by Csatrad » Thu Mar 13, 2014 6:30 pm
I think the biggest strenght of a hellicopter would be it's longetivity in the air and mobility.
In UFO:ET I found that the fuel levels of ships were a big deal and came into play a lot. If there is a type of unit such as the hellicopter that can stay in the air for A LOT of time i mean hours and hours (ingame time) it coudl be used as "deffense turrets" and activelly protect an area. It would be usefull since in UFO:ET I found some aircraft came in from orbit and landed almost instantly, or landed before my fighters could get there, so an aircraft that can instantly go after it would solve that too.
More ammo is certainly suits this since if it stays in air a lot and shot too it should be able to shoot a lot (not in short burst but) trough out it's extended time.
I think the way to go with ballance is not always change something, but change other things so that one thing is viable. In UFO:ET fighters could literally stop midair, wich is akward but it felt okay. So what if you force fighters to maybe be faster burn fuel ofcourse, but would be unable to just stand still, give them a turn around thing, so they cannot shot stationarry UFOs or would have problem shotting UFOs that change direction superfast. You don't need over the top algorithms to work out the curve, just do something generic. Or just slow down flip around and go back, we get it.
So Hellicopters obviously can stop midair and unload, so you don't need to buff theire weaponry or damage per second since it can shot more stuff. Theire pure ability to stand still and continously fire without swinging around would increase the damage they deal in a period of time.
I hope this concept helped, might write more or different ideas later or as a reply.