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I had another thought..
Assuming the FM's are accurate. Arcade mode - Leave it pretty much as it is. It's fun and it won't scare away rookies. Realistic - Make it more like the current Sim mode but add padlock/target view. Also this is the mode that should introduce engine, stall, and a/c perfomance accurately. Sim - Give us your worst! If you've got a button for it then I want it.. Have gaijin considered using 2 controllers? You could stick some management controlls on there, or keyboard support? It's just widening the gaps a little between the modes really |
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Its obviously historic accuracy for me. I don't won't to suddenly have everyone flying Mustangs in turn and burn fights just because everybody said it sucked in BoP. Even in arcade the FM should be based on acurate numbers from sim and just boosted over 100% Fixing the climb rate and top speed is a must. I hate it when i'm looking down from high altitude spot a plane and dive on him only to see he has spotted me too and is climbing up to meet me at about 80 degrees and doing about the same speed as me in my dive :-x |
Let me think...:???:
AS REAL AS POSSIBLE!:twisted: |
Hi guys,
Super discussion, thanks! :) So far it seems that most people want as authentic if possible. Still many want to have the option to have both. It's approximately a 2/3 to 1/3rd split, with a minority who would like things to remain as they are. I think an easy way to nearly achieve both would be through Custom mode, which is already available in WOP (and I think it'll be included in BoS too). At the moment this mode gives you an Arcade boost option which as we know let's you go supersonic in our trusted WWII warbirds ;) If alternatively to that it gave you a BOP power option (which would imply locking top speeds to where they would historically be), you could still enjoy the airplanes pretty much the way you're used to them now, if you set up a game specifically for that. What would you think of that? MAC |
Talking a bit in general... in theory i would love to have a game experience as close as possible to real, but the bottleneck of this wonder are the output devices and the human interfaces.
It's hard to fly a 100% realistic plane in a 100% realistic enviroment, having the need to access several switches, reading several instrument panel, having the need to feel how a plane react because some settings, using just a joypad and looking at the surrounding world tru a 1080p TV screen. Few simulator users can afford a multi monitor system with force feedback devices and IR tracking, and place that in a room that will be basicly dedicated at it. I have few "theory" i made about how huds and cockpit should be simplifyed making a game fair, some few logical drawback and considerations between realism and playability. But this is not the right thread to post them :) So hopefully the experienced game developer will make some drawback between what few aviation geek enthusiast want ( me included :cool: ) and a game that hopefully will sell hundred thousand copies making our lobby game room full every night :-) p.s.: "Give us both options in the game." is my poll. |
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