Quote:
Originally Posted by swiss
+1
I probably spent over 1000hrs with IL2, but I've never touched the FMB and intend to keep that way(for BoB too).
Although this seems to be a highly interesting update for the mission builders, to me, well, you could as well show me a black square, lol
Just add a few pics for us action porn lovers, lease. Thx. 
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we've had how many months of action porn shots? good to see the guts of teh game imo, and the thing that gives the majority of players (off-liners) a reason to play the game and promote it to others. having played some fine scripted campaigns, where there were events that you could tell were a bit of a skilful compromise on what they
really wanted the game to do...
this is a great update.
Quote:
Originally Posted by Seeker
Dissapointed.
Sure, there's lot's of great new functionality that those that mastered the current FMB will love.
I'm sure it'll produce great missions. But it's still the FMB! It's just been modded a bit.
And that's the problem, while being undoubtedably powerfull, the IL-2 FMB is a sucky program with a horrible interface and lousy documentation.
Yes, dedicated users can do wonders with it, just as they can in Unix apps.
But if that was enough in the 21 century there'd be no ipad.
I hope the rest of the game interface is better than this.
Nothing in this week's update makes the mission building functions more accessable or welcoming.
That, coupled with rumours of static campaigns only; will severely limit SOW's replayability in my view.
A modern game should be able to generate it's own content (dynamic campaigns!), and content generation should not be this complex at the lower levels.
It seems DCG will still be the way to go, which is sad after so much time in development.
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the fmb in il2 takes a bit of getting used to, but frankly compared to other games mission builders it is a piece of cake. i could use the fmb within a couple of hours of fiddling to create passable bomber stream intercepts. the things that will be very useful is being able to state a formation and number of planes, such as the luftwaffe vee, and plonk it on the map, then have it change course without a tonne of carefulm tinkering.
also, speed variations with altitude - whilst realistic, it does make for a bit of complication when setting large bomber formations that vary a lot in altitude from highest to lowest - will this still be in effect, or will speed be settable at some kind of universal, regardless of altitude, value? or will that be utterly irrelevant as you can, say, set a b17 box with so many aircraft as a single unit?