Interceptor: Speed increased to 18. Build Cost increased to 65/2500. Fuel reduced to 240 seconds.
Bomber: Speed increased to 14. Fuel reduced to 360 seconds.
Transport: Speed increased to 15.
Tech 2:
Multirole Jet: Speed increased to 18. Health decreased to 800. Cost decreased to 350/7200. Build time reduced to 1600. Fuel reduced to 360 seconds.
Gunship: Health decreased to 950.
Torpedo Bomber: Build Time reduced to 1400. Fuel reduced to 150 seconds.
Transporter: Health increased to 4000.
Tech 3:
Spy Plane: Air speed increased to 30. Health reduced to 1000. Vision up to 80, radar up to 100, omni up to 50. Fuel reduced to 1080 seconds.
ASF: Health reduced to 1200. Build cost increased to 600/35000. Build time increased to 4500. Fuel decreased to 360 seconds.
Strategic Bomber: AA damage increased to 40 dps from 4.
Heavy Gunship: Health reduced to 4000. 2000HP Sheild added. Build time reduced to 8000. Fuel reduced to 300 seconds. AA dps increased to 35 from 3.
Transport: Health reduced to 3500. Sheild incread to 4500. Fuel increased to 900 seconds.
Feel free to comment, expand, destroy and re-write my ideas. These are my ideas only and I want somthing that works for (nearly) everybody! So post anything on your opinions as to this mod. Any values (health/fuel adjustments/cost adjustment) are very rough estimates and subject to change at any time.