FANDOM


  • Aircraft wishlists and story discussion will be removed on sight.

    What gameplay features do you want to see in Ace Combat 7: Skies Unknown?

      Loading editor
    • Mostly the ability to customize planes aesthatically and performance-wise. Also, the choice to devote a certain amount of money to automatically go to upgrrading a plane or two. 

        Loading editor
      • A mix of the aircraft customization we have in AH/Infinity, with both colour customization and advanced aircraft tuning, albeit obviously enhanced; additionally, specific colour customization where you can create completely new skins.
      • An aircraft tree similar to Infinity, but with more focus on aircraft tuning rather than the aircraft themselves. 
      • Similar to AH, aircraft features like warning messages will vary based on language (if we're using Strangereal speak, let's assume that Russian = Yuktobanian and so on). Additionally, customizable HUD where you can change the colour and general design of the HUD as you please.
        Loading editor
    • War situation mechanics:

      1. Given option to commence missions either at day or night. In some situation, it can be rush-and-capture (day) or ambush (night).

      2. Strategy/Tactical stuff similar to X but not limited to mission branches of the same scale. If the situation allows it, player can choose to strike a strategic location deep within enemy territory (like Infinity's Iyuli) and render it useless, or assist ground forces in a number of missions to eventually capture the location.

      As long as the enemy is still active in this location, the enemy will have advantages in some other locations. For example, an oil field may contribute to enemy naval presence. Strike the field to shrink the presence or capture the field so the fleet on your side may benefit from it as well.

        Loading editor
    • - co op play, (optinal but playable throughout.)

      - branching story and mission trees.

      - more personalised emblems or aircraft paint jobs? (although we all know some prat is going to do his upmost to make the rudeist emblem they can think of.)

      - weekly tournaments (as broken as they are in inffinity, they still mean weekly updates.)

      - clan or squadron creation (anything that would make matchmakeing and lobbys more flexible.)

        Loading editor
    • A tempered Ace wrote: - clan or squadron creation (anything that would make matchmakeing and lobbys more flexible.)

      On that topic, it should be set up like Battlefield 4's "squads".

        Loading editor
    • I'll reiterate the multiple endings idea. It's a cool idea that lets you experience a very diverse set of circumstances. And as far as its effect on the canon story, Japanese games have done this practically forever - usually explicitly stating this is the "good" end, the "bad" end, and "true" end. I think particularly if there are branching options to the missions, that should have more impact than just the opportunity to do another mission off the main line for a a mission or two. Have it mean something, like if you do A, the war goes an entirely different route than if you do B. 

      More RPG-like aspects might be a good idea. For instance, perhaps the inclusion of pilot skills as a part of the progress, not just upgrades to plane parts. I know some iterations of this can be seen as bad, as it inherently suggests a limitation of plane control, but I think it might be a worthwhile aspect to incorporate into the campaign mode, for instance, but turn off or limit for online or free flight modes.

      Finally, I hope they don't stray too far from the fidelity to real-world aircraft. The appeal to me for the series has always been that it has tried to straddle that line between being an arcade fighter and being faithful to the planes represented therein. It's fine if they waot to stray into the frequented waters of alternate variants and the like, but the Su-37 is a fighter. It fires air-to-air weapons. If they want to make a fictional variant that fires XAGMs or LAGMs or something like that, okay. But the regular Su-37 shouldn't. In-class variablity is fine (any fighter can get any air-to-air weapon), but I don't think they should, effectively, turn every plane into a multirole.

      On that point, if they do allow for a system under the parameters I suggested above, perhaps limit multirole's accesibilty to those by some means. I don't have a clear vision of how that would happen, but it would be terribly unbalanced if some system isn't implemented to help it along. 

        Loading editor
    • DRosencraft wrote:

      Finally, I hope they don't stray too far from the fidelity to real-world aircraft. The appeal to me for the series has always been that it has tried to straddle that line between being an arcade fighter and being faithful to the planes represented therein. It's fine if they waot to stray into the frequented waters of alternate variants and the like, but the Su-37 is a fighter. It fires air-to-air weapons. If they want to make a fictional variant that fires XAGMs or LAGMs or something like that, okay. But the regular Su-37 shouldn't. In-class variablity is fine (any fighter can get any air-to-air weapon), but I don't think they should, effectively, turn every plane into a multirole.

      The Su-37 is a Demonstrator with no combat purpose , should it enter service it would be a multirole like every other Flanker. They are mainly air superiority but they can and will engage ground/sea targets if needed. They are classified as fighter because it is what they do best.

      I still think every plane should be able to equip any kind of weaponry for gameplay purpose , excluding special weapons from the super planes (ADMM , TLS and so on)

        Loading editor
    • ^ I was using the Su-37 as an example, but every Flanker has had its variants that fill those roles. The same way there is an F-15C that handles air-to-air and an F-15E that swings between the two, the Flanker series usually has a varaint under the broader title.

      The roles of planes in Ace Combat are like the classes for characters in RPGs and FPSs. In my experience eliminating those classes tends to do more harm than good to the overall gameplay. It would be particularly bad if the idea of upgrading the plane takes a more dominant form in 7, as there would be little point at all to any variants. Why bother having an F-15C or F-15E when the F-15SE will have all their weapons and better avionics and maneuverability? Just for the sentimentality of having those planes in the game? Or to push the plane count up? IMO it would be a bad idea, but if that's your wish, this is a wish thread. I'm not about to argue over it. 

        Loading editor
    • @DRosencraft

      I meant that they should (and probably will) keep roles in the game like they are in infinity , each role as a damage multiplier applied to different kinds of weaponry. So equiping a ground attack munition to a air superiority fighter will have less of a effect than using it with a bomber or attacker. Also they should expand roles with sub-classes I.E: In the fighter category we can branch to Dogfighters with better manouvering capabilities , Interceptor with higher acceleration and speed and air superiority with further weapon range. Attackers could branch to: Close air support with multi-target weapons , bombers with splash damage weapons and strikers with precision weapons. Each of the sub-classes would exceed the others using their intended munition but any class can equip any kind of weapon (if possible to do so , we can't put a FAEB on a F-22A).

      We can't argue that a more modern variant of a plane is by default better and i don't want to see a F-4 or F-5 outmanouvering a Su-35. There should be a limit applied to each plane and we should'nt be able to push then further than that , but we can juice everything from the given plane with a maxed setup.

        Loading editor
    • the role set up in infinity dose seem to offer a simple way to offer good balance, no reason as far as i can see to remove it.

        Loading editor
    • The Kill Rate Gauge, which can unlock paint schemes and aircraft of the same family.

        Loading editor
    • Oh, that was a good feature. I liked the way it was done in 5 for unlcoking planes. Was a slog to get to some planes, but it was fun. Perhaps they can make this a part of how some parts are unlocked? LIke using a certain plane or a certain weapon fills a gauge to unlock added research on an advanced version of that part. I suppose similar to Infinity's resarch aspect, but more specific and dedicated.

