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Maybe cargo ships could have selectable loads.
While carrying ammo, or high octane fuel, they could show some of those very big explosions. I don't expect a cargo of beef to go blowing out... The same thing for factories or airfields. Straffing ammo boxes or fuel depots could bring one of those big explosions. Straffed fuel tanks may caught fire, that just don't stay near the tank,.It expands around the tank, destroying other tanks, or causing ammo or other planes to blow up. Fire fighters if available could be part of this. Lots of people in panic would be also desirable. On il-2 I like to put moving trucks at some places, specially those likely to be straffed, so that when someone go over there, people start running out of the tracks. This could be set on home bases with density of running people selectable. The same for industrial areas. Ships could explode and break in the middle, instead of just sinking wholly. Fast moving vehicles, could loose control and collide with trees, or other vehicles while straffed or bombs near misses. They could also fall into a bomb crater. On the not so much holly shit about it, radio voices must be a lot better than in il2. AI in il2 are almost allways dead. Gunners, navigators and else, allways have something to say during flight. Bomber pilots actually sleep during long distance missions, so snoring is not that impossible. When things get hot, the inside chanels of a plane will become extremely noisy! Sending some kind of rescue, being a floatplane or a ship to downed pilots on the channel, could be a paralel mission on itself. Because if it is near the middle, a pilot could be just caught by the other side, or there could be a minor fight in between coastal vessels trying to capture/rescue the fallen pilot. Trigers will add most of this holly shit things, but we don't know if they will be available on SOW. |
:idea:What if airplanes can not be identified immediately, as they are very far away?
An example: It would be realistic if somebody would say: "Attention! Planes at 10 o'clock. Lets go look who they are." |
friendly fire seems to be the biggest issue.
perhaps we could have situations where there's blue on blue, be it ground to air, air to air, or whatever. something to consider. |
My two cents
A bit late I guess but after reading most of these pages I'll add my two cents of, hopefully, practical suggestions and not pie in the sky stuff.......
For SP; 1. As mentioned, random mechanical problems forcing a return to base, a forced pause at base(e.g. you are forced to sit in your aircraft [for 60 seconds or more?]until you get a message that your plane is fixed), then being allowed to take off again to try to catch up, locate your mates and finish your mission. The point being if you have to RTB early, then what? 2a. Airfield "life". It doesn't have to be human characters walking around (although that would certainly be nice) but some vehicles moving around or planes being towed and airfield/hangar ambient sounds/noise beyond just birds singing etc. I always try to liven up the home base for my co-op group so that it seems that activity is going on around you and we're not the only ones there. A 'wounded' aircraft from a previous mission crash landing while I wait for takeoff. My point being that little things like that add to the immersion. An empty and sterile base where you and the other planes are the only "active" things is kinda dull. Not much point in having a ton of ground objects/people on your airfield (or any airfield) that don't DO anything. A little bit of eye/ear candy can make a big difference IMHO. 2b. Along the same lines, if coming back to base all shot up and making a tense landing or crash landing, hearing or seeing an ambulance and fire truck heading my way would add some immersion too. 3. Adaptive or updating radio chatter on enemy activity/location. This has been mentioned before on these pages so I won't belabour the point. Il2 1946 radio chatter will respond (sometimes) if you ask for a vector etc but it would be nice if you didn't always have to ask so to speak. 4. Taxiiing for takeoff instead of the neat line astern takeoff routine (I believe you've already addressed that from beta videos I've seen). 5. An AI "witness" to a kill in the post-mission debrief. Guncams weren't available early in the BoB so witnesses were very important for claims. 6. Crater damage to the runway that takes a while to repair and can damage your aircraft (I believe this is also part of your sim already but thought I'd mention it). 7. While I assume a lot of "briefings" would/should be along the lines of... "211 SQUADRON SCRAMBLE!!!!" followed by a radio update in the air en route to your intercept, more deliberate briefings should allow for the insertion of recce photos if applicable or even a recce film (that's stretching things at this late stage, I know, LOL). Perhaps in a later iteration of SOW. 8. I agree with the comments on the bailout sequence/animation/routine. A first person view would be preferred - being able to look around, check your canopy, right up to the thud/grunt of hitting the ground. Some steering of the chute would be cool to try and avoid landing in a river or whatever.(i.e. simulate the pulling on one of the risers). 9. As I'm sure has been mentioned elsewhere, the ground control radio traffic should be looked at, if it hasn't already. The IL2 1946 ground control radio traffic, specifically in the landing process, for example is incredibly repetitive and boring to the point that I simply switch off the AI chatter (especially online). |
starting mission for save pilot in the sea after launch whit parachute.
mission of recoinnicance misson for take photo of target. the pilot obiective is return to home after one mission. return to home whit your plane return to home whit dammage plane and after repair. return to home in al type of mode. return to home walking return to home whit a car or veicle or ship or animal horse or whit a coloum of friendly tanks. stollen enemy airplane. the pilot killing in the sea for enemy airplane gore gore blood in the sea. the pilot captured for enemy soldiers. thee pilot lauch radio signals online sistem all friendly pilot send help signals. mission ended when pilot RETURN TO HOME. yes important work R E T U R N TO H O M E. |
http://www.principalspage.com/theblo...tbulb_idea.jpg
one idea. If i am the pilot ofr a Ju88 anf i am the leader of the formation of four, and my objetive is a target in the canal, but in the middle of the mission, i see a Vickers Wellington, i want give the order to attack the english bomber. wish this can happens!!! look: http://www.aviationart.com.ar/galeri...n%202%20BR.jpg after all ,the maximum speed of a Vickers Wellington are 378 km/h and the Junkers Ju 88 are over 500kmh |
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I don't feel very confident that any of this stuff will be taken into consideration by Oleg and his gang. I expect no thought will be given to what gives real soul to a game. Oleg understands how to construct a game, sure. But does not have our game playing experience.
In 29 pages they have not bothered to respond to any suggestions. I wonder if after asking, they even bothered to read them... |
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Hmm theres an idea! Maybe we need an officers mess where disgruntled players can meet after a mission and kick each others butts! |
Not sure if I got the idea of the thread,but infantry would be good.
Having just tanks and other vehicle don´t really gives the feeling that is having a battle down there. Aircraft carriers could also have real holes (not only graphical) on the deck when a bomb hit them,and that could make the planes that were going to take off to crash.Large holes on the hull would be awesome too. |
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