Zoom2136 |
10-15-2008 01:48 PM |
Quote:
Originally Posted by proton45
(Post 55039)
True...this is a "flight-combat-sim". People who want to play this game do so because they enjoy the mechanics of "flight-combat". Aerial combat maneuvers, formation flying, ground attack...the history, the aeroplanes, the pilots. Oleg (& crew) has/have done a wonderful job of making a computer sim that comes close to modeling the various dynamics of the air combat experience. At this point, I don't see the value of adding this particular feature to the air experience...the amount of time needed to add this one small (almost never happened) feature to the game play is a waist of time & effort. UNLESS you want to go down the FPS "road" (which is a bad idea)... How often is someone going to roll back the canopy of their P-47, FW190, Blenheim, or ME109 (oh wait, that one could be difficult) and start taking pot shots at a P-40 or Messerschmidt that's 150 meters away & traveling at 200+ mph with a 30 cal ? How many "parachute vultures" do you think are going to be deterred by a 9mm popping away when they can just fly out of the handguns range ? (My six 50's beat your one 9..."by-by").
So why did pilots carry handguns? Traditionally speaking it was to kill "ones self" NOT the enemy...
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Well maybe we (flight simmers) don't see the advantages of combining a FPS aspect to this sim but from a business standpoint its obvious. The audience is a LOT larger. And this is also a good thing for us. Look at sport games... as an exemple look at to quality of football/basketball games versus hockey... these games a similar in nature (team sports) but the latter (i.e. football) is way ahead of hockey in term of quality... why... demand. Their's a wider audience for football games which means a larger sale potential thus warranting a more substantial investments to make the game better.
Now back to our flight sim. If you somehowe combine land/sea/air into one sim you combine markets. So you actually benefit from synergies. You actually market one game (reduce expenses) that adresses the need of a larger audience (more sales). I'm no software industry expert, but my little finger tels me that one of the largest expense in bringing a game to the market is well.... marketing. Reducing these expenses means higher return for the creator/publisher. And this is only one thing (i.e.: your are also using one game engine, etc.). Everybody wins. And I would dare to say more us (flight simmers) than FPS addics.
I saw that Oleg, when he hinted, to the possibility of eventullay making down the road a AIR/LAND/SEA pay for play version of SOW knows of the potential and benefit of such a game. And I for one consider it to be a great way of insuring the continuity of flight sims. Keeping thing as they always where is just a great way of hitting the wall and go bankrupt... just look at GM and Chrysler that are maybe at most a year from filling for bankrupcy protection (at the rate GM is burning cash they are out of cash in less then 24 months)...
But what do I knows I just advise businesses for a living.
BTW sry for the English I'm French...
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