Quote:
Originally Posted by gynoflyer
I know that with modern simulators, everything is more difficult, but to me, it seems that CLOD and undoubtedly the sequel are (going to be) missing a lot of heart, being too sterile, and basically giving the impression that this is a sterile sim, and not a war you are taking part in.
I don't know how much of this is feasable, but if the devs release some tools (other than a map maker) they would see that the most popular mods would be the ones that try and recapture some of the elements that made these classics, well, classics.
|
true, it would be great to have many of those aspects
but at the heart of this we only just got a "working" game after many years of development. to add the elements you speak of would take significantly more time, which the developers dont have and the way luthier was speaking they largely left it up to the community to build around/onto the game they provided
if you/we can identify methods of asking some of those elements on, great, but dont expect the developers to release source code that would put their commercial investment at risk. from the start of this SoW series oleg mentioned he wanted to open up significant parts of the game for addon creators (scenery, objects, planes etc). i havnt looked in detail at the mission design features, but there are significant undocumented elements available in various parts of the game that some people are already tapping into to create mod expansions, like the recently implemented British ww2 chain radar system (fully working).
there is lots available under the hood in this game that many people are simply not aware of (due to lack of documentation). for ex
- you can create scripts to have a fully working civilian rail and road system (with trains and buses running on time schedules on specific routes, and making stops etc).
- similarly you can/could create military supply convoys on rail and road, but i have no idea if those supplies could be integrated with frontline troop fighting performance or effectiveness. this concept is already active in the AA flak units that have various elements (search light, AA battery, generators, munitions), if you knock one part of those elements out, the whole unit becomes less effective.
- oleg did indicate during development that they had worked on having airfield and ground troop performance being dependent on the appropriate supplies in order to perform. for ex, if all fuel storage at an airfield was destroyed by a ground attack, aircraft located there would have no fuel available, and aircraft that wanted to land to refuel there would not be able to do so, forcing these aircraft to use more rear located resupply points (and hence having a longer flight time).
- the airfield would then be rebuilt during a preset xyz time, unless re-attacked by the enemy during that time, and resupply would be dependent on an open supply line to friendly troops with rail or road to bring in fresh supplies.
a lot of those features are already built in, some are available but undocumented, others are near finished and still need more time spent by the dev's. remember that the game's problem at release time is not the lack of these elements, but the fact their CoD gfx engine was not performing as expected when they assembled the various completed parts of the game in the last few months before release (oleg used a modular development process since the original il2 game, where each sub element was worked on and completed separately, with all elements being assembled into a working game in the last phase just before release). this gfx engine problem has now largely been fixed (in the last 2 months), but no further time or effort has been put in by luthier to provide better documentation on what we already have (a major error on 1C's part i believe, since the fan base would really run with those concepts and expand the game, thereby improving its reputation).
what we need is better documentation on these various undocumented components that fans have discovered, so others can take the ball and run with it to create more immerse elements