        Loading editor
    • ah, ive just thought of a little fecture thats missing in inffinity.

      - holding down Shoot, sould meen the camra then follows the missile.

      its one of those little things that i miss.

        Loading editor
    • It looked like the trailer was showing that off.

        Loading editor
    • being able to play around with what special weapons a plane can carry, within certain bounds

        Loading editor
    • Being able to create skins or even emblems for your squadron, and uploading said skins.

      And you could have a clan mechanic, forming your own "squadron" with a limit on 4 or 5 players in one, while larger groups could become a larger group. A group of "squadrons" become a "fighter wing" and in online tournaments we could have something where American players are USAF or Japanese players are JASDF. 

        Loading editor
    • Breaking the sound barrier like old times. This minor visual and sound effect was seen in PS2 games, but lost in post AC Zero games. Probably because even an A-10 can go supersonic in recent games.

      Aircraft color and emblem modding should be possible, as long as the game is also released for PC, just like what I've been doing with my ACAH. Though I'm not sure about adding an entire color and emblem creation for console due to the limited control.

      To add the multiple-ending suggestion, I want to see multiple playable protagonists as well. While this might nullify the chance for a silent protagonist, like most fans want, as long as the characterization is done correctly, seeing the war from multiple points of view would be a good experience.

        Loading editor
    • Black Bee One wrote:
      Breaking the sound barrier like old times. This minor visual and sound effect was seen in PS2 games, but lost in post AC Zero games. Probably because even an A-10 can go supersonic in recent games.

      [...]I want to see multiple playable protagonists as well. While this might nullify the chance for a silent protagonist, like most fans want, as long as the characterization is done correctly, seeing the war from multiple points of view would be a good experience.

      1. I love that old effect, it's something I miss from Zero (it's haywire), and Infinity is certainly lacking in that.

      2. Would the different character thing be something similarily done in Electrosphere? Or would there be different changes, apart from the different points of view. If the characters have different nationalities or loyalties, then is it possible it would also affect aircraft unlocking and tuning (choosing Yuktobania allows for cheaper parts and the faster unlocking of the Sukhoi and MiG planes, Osea with Raptors and Falcons, and then Sapin/Ustio with Rafales and Mirages, etc.), too?

        Loading editor
    • I want to see a nemesis for the protagonist or an  enemy ace squadron with totally op planes. 

        Loading editor
    • It would be nice to unlock planes not by an aircraft tree, but by assembling planes from the scratch by collecting resourses&blueprints+ The aircraft slots just like in infinity.  It would slow things down nicely.  Also it would be nice to have an animation of the plane being built. e.g it would look epic to see the engines being installed in to the frame. 

        Loading editor
    • a cinematic cam and unique POV in replay mode,or even better, a full free view  :)

        Loading editor
    • I want to see also a multiplayer split screen mode, which were present in some AC games.

        Loading editor
    • Zexcoiler Kingbolt wrote:

      2. Would the different character thing be something similarily done in Electrosphere? Or would there be different changes, apart from the different points of view. If the characters have different nationalities or loyalties, then is it possible it would also affect aircraft unlocking and tuning (choosing Yuktobania allows for cheaper parts and the faster unlocking of the Sukhoi and MiG planes, Osea with Raptors and Falcons, and then Sapin/Ustio with Rafales and Mirages, etc.), too?

      The countries' technologies are never divided like that. In previous games, Osea still get access to Russian planes, and enemy planes have access to American planes. So unless the setting is a Strangereal World War that prohibit trades of aircraft between countries, I think the limitation is unneccessary. However, I also like the idea of multiple protagonist having access to different and unique weapons, unique aircraft, tech tree. It encourages players to play in all sides.

        Loading editor
    • let's talk about other topic,given the Ace Combat 7 will cover a lot of new techs such as Stealth Weapon pod,new UAV,and maybe even helmet mounted sight (for PS VR's user),who wants to see other new aviation techs in AC7?For me i want to see:

      -Active decoy for aircraft

      -New form of electronic warfare

      -Active stealth camo???

      -Laser(no,not TLS),or other kind of directed energy weapon

      -Hypersonic?

      -THE TRANSFORMER(BAE drone tech,not those guys from Cybertron)

      link: https://www.youtube....h?v=Re29lqCEtpc

        Loading editor
    • ^ Active decoy is more of a "before combat" type countermeasure. You use it before you get to the fight to distract/divert -have enemy AA aim at fake targets in the west while you come from the south. I'm not sure that would serve a real role outside of a base story element for a mission or two. Or perhaps I'm misunderstanding what you're referring to. 

      New form of ECM or ESM is plausible. If they really do integrate newer helmets or some version of the COFFIN, or even the Falken's cockpit, you could have a system to introduce the possibility of "false positives" on the radar and/or targetting system as a form of ECM, or the neutralization of such an effect as an ESM. I vaguely recall something like this done in a past game. For "standard" cockpits you're tlaking about terminating beyond visual range fighting, but for something like COFFIN you'd make a pilot's like miserable. That would certainly be an interesting component. 

      Active stealth I assume you're referring to something like the Spiridus uses (or was it Gleipnir?). It could work as a player-used element of a game, but it would probably have a very brief duration and limited "ammo" to avoid abuse, probably being useless in most situations. It will probably be similar to using ECM in Infinity meaning it will be a special weapon, or have it deployable similar to flares and chaffe in AH, so nothing new gameplay wise. At best it will be some minimmally useful version of Infinity's New Stealth Coating L. I could easily see active stealth added in some form.  

      There isn't really anwywhere to go with lasers. Unless you're starting to talk about light sabers on planes, every laser system that could be introduced would essentially be a refined version of the TLS as far as it's power and function. They could change the details of how it's powered, but that amounts to a minor detail of the story. Knowing whether it's a chemical laser of plasma laser, or how many gigawatts it is, doesn't really effect how they'll choose to implement the weapon in-game.

      In AC3 there were planes that topped out at about 5000 mph, so hypersonic is definitley a possibility, for whatever it's worth. 

      For a videogame I don't see any real value of adding drones aside from the novelty of the idea. They lack the manueverablity, speed, response time, to keep up with a pilot. But, essentially the Butterfly Master, is piloting a drone, and you're fighting a drone in AC3 (essentially) and they've had drones as enemeies for a long time now, so they probably will add "drones" to AC7 anyway. 

        Loading editor
    • Countermeasures, while adding more "reality" to gameplay, it's not always fun when you're on the receiving end. In ACAH, enemies can spam infinite flares. In HAWX 2, enemies will constantly spam infinite flares to ruin your targeting, making them simply cannot be attacked with missiles. False targeting is useless in close range dogfight. It's hinted that AC7 will use a "better" version of DFM, so we'll be fighting the enemies mostly on close range. If you can visually see the enemy, the false targets can easily be ignored. So far in Ace Combat, false targets do not use a hologram of a plane, just air that can be locked on.

        Loading editor
    • With clouds being part of the dogfight icing, it'd be interesting to see bogus targets making a return. It can only get more tactical than ever.

