I started to understand
GoogleFrog at least from a coder's perspective. Making planes have realistic flight will bring two problems:
1. What happens when planes have an altitude set up to 0 and they hit a wall bigger than 30? Of course, a weird bug will happen and this is why in terms of coding it's a bit hard to renovate the behavior of planes and gunships.
Here you will have to implement the standard pathfinding of ground units into the planes so when they hit a specific wall they will either try to avoid it or follow a different path.
2. Aa missiles that will try to hit high altitude planes (if you select them to have an altitude of 1000 for example). So this new button that will let you chose what altitude you want will also inflict balance issues for the whole anti-air.
Hacksaw, Chainsaw, and Artemis will need to be readjusted meaning that missiles need to be faster than usual so they will not fire 15 missiles to kill a swift and waste the rest of the missiles.
I know that making Zero-K as realistic as possible will make this game more wanted by the community. But the coding perspective of each aspect that we need to change will require a lot of manpower to adjust every single issue.
I will start a new thread for all the changes that I propose for this game in order to look as much realistic as possible.