Airships: Conquer the Skies

Airships: Conquer the Skies

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Sly Jun 13, 2017 @ 11:59pm
Ideas for the devs
So I just got this game and I love it so much. But I feel like there could be some improvements like ground war with troops, improvements with how zeppelins fall on top each other. Maybe some new weapons. Trenches, barbed wire, underground bunkers, custom map making for conquest, more missions and flag designs.

What do you guys think should be in this great game?
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Showing 1-9 of 9 comments
Zarkonnen  [developer] Jun 14, 2017 @ 1:52am 
Hi! Can you write out your ideas in detail, and I'll see what could work?

Ground troops most likely won't be a thing, but more missions, flag designs, map making, I'd like to hear your thoughts on.
Commander Straker Jun 14, 2017 @ 7:01am 
Well, seeing as you ask, here's a link to 50 great

If you get into that kind of thing, you will find Mr Zark's responses at the bottom of the post) quite interesting.

Just rereading his comments myself now - interesting for example that he cites a figure of 700-2200 kronen ships as his ideal size. I find ships in the 2500-10000 kronen range most fun.

Zark, surely the solution to the big O crew problem is to segment the crew, so that most of them will only consider tasks in their own and adjacent modules (or to their preplotted ammo room, coal room etc etc) and just have a couple of "floaters" which consider whether there are any tasks further afield that need doing.

And I agree with Sly, crashing airships is a bit of a problem. Its weird how a falling wreck does way more damage than a powered vertical ramming attempt. The ultimate weapon is currently to die above your opponent. Very samurai. I'm willing to argue that most times a falling wreck would probably drift down more slowly and do less damage, as it would be suffused with escaped suspendium, dying lift motors, etc etc, more like a deflating balloon than stone in fact :-)

Last edited by Commander Straker; Jun 14, 2017 @ 7:02am
(WTH) Horcerer Jun 14, 2017 @ 9:02am 
I forget, do you (Zarkonnen) plan on adding naval fighting and battles? If not, is that a possibility? Having land, air, and sea warfare all together would definitely improve the strategical aspect of the game, especially with any furthur improvements to the campaign in relation to the map.
Sly Jun 14, 2017 @ 4:52pm 
Originally posted by Zarkonnen:
Hi! Can you write out your ideas in detail, and I'll see what could work?

Ground troops most likely won't be a thing, but more missions, flag designs, map making, I'd like to hear your thoughts on.

Ground troops most likely won't be a thing, but more missions, flag designs, map making, I'd like to hear your thoughts on. [/quote]

Well by ground war I mean that turrets would target troops on the ground running to the building.

For the Zepplins, I find myself having 2 or 3 ships on top of mine and I just find that silly, they should explode and blow everyone up. My airship shouldn't be used to catch airships that are falling.

Weapon wise I feel like Bases are missing some. I want guns that will do huge amounts of damage and not just small to mild. The guns should also be big.

For the barbed wire. It should slow down or just kill the ground troops that run into them, tanks can of course run them over.

For underground bunkers that is just for more a cool base.

Maps Im thinking something like how civ does it but I also think players should also be able to make maps for mods.

I also think there needs to be combat improvments or more fetures. Like targeting a part of the ship you want hit and maybe smarter AI when troops board a ship or base.
Sly Jun 14, 2017 @ 5:32pm 
Also some having items like in ww2 would be cool. Like a radio which would help ships fire more accurately and those turrets that can fit on the bottom of the plane.
Doctor Psyringe Jun 16, 2017 @ 6:53pm 
How about instead of thinking about the future in terms of point movement you introduce objects that correlate with an "Advance" & "Retreat" buttons.

Yep. Add an option to "Retrieve". Things like that, self sufficient troops that still take orders.
Doctor Psyringe Jun 16, 2017 @ 7:10pm 
Goes in hand with silly things too. "Retrieve" "Bank Money".

"Take Off" "Land". - Useless, but interactively AWESOME.
"I'll take you w/o mah planes" etc. so on.



And after they land; they get back to work. When you push takeoff, the trooper has to walk back to the plane, then it functions. That is something I was expecting, and partially let down over.

The word TROOPS implies a variety of control over competent gunman. They'll shoot at other gunmen, they'll shoot at ships on the ground, and they can pick stuff up and pilot objects. They can "Advance" to the next Sandbag - or Barbed Wire.

Anything less... really isn't troops. It's just capture. It's a frustration in desire.
Last edited by Doctor Psyringe; Jun 16, 2017 @ 7:43pm
Demo Jun 17, 2017 @ 5:47pm 
I have a pretty basic idea for maybe ventral flak guns. Their are not very many right now...
Doctor Psyringe Jun 18, 2017 @ 2:17am 
Partially corrected Troops can shoot at other gunman and ships. I'm looking into fun ways of taking advantage of that.

In theory, yet to have tested, you could have an "Autonomous Machine" that walks around on the ground shooting at whatever the vehicle that deployed him is shooting at.

"isMachine": true, "shootTroopsRange": (ETC), "interceptTroops": true, "canBoard": false, "shootsShips": true, "canFly": false, "canWalk": true,

Regardless; that's not control over a competent trooper. The trooper has no special utility or purpose other than shooting & capturing. Generally speaking; I almost prefer the Monsters setup due to hands on control.

In the end troops do these things:
1. Capture.
2. Shoot Troops. (with few restrictions)
2. Shoot Craft.

The major focus of this update was the ability to fly & shoot. They'll only do this if they're designed to deploy automatically... or deployed to capture. It could use more interactivity. But basic actions can still be done.

Interactivity with environment, interactivity with the player. Straker is a great source; I've been known to troll an idea or two on the topic.


Angry Mob. Cost:$900
Looking into that for-sure. ;)
Last edited by Doctor Psyringe; Jun 18, 2017 @ 4:05am
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Date Posted: Jun 13, 2017 @ 11:59pm
Posts: 9