
We’ve had a few good long PvP events since my last post. It seems that our idea to slightly nerf the Manta’s anti-carrier strike capability has paid off. We are seeing a lot more dogfighting and more effort spent into keeping aircraft alive after an attack run.
- More dogfights (FUN!)
- Easier to defend a carrier (need full accurate hits by 7 aircraft instead of 4-5) – No rush kills.
- Nose gunner in the RZR

1.3 Is looking like it is pretty stable, with no major bugs reported except for one about the seismic anomaly messages which I will fix soon.
1.4 Is in the works at slow burn, at the moment it has some internal improvements to support additional optional mods without conflicting with Rev. There are some collaborations going on to extend gameplay options without creating non-compatible mods.
I would still like to see more done with ground units, and with island shape or buildings, there are a number of mods that change the island sizes and shapes, my own that makes airfields a more realistic size and some ideas that could hide some islands all together.
One think I’d really like to be able to do is to better defend islands using a small ground force, Turrets are great if you have the money but are not a useful option on tiny islands with only three turret spots. We’ve long wanted proper SAM sites, but these don’t work all that well. I’d like to explore the PvP impact of making units have more ground weapon options, currently we hardly ever see the deployment of combat droids, but they are one of the most fun units to use in close combat.
Some things I’m planning to try out in optional 1.4 compatible mods:
- Walrus combat droids
- Rear slot option
- Bear as AA/TV missile battery option
- RADAR plus 5 TV/AA instead of 100/120 gun
- Tactical Mule
- Allow fitting of flares and virus bots

