Quote:
Originally Posted by Fall_Pink?
Huge changes and new standards? Could you elaborate a tiny bit on that?
I can think of a lot of things but have no idea if then can be made at all when the whole thing keeps on running on a single core. I mean, a lot can be improved w.r.t. things like 'to know when and how to engage or disengage', Strengths, Weaknesses, Opportunities and Threats, Situation Awareness/Assessment and Prioritization, Training level and Proficiency, Moral, RL tactics and so on, but that would truly mean a huge undertaking. It would however change the game radically (running at 1 fps)
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Hi,
I'm old enough to remember days of ZX80

Even than you could find very exciting and interesting games. It is all about imagination.
IMO today PC are so powerful that most of game designer took a Hollywood approach in game making. Let's put as many special effect as we can and forget about the substance. Unfortunately that approach work very well. I'm somewhat disappointed to see how much are players influenced with Hollywood BS but that doesn't mean that DT will follow the same route.
We have few ideas that will make AI more interesting IMO, we will not make dramatic changes in code but I believe that several small changes can change game experience a lot. IMO it's all about creating illusion, we don't have to make smart AI, we only need to make player think that AI is smart.
Quote:
Originally Posted by Eki
A suggestion for the next patches: If you start working with the GUI, could you add a possibility to save ip-addresses of different multiplayer servers into a some sort of list under the multiplayer menu? That would really help those who don't use Hyper Lobby. Currently you have to copy-paste or write the ip address every time you want to change the multiplayer server.
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We will try to do something about it.
Quote:
Originally Posted by nearmiss
Approach patterns - the large semi-circle for landings not sensible or realistic.
Flying around in approach pattern circles , especially when the enemy is so close to the airbase, i.e., Henderson field,Guadalcanal. would not have been too dangerous. Straight in and straight out approaches was the only way to avoid small arms fire.
Consistent circular fixed patterns also overlap when several airbases are in close proximity.
Straight in and straight out with holding patterns further away from the airbases would make more sense.
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We have made several landing patterns, which one will be used depend on mission maker, that change will be included in 5.0 probably.
You will be able to chose between:
1.Normal Left
2.Normal Right
3.Short Left
4.Short Right
5.Straight In
All of them accessible through FMB.
FC