Realisticish flight dynamics - I ported the flight physics over from an old Unity project I had. There's currently a P-40, a P-38, a TBF Avenger, and a Ki-49 (level bomber with a bombsight). They all handle a bit differently. Still lots to tweak, with flying I think the air feels "too thick" currently.
Realistic damage - Every plane has zones for the wings, tail, engines, fuel tanks, and cockpit, and bullets/bombs route by where they hit. Take a fuel tank hit and you start leaking. Engine fires that burn long enough destroy the engine. Lose a wing and the mesh actually slices and falls away. Hit the cockpit and the pilot's done and the plane glides itself into the ground at whatever throttle you left it at.
Islands you actually fight over - Each island has an airfield, beaches, a dock, and bunkers. The win loop:
- Bomb the enemy bunkers down to 60% destroyed, an invasion fleet auto-launches from your nearest friendly island.
- Ships sail in, land at the beaches, drop tanks.
- Tanks roll toward the capture point while bunkers shoot artillery arcs at them.
- First tank that reaches the airfield flips the island.
- Lose all your contestable islands and you lose.
Supply ships - They periodically run to your damaged islands and trucks roll out to repair bunkers, so you've got a reason to escort them and a reason to sink theirs.
Bots - Since this game is brand new, when the server isn't full, AI fills out both sides with their own planes and picks island targets (no bombing yet however). They aren't great pilots but they make the map feel alive when player counts are low.
Requisitions system - Players have personal points that gate spawning the heavier aircraft. You start at 0. Earn them by killing planes, bombing structures, and landing safely. Combat earnings stay *pending* - if you crash or get killed, you lose them. Land at a hangar and they bank for real (and you get your spawn cost refunded). Belly-land somewhere off-airfield and you bank a portion based on how close you got to a friendly island. Splash into the ocean carefully and same deal. Crash hard and it's all gone. There's a small passive drip too so you're never completely stuck. Subject to balance changes.
Dedicated server - Already running one. Ideally I would like to see this become more of a persistent war in the same vein as Foxhole, unsure how or if that will actually shake out.