        Loading editor
    • DRosencraft wrote:
      ^ Active decoy is more of a "before combat" type countermeasure. You use it before you get to the fight to distract/divert -have enemy AA aim at fake targets in the west while you come from the south. I'm not sure that would serve a real role outside of a base story element for a mission or two. Or perhaps I'm misunderstanding what you're referring to. 


      by the term of active decoy,im talking about this

      http://media.defenceindustrydaily.com/images/ELEC_AN-ALE-50_Aerial_Towed_Decoy_lg.jpg

      but nice to hear your opinion btw :)

        Loading editor
    • What would be interesting for bogus targets is its possible use in the story, perhaps in the Lighthouse battle scene from the trailer, just to make it extremely more difficult, but only in Expert/Ace Mode.

        Loading editor
    • Basic gameplay system I want it to return : intermission from previous Strangereal-era Ace Combat games, during which players are given following options after completing a mission : save and proceed, proceed  with the campaign, or retry the mission. If the devs intends to bring back special enemies or some sort of objectives requirered to unlock special aircrafts/weapons/any other unlockables, it'll come in handy by having this. Of course, by having this system return means that manual-save slot needs to make a comeback.

        Loading editor
    • Not a single time in Ace Combat history has there been multiplayer Free Flight. It would be awesome to fly freely with ur teammates:D

        Loading editor
    • Japex032 wrote:
      Not a single time in Ace Combat history has there been multiplayer Free Flight. It would be awesome to fly freely with ur teammates:D

      a dedicated air show mod will rock!!!

        Loading editor
    • I want a multiple SP weapon package. I could use some multirole capability in some missions...

        Loading editor
    • 14.1.200.39 wrote:
      I want a multiple SP weapon package. I could use some multirole capability in some missions...

      we already get a glimpse of 8AAM+4QAAM combo in AC7's trailer so i think that will be possible

        Loading editor
    • anybody want drag-chute when landing in AC7 :D

        Loading editor
    • this is just a random thought but i was thinking how nice it would be if for once you could get a big command craft on you side without it betraying you (also would pefer it not to die until late game if it does die) and maybe as the middle game boss you and the command craft could face off against the enemy command craft in a huge battle

        Loading editor
    • ^That'd be pretty interesting. Unfortunately, rightly or wrongly, it seems that the flying fortresses are generally tied to the "enemy" within each game as they are viewed as a more aggressive stand than other more conventional weapon systems. Note how the player's side also never has any true superweapons (super-subs, nukes, Stonehenge/Excalibur type facilities), usually countering late in campaign with force of numbers from prior wins (the "allied forrces" appraoch) and the nearly inhuman super abilities of the palyer-character and their squadron. There is a key story-driven reason this is the case in the games, so they'd have to first be willing to violate and replace that story element. 

      I think I might actually expect/prefer to have a sortie from a base under attack. Zero sort of did this, having you take off when the base came under attack and then flying out to fight the XB-0 somewhere else. But what I mean is sticking around, fighting over your own base with heavy anti-air and artillery fire back up at the thing while you're basically in the sky picking off the support fighters before moving on to the attack on the slying fortress. I imagine something almost like Megalith vs. Aigaion. 

        Loading editor
    • I have a numbr of ideas for 7, but to avoid cluttering the space here, I've gone into some detail of my ideas on my own blog. This link - http://bookoftheshadows.blogspot.com/2016/01/suggestions-for-ace-combat-7.htmlgoes there. Quick summary;

      Add a system for allowing and penalyzing friendly fire, revamp the emblem effects and datalink effects from Infinity, an internal emblem and paint scheme creator, expansion of the weapons roster and equipment options, and how I think the online mltiplayer might work.

        Loading editor
    • How about the ability to complete certain missions in the Campaign in a way akin to Epic Mickey? It wouldn't be mandatory, as the NPC/AI planes would just be standard. 

        Loading editor
    • DRosencraft wrote:
      ^ Active decoy is more of a "before combat" type countermeasure. You use it before you get to the fight to distract/divert -have enemy AA aim at fake targets in the west while you come from the south. I'm not sure that would serve a real role outside of a base story element for a mission or two. Or perhaps I'm misunderstanding what you're referring to. 

      New form of ECM or ESM is plausible. If they really do integrate newer helmets or some version of the COFFIN, or even the Falken's cockpit, you could have a system to introduce the possibility of "false positives" on the radar and/or targetting system as a form of ECM, or the neutralization of such an effect as an ESM. I vaguely recall something like this done in a past game. For "standard" cockpits you're tlaking about terminating beyond visual range fighting, but for something like COFFIN you'd make a pilot's like miserable. That would certainly be an interesting component. 

      Active stealth I assume you're referring to something like the Spiridus uses (or was it Gleipnir?). It could work as a player-used element of a game, but it would probably have a very brief duration and limited "ammo" to avoid abuse, probably being useless in most situations. It will probably be similar to using ECM in Infinity meaning it will be a special weapon, or have it deployable similar to flares and chaffe in AH, so nothing new gameplay wise. At best it will be some minimmally useful version of Infinity's New Stealth Coating L. I could easily see active stealth added in some form.  

      There isn't really anwywhere to go with lasers. Unless you're starting to talk about light sabers on planes, every laser system that could be introduced would essentially be a refined version of the TLS as far as it's power and function. They could change the details of how it's powered, but that amounts to a minor detail of the story. Knowing whether it's a chemical laser of plasma laser, or how many gigawatts it is, doesn't really effect how they'll choose to implement the weapon in-game.

      In AC3 there were planes that topped out at about 5000 mph, so hypersonic is definitley a possibility, for whatever it's worth. 

      For a videogame I don't see any real value of adding drones aside from the novelty of the idea. They lack the manueverablity, speed, response time, to keep up with a pilot. But, essentially the Butterfly Master, is piloting a drone, and you're fighting a drone in AC3 (essentially) and they've had drones as enemeies for a long time now, so they probably will add "drones" to AC7 anyway. 

      In ace combat 3 you dont fight drones it is just the lack of character,enemy pilot,dialogue and story made the enemy look like drones

        Loading editor
    • For myself at least, as I can't speak for everyone, I think these couple of changes would be nice:

      No fuel charge, or at least give more than the maximum of 3 stocked.

      A cleaner aircraft tree, such as Attack only, Fighter only and Multirole only. That way if you like one particular style of flying, you wouldn't have to get the other aircraft if you do not want them.

      A system link campaign play. Infinity is fun because of "wingmen" that actually target other targets and help you, but it would be fun if it could be done in a campaign for more help instead of solo play. It could still have up to 3 wingmen, whether they were computer or actual players would be up to you. Split-screen might take away from the play with a smaller screen.

        Loading editor
    • Also, more than 4 modified aircraft can be saved and flown from the list before a mission. Infinity only lets you have 4 sets unless you get rental sets.

