Seabed (+ submerged)
Sea (+ Hover)
Land (+ Hover)
Air
And the treasure chest High Altitude
Long story short, i think it is about time we consider High Altitude as the next patch for FAF.
High Altitude / Orbit is the last legacy GPG left behind before going extinct and we the Aeo- excuse me, the FA fanatics could make use of it for further development.
I've seen my fare share of mods utilise this uncharted layer, mostly from Orbital Wars. The introduction of Space Ships + anti-orbital units and ASF + CZAR that can enter the orbit. It was a fun mod.
Black ops also invests a little on it with the Strategic Missile Defense that could counter Novax and the newly added Artemis Satellite.
I think we can make good use of these raw material to craft the new patch. These below are my suggestions with my gratitude toward all the previous modders.
- I/ Strategic bomber that can enter orbit. Strategic bombers need to escape orbit to start aiming their bombs. So right after they escape orbit they require a few seconds to start acquire targets and bombing.
II/ ASF can also do the same. They are equipped with additional Orbit-2-Orbit missiles. ASF will only use their AA attack when in low altitude while only using Orbit-2-orbit missile when in High Altitude. New functions for their attack include: 1) Air-2-air missile will only target air units but they can chase the target up to orbit and 2) Orbit-2-Orbit missiles will only target Orbital units but they also can chase the target down to lower altitude. These changes will ensure no one exploit the high altitude and low altitude target system to abuse. I saw ASF can attack air units that are resting on the ground so this new change should be doable.
III/ In fact all Fighters and Bombers from T1 to T3 should be able to enter orbit. The exception are Scouts, Torpedo bombers, Transport and Gunships. By entering orbit, these units should be flying at 30% their normal speed. Lore-wise, it doesn't make sense but for balance purpose let it be.
IV/ Ahwassa can also enter orbit and rule for bombers and ASF also apply to Ahwassa's weapons. Ahwassa now has a new anti-orbit weapon. Firing 2 Ultrachromatic Beam Generator the same thing that is mounted on T2 seraphim point defense. This Orbit weapon only target orbital units, however. 200 dps per laser for a total 400 dps and 35 range.
V/ Novax Health change to 15 000. It has a Dual-Barreled Hiro Plasma Cannon for anti-orbit. The one on UEF T3 Neptune Battlecruiser with 345 dps and its range reduce to 50. When a Novax got shotted down, the Novax center can rebuilt it. Max 1 Novax for every center. If the center is destroyed, the Novax also self-destruct. Novax crash damage nerf to 500. Novax Center buildpower is 300 so it takes 100s to finish rebuild a Novax (30000 build time). Most of the mass cost for Novax is transferred to Novax Center. Novax retain around 3000 mass while the rest is transferred to the build cost of the station.
VI/ With experimental units in space, i will propose to change SAM T3 Anti-air launcher. As with ASF's missile. SAM missiles will also target air but will chase them up to orbit. Furthermore, the launchers have another set of missile, the SOM (Surface to Orbit missile). SOM act independently with the SAM missile, it will only target orbit but also chasing their target. Their dps will be half that of the SAM due to longer reload time. In total, the SAM T3 anti-air launcher will have a boost in dps because they can now attack orbital units.
VII/ T3 SMD have additional function and is equipped with anti-orbit missile. The missiles fly faster than the SAM launcher's SOM but deal less damage and is an area-damage weapon. Think of this as a orbit flak cannon. Firing a cluster of 20 missiles Deal 100 damage over 3 radius for each missile. Reload time 10s.
For now, that's all i can think off. Constructive opinions are welcomed.