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Sow Question I havent seen Answered
Will Storm of war have a demo launch first?
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I've seen it. The answer was No.
Questions I'd like to know: Will we be able to manage crews in multi seat aircraft. Can we talk to them? Give them specific orders? Will navigators guide us to a target and home again? Will bomb aimers give us instructions on the bomb run? Will gunners report a contact or report damage etc? |
i don't think a demo is planned.
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"Working Radar Control in Online Play: You log on to an SoW server and join the game. A mission is already in progress. On the briefing map, you can see that there are plots all over the board. You select RAF and choose a Spitfire flying out of Hornchurch. The server auto-generates you the callsign Baker, Blue Three. Entering the game, you taxi out of your revetment and scramble immediately. Climbing hard, en-route for Dover you ask Control for an intercept vector. You key in the commands for this (promising yourself you will get around to sorting out the voice activation system one day soon. Everybody says it's amazing). You key in: Tab> 1> 3> 2. "Hello Control> This is Baker Blue three> Requesting vector." Using voice samples similar to those in the old Il-2, the AI controller replies, "Hello Baker Blue three. Steer 160. Bandits inbound at angels zero. Range 40 miles. Over" The AI controller has appointed you a "channel" based on your location on the map. Not everybody across the entire map hears the same control messages, thus avoiding clutter. A pair of Hurricanes nearby have heard this however, and also change course to intercept. A little later: "Hello Baker Blue Three. This is control. Are you recieving me? Over." Ah whoops! Unlike the Il-2 series, this controller actually requires a response to communications. If you do not respond to calls he will keep calling you, before finally giving you up as lost. You key in: Tab> 1> 3> 6. "This is Baker Blue Three. Received and understood." Minutes later, speeding across the fields of Kent, you key in a request for an update from Control. "Hello Baker Blue three. Steer 160. Contact faint. Bandits at angels zero. Range 20 miles. Over." They are holding course then. Twenty miles would put them just north of New Romney. Suddenly the AI Controler breaks in: "Hello Baker Blue three. Bandits now heading two zero. Steer oh seven oh. Buster!" You acknowledge and open the throttle wide, swinging onto the new heading. They must be close now. Your heart skips a beat as two Hurricanes flash across your nose... "Hello Baker Blue three. This is control. You are right on top of them." You dip your wing. Can't see a bloody thing. No, wait...there they are! Three fast moving shapes. Darting across the town of Ashford. Rooftop height. Me110's from Erpro-210, making a fast run for Biggin Hill. You key in the last call - a tallyho to Control. Saftey catches off. Gunsight on. As you half roll into the dive, the gunner of the rearmost 110 is already firing...... " I'd like to know that too! |
Bloody brilliant Feathered_IV. Great writing. Got me quite excited! +1 That is exactly what I'm looking for.
I tend to fly coops with my mates though and would like this functionality in that set-up too. One last thing, why angels zero?! A tank invasion?! Cheers PPanPan |
I think anything below a certain minimum the controllers referred to as angels zero. I hope SoW or whatever it's called has something of the above in it. So far nothing has been said about such nuances of gameplay, and it's that sort of thing that concerns me the most. I'd often thought of writing up similar snippets to illustrate other gameplay ideas for bomber, nightfighter and recce missions etc. in the hope that they might spur some interest in Oleg and other devs. Although I guess it's far too late for that sort of thing now. :(
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Thanks for the clarification on angels zero. Yes, gameplay is soooo important, and your writing illustrates this nicely. As you say, probably too late to influence anything now ... although maybe you could offer your services for the pdf manual?!
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Ask the questions at SimHQ because they will make an interview with Oleg.
http://simhq.com/forum/ubbthreads.ph...ml#Post3129867 |
Thanks Hecke!
PPP, standing by. OM has just to say the word :) |
1) Will pilot fatigue be modeled?
Maneuvering required a lot of muscle in those planes. Moreover, pilots had no g-suits, i.e. they had to flex their abdominal, buttock and leg muscles during high-g maneuvering to stay conscious. Again, a very tiring exercise. 2) Will wounds for pilots and crew members be dynamic? A dynamic "crew member damage model" based on fluid dynamics would add realism and immersion. Blood loss rates should be modeled depending on where and by what caliber one gets hit, and should determine whether one falls in and out of consciousness, or dies, or has a few minutes to bail/land. Furthermore, critical damage to body parts should be modeled: e.g. after a 20mm hit in the thigh one should be unable to push that pedal. 3) Will we have smoke/coolant vapor in our cockpits? Marseille died because his cockpit was full of vapor and he lost orientation before bailing. |
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Shame bout the demo :( |
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Well there's the story of this ME262 driver who was attacking a group of B17, and suddenly felt a jolt in his thigh. He discovered that a 50cal had completely shattered his leg, which he did not feel anymore, yet he managed to bail out and survive! We need realism in this important aspect of aerial combat. In IL2, we can keep cool when being wounded, because the wound is static. In RL, after being hit most of the time you don't know whether you're going to survive the next minute. Would be good to face the same uncertainty ingame. The wound/pk modelling we have now is far too simple, RoF is also very disappointing in this regard. S! |
FeatheredIV has some of the best suggestions i've seen (he's posted them at a previous time as well), plus he manages to get the point across by using good narrative.
I really liked the one where he described a Blenheim sortie, where the bomber crew is exchanging morse code messages with a RN destroyer via the ship's morse code "flashlight", which the radioman then decodes. I don't know what we're going to see in regards to such elements of gameplay (nobody does, but i guess things will start surfacing soon enough now), but if the title is as modular as they say maybe we'll have the ability to use some AI scripts and model interactive crews. Plus, having some of that single player functionality extend to multiplayer would be awesome as well, if only to save time if one remembers the appropriate keyboard shortcuts for the radio commands menu. An integrated voice communication interface that works like the radios of the time (with appropriate ranges, being able to hear only the people on the same frequency, etc) would tie in with that as well. Now i'm not demanding features or anything, just wondering about the possibilities for the future. What we've been shown so far is downright awesome, i can't complain. In fact, it only makes me more excited about what we haven't seen yet :grin: |
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Nice writing Feathered IV
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search for "stamina", you should be able to find the thread. |
LOL...I asked the same question a few months ago. The answer was NO...
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One day we'll be able to hook up to electrodes that will simulate these effects in our own bodies, until then.......
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