      I think more real life squadron emblems would be fun. It may take away from Strangereal, but as unlockable skins/emblems it would be sweet. Particularly, VAQ-209's Darth Vader would be awesome

        Loading editor
    • 73.18.237.115 wrote:
      For myself at least, as I can't speak for everyone, I think these couple of changes would be nice:

      No fuel charge, or at least give more than the maximum of 3 stocked.

      A cleaner aircraft tree, such as Attack only, Fighter only and Multirole only. That way if you like one particular style of flying, you wouldn't have to get the other aircraft if you do not want them.

      A system link campaign play. Infinity is fun because of "wingmen" that actually target other targets and help you, but it would be fun if it could be done in a campaign for more help instead of solo play. It could still have up to 3 wingmen, whether they were computer or actual players would be up to you. Split-screen might take away from the play with a smaller screen.

      dude...it's not ACI,there's no words about the fuel system in AC7,you're free to play whenever you want

      And aircraft slot?REALLY??? you dont like the old school style?just select a plane in the hangar=>select sp weapon and play,it's simple

        Loading editor
    • 73.18.237.115 wrote: For myself at least, as I can't speak for everyone, I think these couple of changes would be nice:

      No fuel charge, or at least give more than the maximum of 3 stocked.

      A cleaner aircraft tree, such as Attack only, Fighter only and Multirole only. That way if you like one particular style of flying, you wouldn't have to get the other aircraft if you do not want them.

      A system link campaign play. Infinity is fun because of "wingmen" that actually target other targets and help you, but it would be fun if it could be done in a campaign for more help instead of solo play. It could still have up to 3 wingmen, whether they were computer or actual players would be up to you. Split-screen might take away from the play with a smaller screen.

      You want another Infinity even when people are bashing the hell out of the game?

        Loading editor
    • Nghiakhung123 Dude... I know it was meant to be a simple arcade game and it has been built up a bit since it took off. I have been playing since AC04, however since this page was called features that you want to see I thought I would put it down. As stated, I wasn't speaking for everyone. Also, the Introduction video for AC7 didn't really show gameplay or how it would work. So, I had no idea if it would be free to play again or not, so I also had no idea if the fuel system would be used again. I do like putting the parts on the planes instead of just "jumping in" the jet.

      Shayanomer, Infinity is okay. I thought it would have the coop campaign play from the video I watched on how somebody went through a online match. So I was a bit surprised when I had to be on the internet and there wasn't really a campaign to play without costing. I like the Ace Combat games, and I had no idea what Infinity would be like. I just think it would be pretty cool to have campaign missions to go through where you could have help on tough foes, not just the computer AI wingmen.

      That was a lot of typing, but I appreciate you commenting about what I said. I hope I don't come across as arrogant or a know-it-all, this is the first time I decided to put my 2 cents in on a decussion.

        Loading editor
    • 73.18.237.115 wrote:
      Nghiakhung123 Dude... I know it was meant to be a simple arcade game and it has been built up a bit since it took off. I have been playing since AC04, however since this page was called features that you want to see I thought I would put it down. As stated, I wasn't speaking for everyone. Also, the Introduction video for AC7 didn't really show gameplay or how it would work. So, I had no idea if it would be free to play again or not, so I also had no idea if the fuel system would be used again. I do like putting the parts on the planes instead of just "jumping in" the jet.

      Shayanomer, Infinity is okay. I thought it would have the coop campaign play from the video I watched on how somebody went through a online match. So I was a bit surprised when I had to be on the internet and there wasn't really a campaign to play without costing. I like the Ace Combat games, and I had no idea what Infinity would be like. I just think it would be pretty cool to have campaign missions to go through where you could have help on tough foes, not just the computer AI wingmen.

      That was a lot of typing, but I appreciate you commenting about what I said. I hope I don't come across as arrogant or a know-it-all, this is the first time I decided to put my 2 cents in on a decussion.

      nah it's ok,but i thought Mr.Kono've already said it wil be a full box regular game,not free to play?

        Loading editor
    • Yep, to check out what we already know about the game, see Ace Combat 7: Skies Unknown and User blog:SlyCooperFan1/Famitsu 10-Dec-2015 Translation.

        Loading editor
    • It would be nice if the difficulty settings did'nt only change the enemies skill but also add to their number and would also add more objectives to be achieved. IMO they did a great job in the Ace of Aces missions of AC6 , i don't know why people bash it , it was a hell of a fun to play with so many enemies , that made playing meaningful. PS1-2 and handheld AC games have so few enemies per mission that sometimes you would expend a lot of times in-between missions than actually playing.

      For the multiple protagonist idea , it would be fun if it was similar to GTAV. Let's say they are from different origins but would eventualy meet and perhaps ally with each other. As someone suggested it would impact the inventory you'd have with each one (like Resident Evil 6) and each one of them can use a certain number of aircraft with some in-common and some exclusive. Each of them would have eventually access to their "faction" super plane. Osea would have the FALKEN , Belka would have the Morgan , USEA the X-02 and so on.

      This would also mean you could change pilots on the fly in missions where more than one are present (also like GTAV) wich would help you to choose different planes for the situation given: Ace 1 would be on a Fighter taking care of the enemy fighters and bombers , Pilot 2 on a Attacker giving the ground force CAS while Pilot 3 on a Multirole takes care of the enemy's vessels.

      While i'm all out for silent protagonists , charismatic protagonists are awesome too when they are well writen and played (think of Trevor , Micheal and Franklin)

      BTW , what theme do you expect AC7 to be? I know that ACZ was more or less "latin" while AC5 was mythology and opera. AC7 might have a cyber-punk feel to it with it's drones and near-future technology

        Loading editor
    • 179.189.238.74 wrote:
      It would be nice if the difficulty settings did'nt only change the enemies skill but also add to their number and would also add more objectives to be achieved. IMO they did a great job in the Ace of Aces missions of AC6 , i don't know why people bash it , it was a hell of a fun to play with so many enemies , that made playing meaningful. PS1-2 and handheld AC games have so few enemies per mission that sometimes you would expend a lot of times in-between missions than actually playing.

      For the multiple protagonist idea , it would be fun if it was similar to GTAV. Let's say they are from different origins but would eventualy meet and perhaps ally with each other. As someone suggested it would impact the inventory you'd have with each one (like Resident Evil 6) and each one of them can use a certain number of aircraft with some in-common and some exclusive. Each of them would have eventually access to their "faction" super plane. Osea would have the FALKEN , Belka would have the Morgan , USEA the X-02 and so on.

      This would also mean you could change pilots on the fly in missions where more than one are present (also like GTAV) wich would help you to choose different planes for the situation given: Ace 1 would be on a Fighter taking care of the enemy fighters and bombers , Pilot 2 on a Attacker giving the ground force CAS while Pilot 3 on a Multirole takes care of the enemy's vessels.

