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Heliborne supports almost every controller on market, including Xbox gamepads. Some rare ones need to be set up manually though (not your case).
Further improvements of Singleplayer/Cooperative mode
We actively work to improve the sandbox mode. As it advances, new types of objectives (e.g. medevac missions), new types of enemies, ability to choose intensity of a battle, and even sandbox-campaigns will be implemented.
source: http://steamcommunity.com/games/433530/announcements/detail/1332352813822003098
There're several guys (like me) hoping for more transport stuff. Sling loading will come too.
Medevac missions and troop evacuations would be pretty cool. Currently, Transport choopers seem to be useful only for taking troops TO the battlefield where they either die or vanish once they run out of ammunition. Being able to pick up soldiers FROM the battlefield would be nice.
press "z" and read this:
http://steamcommunity.com/sharedfiles/filedetails/?id=1087326584
But maybe you knew that and want to point out, that objectives like this would be cool. I hope for that stuff to come too!
Oh, you meant that I could recall my own deployed troopers from the field? Yeah, I did know that from the tutorial videos :) I meant a mission objective. Something like this:
Troops are stranded in the area. Evacuate them all to the Supply Base. This would obviously require an empty transport helicopter, so maybe give people the option to unload their troops at the base manually. The soldiers in question would be randomly generated by the map itself and would pile into any transport helicopter able to land near them.
Mainly, I envisioned this as a sort of Dunkurk mission. Your soldiers are encircled and overwhelmed, get them out of there! :)
This would be hella cool. There would be a real need for coordination one chopper flies cover while the other lands to extract the troops.
Right, and you'd also have to watch your rockets so that you don't wipe out your own troops. Plus it's kind of a badass thing to do. Our soldiers are outnumbered and outgunned, but here comes the cavalry to get them home. It's a cool little twist on existing mechanics, plus the game can use more side objective :)
Hire this man as a developer.
The strategy, tactics of Troop Movement and Support from the Roll of Helicopter Pilot is Great!
Playing that Key Roll of Frontline Hands-On Action and the RTS like aspect of Battle Management and Troop Placement is a great expirence. I love having to both fight along the frontline in different aspects, and work with others to reinforce positions, place ambushes, and support defenses. Creating a more dynamic Ground Combat System could greatly increase this game's potential!
Expanding on these Rolls and the Need for More Troops Interaction could make a for a truly unique game and possibly help define Heliborne as someting really special. It's a rare thing to get to use a Helo in a game as intended by real life rolls. Most games they are Hovering Missle Batteries.
Also I would like to suggest again a Player shot down should have the Chance to be Rescued by another player and returned to the Airfield --- this can equate to being "revived" by a player in a standard FPS, instead of just respawning. The only issue I see is creating proper incentive for both players to put this mechanic to use instead of just respawning faster.
As it is now with everything, we all seem to play a bit "disposable". Most players know once you take a good amount of damage you might as well just go in guns a blazing, get shot down, and respawn fresh. Perhaps with more AI Rescue and Supply Missions we'll have a bigger incentive to get home safely with the same machine.
[Note: I am aware of the +15 Points for returning for a full repair, but I think this gets overlooked by most payers.]
Yeah, that's probably the biggest selling point for me, personally. Troop management adds an extra layer of complexity and it makes the game feel a bit more personal. It's not just dogfights and strafing disembodied ground targets. Those are MY soldiers holding that hilltop artillery perch. I put them there, I keep them safe from enemies and in return they provide covering fire for me. That base over there is as heavily staffed as it is because I ferried the dozen or so soldiers manning it. I never really realised how cool that aspect could be until I tried it.
In the same vien, I wonder if we'll ever heavy lift helicopters to transport ground vehicles in a similar fashion to transporting troops. Sure, on some maps the vehicles can just jolly-well drive themselves, but I'd love to fly an Ack-Ack truck an island LZ :)
^This exactly! Honestly when i bought Heliborne there wasn't any Co-op Option. And I personally wasn't into the Swarmy PvP Airbattles, but I really do love flying the Huey around and moving troops. So that's what I did, alone until I owed the map. Or I'd set a password for the RUS faction in the hopes of another likeminded pilot wanting the same.
What you said is the truth. It's that feeling of ownership in your ineractions with the field below. And not just fighting disembodied blue marked targets. I wouldn't even mind seeing the AI shift a bit, or move to cover near buildings. Or break cover. It's also why I am a supporter of more randomized Spawn points for Enemy. The more dynamic the Ground Game in Heliborne the better. let's work the field in conjunctions with the Creeps AI Game happening below.
I totally support this too. Although the "double pendulum" situation (helo under rotor, sling under helo) can be difficult, i don't think any of us would expect a total realworld simulation of it. But using the Heavy's that was would be great fun. Even running smaller yet full cargo loads that wiegh down your Helo and make you sluggish and often in need of a running start for lift speed would be a good challange too.