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However, I think all this could be easily modelled through a simple factor applied at startup that is based on the degree of abuse an engine has suffered. I believe Oleg is already keeping track of the "abuse factor". The procedures we're talking about are pretty straight forward really. Things like: If number of prime strokes are insufficient based on current engine temperature then make engine fail to start. (pre take off check with no framerate hit) If master switch is not turned on then ignition and all electrical services won't work. (pre take off check with no framerate hit) If booster pump is not used while switching tanks then % chance of fuel lock and engine cutout. (check state of booster pump only when fuel selector changed) This kind of thing will not effect performance at all really (I program for a living). The problem Oleg has is that each aircraft has different sub system requirements. He just wants to stick to the features common to all and avoid having to spend time implementing the details specific to each type and sub type which is understandable. While I hope he does make an effort to model the parameters and limitations of each type (boost/rpm/temps etc) I can understand his reluctance to turn this into a study sim (which was never the intention). What I hope is that third parties can step in later and give study sim status to specific aircraft as has already happened with FSX. I believe strongly that this could be done without affecting the competitive nature of online play. The systems we are asking to be modelled are either only used on the ground or are of a nature that won't give the player an advantage in combat (in fact the player will be MORE likely to die if they fail to follow procedures). The systems that would give advantage in combat are modelled already - Supercharger, RPM control, Mixture etc. A boost pump or a circuit breaker is not going to sway things one way or another. |
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I personally doubt this will ever change, at least not on general public servers. Squadron events is of course a differant cup of tea. |
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One of my favorites: http://www.youtube.com/watch?v=TSpBw...eature=related Should add also this one love the Ju52! http://www.youtube.com/watch?v=O8_9r...eature=related |
+1
Skoshi hit the nail. It IS fun from time to time to just play around and we have to appreciate the fact that people fly combat sim for different reasons, but I wish everyone try get into planned and organized attacks... this is so much more rewarding... and the best way to do that is to join some kind of squadron. I have flown this game since it came out... and starting up F19 in 2003 was the best (or worst as my wife says sometimes with a grin) decision ... it has made me stick to glue to this sim for almost 8 years now, something I would never have done if I had flown solo. Our teamwork in F19/F16 (aka SvAF) is what makes this sim fun. I think Oleg and Co should think about that and consider if they can promote and encourage squadrons because I believe that you really prolong "life expectancy" of a sim through organised simming. |
one thing that i thought wasn't addressed in the interview was 'user generated content' (and let's be very clear here, i'm talking about legal content such as skins, missions etc;))
to me this is one of things that not only make a simulation more (re)playable but acts as a 'viral marketing tool'- how many people come to a game through having their interest aroused by seeing say a youtube video? it also gives users sense of 'having a stake' in the product. hooking the talented people out there who do these things is i feel extremely important:- just imagine IL2 with all the community content removed:evil: would there be anywhere to fly online? |
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for a lot of us I suspect that: fragfest online gamplay=rock and TIME needed for any other more co-operative gameplay=hardplace I used to play Warbirds many eons ago before marriage and kids, not to mention hobbies that involve actual physical activity (mountain biking, cycling etc) made it clear that life just doesn't have enough time. Throw in living on the far corner of the world with the ping time that goes with it, and online gaming has zero appeal. An in depth offline campaign, with an interesting and believable AI/environment, which can be saved and continued at leisure is the best I can hope for. Multiplayer is nice, but I would rather play on a LAN with people I know and a ping approaching real time. In my view ROF dropped the ball in this regard. I was looking forward to putting one of the kids or wife in the back of a Brisfit and playing against AI on the LAN - that would have got them interested in flying for sure. |
There are times I get the feeling that some of those on both sides of the "realism" issue are out to convert the other side to their way of game play. A "My way or no way!" stance that is simply not in the best interest of the sim overall.
Isn't this piece of entertainment software big enough to encompass all types of game play? It always used to be. You want no cockpit furball action? Go for it. More sales for Oleg, a good thing. You want to take a half an hour getting all the bombers in an online war lined up perfectly on the runway by tactical number, and fly the whole mission with someone barking orders in your head set? Great! Again, more sales for Oleg. The easier it is for people to access the sim in the manner that pleases them the better it is for all of us. This is not rocket science, it's what we do for enjoyment. Peace. |
Well said :mrgreen:
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