      While i'm all out for silent protagonists , charismatic protagonists are awesome too when they are well writen and played (think of Trevor , Micheal and Franklin)

      BTW , what theme do you expect AC7 to be? I know that ACZ was more or less "latin" while AC5 was mythology and opera. AC7 might have a cyber-punk feel to it with it's drones and near-future technology

      Ace Of Aces difficulty is suck because it's a DLC and there are so few missions,people wants more

      Multi protagonists?Oh please, ACAH have that, and we all knew how it turned out right? One of the themes of the Ace Combat 7 will be how unmanned aircraft will shape the future, it's already confirmed and mentioned in the Famitsu's article about AC7

        Loading editor
    • Nghiakhung123 wrote:
      179.189.238.74 wrote:
      It would be nice if the difficulty settings did'nt only change the enemies skill but also add to their number and would also add more objectives to be achieved. IMO they did a great job in the Ace of Aces missions of AC6 , i don't know why people bash it , it was a hell of a fun to play with so many enemies , that made playing meaningful. PS1-2 and handheld AC games have so few enemies per mission that sometimes you would expend a lot of times in-between missions than actually playing.

      For the multiple protagonist idea , it would be fun if it was similar to GTAV. Let's say they are from different origins but would eventualy meet and perhaps ally with each other. As someone suggested it would impact the inventory you'd have with each one (like Resident Evil 6) and each one of them can use a certain number of aircraft with some in-common and some exclusive. Each of them would have eventually access to their "faction" super plane. Osea would have the FALKEN , Belka would have the Morgan , USEA the X-02 and so on.

      This would also mean you could change pilots on the fly in missions where more than one are present (also like GTAV) wich would help you to choose different planes for the situation given: Ace 1 would be on a Fighter taking care of the enemy fighters and bombers , Pilot 2 on a Attacker giving the ground force CAS while Pilot 3 on a Multirole takes care of the enemy's vessels.

      While i'm all out for silent protagonists , charismatic protagonists are awesome too when they are well writen and played (think of Trevor , Micheal and Franklin)

      BTW , what theme do you expect AC7 to be? I know that ACZ was more or less "latin" while AC5 was mythology and opera. AC7 might have a cyber-punk feel to it with it's drones and near-future technology

      One of the themes of the Ace Combat 7 will be how unmanned aircraft will shape the future, it's already confirmed and mentioned in the Famitsu's article about AC7

      This is going to be interesting, because it's like saying AC7 will be a mixture between the plot described in Ace Combat 5/Zero and the future styled theme from AC3.

        Loading editor
    • I would'nt use ACAH as an exemple , it was THE worst Ace Combat game story-wise honestly. If PA could create a enjoyable and relatable cast of characters it could work out just fine.

      From the interviews we got to know that we will be able to do Advanced manouvers by ourselfs without some stupid mechanics, i'm curious and eager to know how it will be done. I hope it is not "on" all the time so we can fly normally and not just drift around all the time.

        Loading editor
    • 628612 wrote:
      I would'nt use ACAH as an exemple , it was THE worst Ace Combat game story-wise honestly. If PA could create a enjoyable and relatable cast of characters it could work out just fine.

      From the interviews we got to know that we will be able to do Advanced manouvers by ourselfs without some stupid mechanics, i'm curious and eager to know how it will be done. I hope it is not "on" all the time so we can fly normally and not just drift around all the time.

      yeah,im curious too, that mean they have to implement a whole new flight model , maybe something like AC3/AC4 flight model but deeper?

        Loading editor
    • I've got another trio of ideas. First plane and weapons tuning. You will get an "engine set" or an "ailerons and flaps set" and you can tune it for better speed or better acceleration, better pitch, better roll, better yaw. Same with weapons - better range or better speed, more damage or bigger blast range, etc. 

      Second, "Active Handicap". If you're flying a low-level, low-tier, plane, you get more points for taking out the same target as someone who is flying a hihg-level, high-tier, super plane. Finally, a new online gameplay mode. It's TDM, but when you get shot down, you respawn on the opposing team. Winner is the team with the most palyers at the end of the time limit, or when one team is entirely converted to the other.

      As before, more details of what I mean and how I think it might work HERE .

        Loading editor
    • 628612 wrote:

      From the interviews we got to know that we will be able to do Advanced manouvers by ourselfs without some stupid mechanics, i'm curious and eager to know how it will be done. I hope it is not "on" all the time so we can fly normally and not just drift around all the time.

      This I'd like to see implemented with the High G turning system (preferably AC6s system) which I'm pretty sure of will make a return again.

        Loading editor
    • The ability to perform a kulbit in the Flankers and Break building's windows when i fly near them on super sonic speed.

        Loading editor
    • What about having a aircraft tree set up similar to AC5, but when the bar gets full to unlock variants, the bar can also refill to level up the aircraft? No adding parts and losing them when you change a aircraft

      Also, bringing back the return to base line in missions would be nice. That way you could repair, and change-out/reload SP Weapons. That would help with multirole missions, but I agree with having more than just 1 SP W to select and fire while flying.

        Loading editor
    • Also, Co-op/system link would be awesome for multi-seat aircraft such as the bombers. That way one person would deal with the flying while another could work on dropping the iron on target. The F-15E and F and G models of the super Hornet have the second seat for a reason. If it was supposed to be done all by one person, they would have made them all E models. Just a thought.

        Loading editor
    • 73.18.237.115 wrote:
      Also, Co-op/system link would be awesome for multi-seat aircraft such as the bombers. That way one person would deal with the flying while another could work on dropping the iron on target. The F-15E and F and G models of the super Hornet have the second seat for a reason. If it was supposed to be done all by one person, they would have made them all E models. Just a thought.

      It would be good indeed, but a Weapons System Officer woudn´t be much benefit in a close-range dogfight because of the limited visibility caused by the pilot´s seat and various radar and/or other types of weapons system equipment. 

        Loading editor
    • Here's a though. I was playing the Campaign Mode on Ace Combat Infinity when Goodfellow says something about working hard to put your name out there (Mission 5 - Far Eastern Front). What if Ace Combat 7 had a system where you grow in reputation the more battles you win. In one mission, depending on what Rank (R, E, F, D, C, B, A, S) you receive in the Debriefing, you will also get offers/contracts to do something else. I mean, if the main character is a mercenary like in Zero or Infinity, then it would be great that the player character gets more job offers - part of being a mercenary, right? - and the storyline could branch.

      Of course, this whole point is moot if the player is just a rookie pilot of the air force. I'm not talknig about keeping the current system of Research Contracts and Mercenary Contracts in Infinity. It would be more in line with the concept of Call of Duty: Black Ops 2 with the strategic missions. (I don't mean to talk about the story itself, but as a part of the system.)

        Loading editor
    • Zexcoiler Kingbolt wrote:
      Here's a though. I was playing the Campaign Mode on Ace Combat Infinity when Goodfellow says something about working hard to put your name out there (Mission 5 - Far Eastern Front). What if Ace Combat 7 had a system where you grow in reputation the more battles you win. In one mission, depending on what Rank (R, E, F, D, C, B, A, S) you receive in the Debriefing, you will also get offers/contracts to do something else. I mean, if the main character is a mercenary like in Zero or Infinity, then it would be great that the player character gets more job offers - part of being a mercenary, right? - and the storyline could branch.

