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Old 11-19-2008, 12:26 AM
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zapatista zapatista is offline
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Quote:
Originally Posted by III/JG11_Tiger View Post
Zapatista, most of what you want is available now if you use the scorched earth campaign engine
no it doesnt, because in scorched earth
1) it does not occur in real time while the server is running
2) the scorched earth system is still "scripted missions" that are planned one at a time by human intervention, and it is then played one mission at a time as a coop server.

what we need in a true dynamic campaign engine (similar to the old mig alley, or the falcon 4 engine), where the "in game world" is proceeding over a number of weeks according to its own inbuilt scenario (and if left undisturbed or without human intervention will arrive at its pre-scripted conclusion). but small scale interventions by humans interacting with that virtual world should have a direct effect in real time, presuming their intervention is on a significant enough scale to be relevant (eg destroying the complete fuel storage area at an airfield, versus just destroying one part of it) . we should be able to directly affect what is happening in the game in real time, for ex
- destroying fuel storage at an airfield means for X amount of time no fuel is available from that field
- destroying a bridge means trains supplies cant reach their destination untill that bridge is repaired in X time
- replacement aircraft for a squadron at an airfield are flown in at semi regular intervals by AI, shooting down those replacement aircraft reduces new aircraft availability at that airfield
- whatever aircraft (new, or being repaired etc..) that are available at an airfield should actually be visible at that airfield (in hangers out of sight, or out in the open etc..), destroying aircraft on the ground should then mean those aircraft destroyed are not available anymore for X amount of time (till replacements arrive, or damaged ones are repaired after X amount of time). ie people who spawn at that airfield can only choose an aircraft if it is actually available there.

those are fairly simple elements of a dynamic campaign that make the world you fly in "come alive", actions have consequences and directly affect what happens in the game. adding some factors like that while the game is being designed is important, adding them later will be much harder. it doesnt need to take much computing power either, it can be done in a fairly basic way if needed.

mig alley and falcon 4 are each about 10 years old now, yet those types of dynamic campaigns still set the benchmark. it should in 2009 be possible to have a basic version like that integrated in BoB. oleg is obviously thinking in that general direction, because his last post refers to some of those integration factors, hence my question.

ps: the question was directed at Oleg, if you want to discuss it start a separate thread

Last edited by zapatista; 11-19-2008 at 12:48 AM.