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Hobowthasword

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A member registered Jan 02, 2023

Recent community posts

also friendly fighter's hardly help, I get we dont want them to be capable of completing a mission for us, but they should at least be capable of using their missiles instead of going guns only

Which movie? Im kidding, I feel like your method would require a ship the size of the asteroid base... in... what level is it? 3 or 4?

either weapons that costs a lot for weight, like antiship missiles, or target designator for friendly calital ship guns.

Make there be a difference between Pirates and the Military. Enemy fighter ai could have generally different styles and skill levels, ex: 

Military might try to stick together in groups, having at least medium difficulty ai representing competent training, but fewer aces. They also get access to the gunship/troop transport and bombers. Large ships generally have what you would consider "expensive" loadouts, ex: ?counter measures? like C-WIS and C-RAM turrets, lasers, railguns. Gotta feel like they run on Space American tax dollars.

Pirate fighters will have varying levels of fighter difficulty, representing hordes of new inexperienced pilots, and those of medium and ace experience being evenly spread out. Pirate ships will have generally a lot of fire power, but nothing insane, and will heavily rely on heavy armor for protection. 

Now my biggest problem, is that despite the game being called Carrier Wing Ypsilon, there is basically no interaction between you and the carriers themselves besides take off and landing, which happens only what? 5 times? I'd love some customization, especially loadouts for them, like selecting what the main batteries fire, a secondary turret that acts as AA or just you know, shooting everything in range, and a defensive type turret like what I mentioned earlier. Of course whats available will depend on the Faction/mission you're playing. The fighters they spawn could also be decided by the player, with the Military spawning what you chose in squadrons of 3-5 or whatever, and the pirates just either spawning a bunch of random bs because like, do you expect them to listen to you? you're the new guy, they don't care what you recommend. 

I'd talk about general difficulty overall, but I don't know if I'd consider myself skilled or just middle of the road in terms of flight combat skill level. The game itself is definitely easy which is honestly fine, if I never played a flight sim before, then I'd say it's incredibly entry level friendly, but it's hard to say what I'd want to make it harder. Ammo is... needs a lil balancing, I find myself running out of ground weapons typically before a mission is over, and AA weapons tend to run out halfway. This could be fixed by adding the Carriers to more missions, or some other idea someone else can think of. 

and again, add more tiny details, like more moving parts on planes, the fact that they get extra engines on zero g is an awesome detail, but looking at the low poly rear end of the Mudcat (peak name) is... unsettling, to say the least. I don't know what it would need, but it needs something!

Also a map creator! although that might be asking tooooo much, but god would I spend hundreds of hours? YES, yes I would.

Also the games I've played before this, (in order, of course) that I highly recommend to anyone for  just plain fun, (or you, Quackpond Games, for inspiration) for arcade flight sims are: Rebel Raiders PS2 (I was a wee lad, so this barely counts) SkyRogue (my first afs, still haven't beaten it) Project Wingman (PEAK!, I just hate the damn lighting in conquest mode, but also ORANGE), Ace Combat 7 (though the graphics are better than PW, it's just a lil worse in some inexplicable way (THE STORY)), Afterburn (by Morfeo), House of the Dying Sun (AGAIN! PEAK!), Top Dog (PEAK!, also by Morfeo)...

This is more of a wishlist than ideas, honestly, but You guys keep COOKING! If I could buy a million copies on launch I would! also crossover with Gearbits when? 

ALSO also, if I could request 2 planes they would be the A10 (it would certainly have to be inspired by it, not just copy and paste), and someting from robotech/macross, because wtf not? 

Anyhow, Im done! thx for reading if you did!

# of instances of occurence: Like... 3

reasons: I have no idea, sorry lol

What are they? Weapons not locking on for some reason, and the gun reticles not appearing, even at point blank range, and dealing Zero damage

Gearbits is in my update list again lol

v('-')v it was definitely around May or June. also side note: I think you should make the glide bomb easier to visually track, and be unaffected by gravity in space missions (so the same for rockets) also I just wanna add that I love your attention to detail, like adding the extra engines to the planes in Zero G, and in Gearbits, adding moving parts to the mechs for their hidden weapons, it's so... it tickles that itch. Also I realized that the planes are similar to the ones in Gear Angels, will you be adding more planes from it?  

(1 edit)

just played for a few hours, *PEAK*, miss the old artstyle for portraits... I wanna fly the troop transports and bombers. Also would be cool if in the free mode, the carrier provides "fire support" with long range sam turrets and aa fire. Adding a hostile carrier(s) could be fun... but take your time, you're COOKING!!! (also why did Gearbits receive a buncha tiny updates a while back? it would update on Steam with no patchnotes or anything...)

Can you guys update Sky Rogue on the xbox? I think its missing a lot of stuff, around update 1.3 onward.