      Of course, this whole point is moot if the player is just a rookie pilot of the air force. I'm not talknig about keeping the current system of Research Contracts and Mercenary Contracts in Infinity. It would be more in line with the concept of Call of Duty: Black Ops 2 with the strategic missions. (I don't mean to talk about the story itself, but as a part of the system.)

      That would mean that only S ranks get the true ending, which means lots of work for the novice players. But i like your idea a lot. This is getting like AC3`s japanese version. :D 

        Loading editor
    • Since we all know that clouds, or to larger extent, wheather, is gonna play a role in the gameplay, I'm expecting the briefing/mission details to inform about the current/expected wheather in the zone, so the players may expect the nature of the battle, including whether or not will it be hide-and-seek dogfighting.

        Loading editor
    • 114.4.79.146 wrote:
      Since we all know that clouds, or to larger extent, wheather, is gonna play a role in the gameplay, I'm expecting the briefing/mission details to inform about the current/expected wheather in the zone, so the players may expect the nature of the battle, including whether or not will it be hide-and-seek dogfighting.

      That would mean, that we could have a boss battle in a severe storm, which means a little more excitement.

        Loading editor
    • Multi-player Free-flight, because you can sharpen ur skills there, host meets, in which have airshows, air-races.  Or just have a group-sightseeing flight.  

        Loading editor
    • Japex032 wrote:
      Multi-player Free-flight, because you can sharpen ur skills there, host meets, in which have airshows, air-races.  Or just have a group-sightseeing flight.  

      I just realised that this is the second time i am posting this, but i would REALLY like the idea of having airshows & air-races with your friends or  just other people.

        Loading editor
    • That is something like what I was thinking with the system link/coop playing for campaign that I thought would be good. That way you could play with other people and not have to worry about being online or the "amazingly awesome" playstation network messing up trying to play

        Loading editor
    • We've got enough trouble with Infinity's servers screwing up periodically. 

        Loading editor
    • Knowing that this game will depart for PS4, many of the players (I think so, tell me if I am wrong) of Ace Combat would love to have a split screen mode for versus or cooperative offline. I think it is great that the maneuvers can be run manually, and the trailer has me fascinated. I look forward to the launch date. (forgive my english, greetings from Colombia)

        Loading editor
    • Personally, the features I'd like to see are:

      • Multiple endings or mission branches: At least a bad ending/good ending complementarity
      • Aircraft customization: Because it is cool. Yet, it should have some more strict limits depending on the aicraft you want to customize.
      • Data-link effects from infinity. Not so sure about emblem/paint scheme effects since (imho) it has no sense at all.
      • Ace and Expert difficulty along with some other feautures from older AC
      • And a nice and pretty entertaining plot. :) Of course, by 'nice', 'pretty' and 'entertaining', I mean a glorious, deep, engaging, thrilling and well-made plot.

      If AC7 has this, I think it will survive (Don't really about the general reception though). However, it would also be interesting to see how PA relates the events on this AC to the plot of ther older ones..., but that's another topic. In the meantime, we'll have to wait.

        Loading editor
    • Therz98 wrote:
      Personally, the features I'd like to see are:
      • Multiple endings or mission branches: At least a bad ending/good ending complementarity
      • Aircraft customization: Because it is cool. Yet, it should have some more strict limits depending on the aicraft you want to customize.
      • Data-link effects from infinity. Not so sure about emblem/paint scheme effects since (imho) it has no sense at all.
      • Ace and Expert difficulty along with some other feautures from older AC
      • And a nice and pretty entertaining plot. :) Of course, by 'nice', 'pretty' and 'entertaining', I mean a glorious, deep, engaging, thrilling and well-made plot.

      If AC7 has this, I think it will survive (Don't really about the general reception though). However, it would also be interesting to see how PA relates the events on this AC to the plot of ther older ones..., but that's another topic. In the meantime, we'll have to wait.

      Related to this, that would be nice if the story being seen from both the protag and antagonist perspective. Like the one in BOF IV. 

      Also actually I'd love to see DFM again but with more balanced mechanic.

      It's fun you know.

        Loading editor
    • I kinda disagree with DFM returning. It kinda limits the creativity in the art of aerial battle. As for the protagonist/antagonist side, it's good if you are given the option to switch side during the campaign, thus leading to branching storyline a la Japanese version of Ace Combat 3.

        Loading editor
    • Matabeling wrote:
      Therz98 wrote:
      Personally, the features I'd like to see are:
      • Multiple endings or mission branches: At least a bad ending/good ending complementarity
      • Aircraft customization: Because it is cool. Yet, it should have some more strict limits depending on the aicraft you want to customize.
      • Data-link effects from infinity. Not so sure about emblem/paint scheme effects since (imho) it has no sense at all.
      • Ace and Expert difficulty along with some other feautures from older AC
      • And a nice and pretty entertaining plot. :) Of course, by 'nice', 'pretty' and 'entertaining', I mean a glorious, deep, engaging, thrilling and well-made plot.

      If AC7 has this, I think it will survive (Don't really about the general reception though). However, it would also be interesting to see how PA relates the events on this AC to the plot of ther older ones..., but that's another topic. In the meantime, we'll have to wait.

      Related to this, that would be nice if the story being seen from both the protag and antagonist perspective. Like the one in BOF IV. 

      Also actually I'd love to see DFM again but with more balanced mechanic.

      It's fun you know.

      Indeed, different perspectives would be a great idea. Always wished for it to happen :D Thanks for making me recall.

      Also, yes, DFM is cool; with some (iow, many) tweaks it'll be perfect. In fact, I would be tempted to say DFM is inevitable because of the futuristic setting and higher technology of AC world on later games would justify it. So, there ya go. Wish granted.

        Loading editor
    • I want a new super plane. We haven't had a new one in Infinity.

      I want to see the fictional aircraft from Ace Combat X and X2, like the Fregata and the Forneus. Those were some pretty cool aircraft and I enjoyed them.

      I want to see non-randomized aircraft and parts research. I HATE the randomization system, if I want to grind one line without getting the others I shouldn't have to work so hard closing off other branches before moving forward.

      I do NOT want AC7 to be free-to-play. The FTP system is really hampering my enjoyment of ACI, especially with how ridiculously OP planes can get when you dump enough money into them. I also do not want a return of DFM and the Call of Duty-esque "I'm doing nothing and letting the game play for me but OOOH LOOK explosions and scripted events" format.

        Loading editor
    • Something that just occurred to me, hadn't even thought of it until now... Photo Mode!! PS4 will already let us instantly share our pictures, and games like Uncharted 4 have implemented a very powerful Photo Mode allowing us to take insane pictures with some awesome editing capabilities right in the game. And it's still using the Share button for instant sharing.

      If we had that for AC7, we could make a lot of our own images for articles. No more capture cards, relying on other people, or missing flyby images.... ahh, I can't believe I'm only thinking of Photo Mode now. Please PA!

        Loading editor
    • In addition to that, Replays pls

        Loading editor
    • Replays + Photo Mode... I would salivate seeing that in an Ace Combat game. Pleeeeeeease D:

        Loading editor
    • ACZ style Aces teams presentations (with Squadron logo and unit numbers), that makes you feel a real badass pilot. And a VERY LONG campaign. 


      PS:replays too.

        Loading editor
    • SlyCooperFan1 wrote:
      Replays + Photo Mode... I would salivate seeing that in an Ace Combat game. Pleeeeeeease D:

      The PS4 has the built-in screenshot so I think that's covered.

        Loading editor
    • How about the option to either restart from beginning, from last checkpoint, or quit whenever the player fails the mission ? Regarding the both restart options, I hope they'll bring back ACX and ACJA's option of either using the same craft or switching to different one when restarting

        Loading editor
    • 120.169.254.143 wrote:
      How about the option to either restart from beginning, from last checkpoint, or quit whenever the player fails the mission ? Regarding the both restart options, I hope they'll bring back ACX and ACJA's option of either using the same craft or switching to different one when restarting

      ACX only restarts from the beginning, so JA is what you are referring to.

        Loading editor
    • Plt. Pao Ayo wrote:

      The PS4 has the built-in screenshot so I think that's covered.

      No, the point is that Photo Mode would allow you to pause the game and move the camera around, do some photo edits like focusing, zooming, rotating, filters, etc. and then use the PS4 to take the screenshot.

        Loading editor
    • I hate Infinity's random research. It makes it feel like you're not really dedicating yourself to something, you're just sort of playing. I want to feel the grind for a particular plane.

        Loading editor
    • Black Bee One wrote:
       It's hinted that AC7 will use a "better" version of DFM, so we'll be fighting the enemies mostly on close range.

      This is what I hate, DFM. I'm not going anywhere with that "pull-your-sight-to-enemy-system"

        Loading editor
    • StealthAngel351 wrote:

      Black Bee One wrote:
       It's hinted that AC7 will use a "better" version of DFM, so we'll be fighting the enemies mostly on close range.

      This is what I hate, DFM. I'm not going anywhere with that "pull-your-sight-to-enemy-system"

      DFM killed the series...
        Loading editor
    • not the series, it killed Assault Horizon for me, I may be the most unskilled player here but I know how to damn point and shoot to another plane, it disturbs me how the DFM automatically pulls you to the enemy's rear and drags you around, Infinity nailed the controls for me....

      photo mode is cool, but I want something like paint shop where you can paint your plane with your own camo and made your own emblem(if making emblem is allowed) so the photo mode won't go to waste. and replays too, I want to save some of my cool moments(like accidentally air jousting ADFX-01 Pixy with F-15C Pixy in NTDM... my bad)

      new superplane is cool, but if PA runs out of ideas, I'd like to see XFA-36A... just saying... and KFX/IFX please? just saying

      and co-op for the campaign is cool, like Halo did, didn't say it needs to be there because evidently we all can destroy everything by ourselves

      I don't feel pilot customization is important because you rarely see the pilots off the planes anyway. if we have it though, I'm not complaining

      upgrade tree like Infinity is cool, not necessarily needed.

      not much else to say. but the main point still remains... NO. D. F. M. AT. ALL.

        Loading editor
    • I honestly doubt PA is running out of ideas, they have had many months to show us more news for Ace Combat 7, but still nothing is shown... this means that they are really committed...

        Loading editor
    • I've been thinking about some more tweaks and features. I go into detail here: http://bookoftheshadows.blogspot.com/2016/06/more-ideas-for-ace-combat-7.html

      But, the basic gist is like this; a new game mode for super arcade-like stuff like air races, air drag races, and target-clearing – stuff like that. A reworking of the room restrictions, including more control over inividual restrictions, and a means of banning certain players from rooms you host, and from finding rooms they host. Automatically adding details to room invites, such as the room policy, map, and number of players. And finally, a slight tweak upwards to the amount of time given to select an aircraft set when a mission is getting underway. 

        Loading editor
    • These are very much "background" things, but I would love to see them return.  I love most of the things you guys have talked about, but for me it's the little things.  All of these actually go back to AC4.

      •  Ace Combat 4 radio comms.  AC4 felt like I was a pilot in a real war (and as a USAF combat pilot in a real war now, I can say that game got it the best -- believe it or not, it was my motivation, not air shows like everyone else haha).  From friendlies to enemies, to AWACS, it had things down pretty tight.  Realistically we wouldn't hear civilian comms, but Emancipation's local radio station chatter was really cool too.
      •  Ejections.  AC4 is the only game I can think of where pilots called out that they were ejecting.  AC5 has Chopper being ordered to eject, that mission where you ejected from the trainers, and I think it was AH that had the pilot eject in the first mission, but AC4 it was just a part of combat and you got this sense that combat was actually occuring elsewhere (and if you watched the map, it actually was.  Go back and play AC4, it brings an entirely new dynamic to the missions when you realize friendlies are in trouble and you race there to help them).  Bring back not only that radio chatter, but if you're near it, just be able to see them get out.  Or if you go down, your ability to eject as well.  Would still result in mission failure but just a feature.
      •  Cloud from breaking the sound barrier.  This was mentioned previously in this thread, just wanted to mention it again.


      It's those background things, those small details that really get to me.  Provide that "immersion" effect, if you will, which I think will be multiplied even more with the virtual reality feature.


      And then, this is just kind of a gee-wiz would be cool to see here and there thing, but the entire series basically revolved around pseudo Type 3 control for attack targets.  Again, AC4 got it the best was AWACS gave "Mobius 1, Cleared to Engage" at the beginning of missions.  I think that alone should be brought back because it's just like "Alright man, mission's on, you've got the green light" but I think it'd be cool to see a mission that's streamlined a bit to where the player works with a JTAC under Type 1 (1 target, cleared hot), Type 2 (1 target, cleared hot), and/or Type 3 (multiple targets, cleared to engage), along with the 9-Line and everything else that goes into a CAS mission.  

      If not that then just the same concept in the background where friendlies are engaging targets and you hear JTACs giving them instructions.  Again, just one of those "real war immersion" things while still keeping true to Ace Combat's arcade nature.

      What do you guys think?

        Loading editor
    • About that CAS stuff -- Operation Bunker Shot was a real good example of ground to air communication in AC4.  In fact, it was a great example of working with non-JTAC qualified crews.  Those kind of comms I'd like to see return in general, and either background comm some actual JTAC stuff with friendlies or do a mission where the player is directly involved with a JTAC and goes through the full procedure.

        Loading editor
    • 68.108.41.90 wrote:
      These are very much "background" things, but I would love to see them return.  I love most of the things you guys have talked about, but for me it's the little things.  All of these actually go back to AC4.
      •  Ace Combat 4 radio comms.  AC4 felt like I was a pilot in a real war (and as a USAF combat pilot in a real war now, I can say that game got it the best -- believe it or not, it was my motivation, not air shows like everyone else haha).  From friendlies to enemies, to AWACS, it had things down pretty tight.  Realistically we wouldn't hear civilian comms, but Emancipation's local radio station chatter was really cool too.
      •  Ejections.  AC4 is the only game I can think of where pilots called out that they were ejecting.  AC5 has Chopper being ordered to eject, that mission where you ejected from the trainers, and I think it was AH that had the pilot eject in the first mission, but AC4 it was just a part of combat and you got this sense that combat was actually occuring elsewhere (and if you watched the map, it actually was.  Go back and play AC4, it brings an entirely new dynamic to the missions when you realize friendlies are in trouble and you race there to help them).  Bring back not only that radio chatter, but if you're near it, just be able to see them get out.  Or if you go down, your ability to eject as well.  Would still result in mission failure but just a feature.
      •  Cloud from breaking the sound barrier.  This was mentioned previously in this thread, just wanted to mention it again.


      It's those background things, those small details that really get to me.  Provide that "immersion" effect, if you will, which I think will be multiplied even more with the virtual reality feature.


      And then, this is just kind of a gee-wiz would be cool to see here and there thing, but the entire series basically revolved around pseudo Type 3 control for attack targets.  Again, AC4 got it the best was AWACS gave "Mobius 1, Cleared to Engage" at the beginning of missions.  I think that alone should be brought back because it's just like "Alright man, mission's on, you've got the green light" but I think it'd be cool to see a mission that's streamlined a bit to where the player works with a JTAC under Type 1 (1 target, cleared hot), Type 2 (1 target, cleared hot), and/or Type 3 (multiple targets, cleared to engage), along with the 9-Line and everything else that goes into a CAS mission.  

      If not that then just the same concept in the background where friendlies are engaging targets and you hear JTACs giving them instructions.  Again, just one of those "real war immersion" things while still keeping true to Ace Combat's arcade nature.

      What do you guys think?

      About the ejection part, it's quite obvious. There is radio chatter if they are just shot down and decided to eject.

        Loading editor
    • Probably one fo my favorite ideas to come to mind - target-specific radar function. Very simple - in the same way you can change the size of your radar map, a function to let you choose whether your radar, shows all targets, air targets, or ground targets, and limits what you can lock onto accordingly.

      I vaguely remember a past game having this feature, but it could also have just been my imagination since it's so vague in my mind. Either way I think it would be great from a strategic standpoint if we see a return of co-op missions, and could be useful just in general gameplay.

        Loading editor
    • ^ Actually, you're remembering semi-correctly. Wingman Command for Zero allowed you to order Pixy/PJ to "Disperse" specifically against air or ground targets. It was only in Zero though.

        Loading editor
    • ^That's right! I knew there was some sort of wrinkle that didn't make what I was thinking match what I was remembering. So yeah, something similar to that, but basically for yourself.

        Loading editor
    • I hope Namco make the main protagonist talk, like they do with Bishop

        Loading editor
    • RookieGuy123 wrote: I hope Namco make the main protagonist talk, like they do with Bishop

      I agree, but I want a more cheerful and energetic character like the player characters from Air Combat 22 or Scarface One from AC and AC2

        Loading editor
    • IF AC7 miraculously be made for PC and XB1 as well, I hope it'll support cross-platform multiplayer gameplay

        Loading editor
    • 120.169.254.44 wrote:

      RookieGuy123 wrote: I hope Namco make the main protagonist talk, like they do with Bishop

      I agree, but I want a more cheerful and energetic character like the player characters from Air Combat 22 or Scarface One from AC and AC2

      well, I doubt Bamco would do that, and I didn't like talking protagonist much except if it goes like Mass Effect. it kinda bugs me when Bishop called the kills like "light's out" or something else, one will not tell me if a target is destroyed or not because I can found out by myself from the "destroyed" written in the middle of my screen, not because of callouts, it'd be cool though for some

        Loading editor
    • I would like to have a similar recon mission like in AC5 mission 21 that is MUCH harder for the tense atmosphere :D

        Loading editor
    • ^^^^ nuff said Japex

        Loading editor
    • old beauties like Fenrir (and Yes this is where i got my name from), Varcolac, ADF Falken, and all thse other old beauties from the PSP games

        Loading editor
    • I agree with the majority of users on improving the aircraft customizations. Adding the Assault Horizon system to customize the colors of the aircraft would be a great success. Also, it should be added the option to configure the tail codes, labels and emblems in the different parts of each aircraft, as it is already possible to do in some driving car simultation games. But in addition to the aesthetics of the aircraft, there are points of the gameplay that could be improved.

      First of all, I think that the special weapons system should be improved. Most of Ace Combat's previous installments established a limit of only three weapons per aircraft, when that aircraft in real life could carry a greater variety of them. Ace Combat 7 is not different in this aspect, and I think that more different weapons should be included for each plane, as well as the possibility of combining them together, as has already been implemented by other titles such as Project Wingman. This will make each plane unique and more versatile. To maintain the balance of the game, the amount of weapons ammunition should be limited in base of the number of weapons used. The more different weapons you carry, the less ammunition for each of them you have.

      As for a particular special weapon, I think that the current 8AAM target selection system should be modified. These missiles lock the same target several times, not different targets simultaneously, as it should be. This implies that many of these missiles are wasted, because the most part of times is enough with a single impact to shoot down an enemy aircraft.

      I am not very much in favor of the aircraft tree purchase system, I prefer the classic Ace Combat store and hangar system, but it would be nice if the aircraft tree could be extended with new aircraft in DLCs, including bombers and piston fighters. Also, the PC version must be able to be compatible with the Steam Workshop, so players could make their own skins and mods.

      I would also add the option to play the campaign in cooperative mode, or at least, have the option of having one or several wingmans and be able to choose their planes. Another option would be to add missions, new or based on previous Ace Combat games, to play alone or multiplayer. In this regard, a tactical game mode could be added, in which half of the players should attack one target and the other half defend it. For example, if it was the "Megalith" mission, part of the players would defend the fortress, and the rest would try to destroy it.

        Loading editor
    • Hellsverg wrote: I would also add the option to play the campaign in cooperative mode...

      I don't know, the story seemed to suggest that this couldn't work.

        Loading editor
    • New TDM, Special Raid/Co-op Missions in AC7 that refrence the other games (Mainly ACX) In infinity, many of the maps that were avaliable in the multiplayer mode often refrence the other strangereal-based games. ie) 

      Moby Dick Pursuit 

      STONEHENGE RETURNS I

      Satellite Interception I (SOLG)

      Excalibur Onslaught I

      and the co-op/TDM mission maps

      I think that a TDM map mainly based around Archelon Fortress sounds insane, Griswall would be a nice location to play on too, most unlikley, a special-raid mission featuring Glepnir, prolly asking for too much since none of the missions I mentioned above are even playable in ac7 currently, maybe a future update? :thonk:

        Loading editor
    • A FANDOM user
        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message
Community content is available under CC-BY-SA unless otherwise noted.