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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
View Poll Results: Do you think this is a good and plausible idea? | |||
Yes |
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18 | 43.90% |
No |
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23 | 56.10% |
Voters: 41. You may not vote on this poll |
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#11
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#12
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But something like that. Although I was aiming for something more serious not so "cartoony". Something more in the style of Band of Brothers (I'll assume you've seen or at least heard of it... don't hate on me again for bringing something non-aircraft related ![]() ![]() Quote:
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Also, what I want you guys to understand is that in no way I want the battle to be less of a simulator, or that the mission itself should be scripted so you know each time how it will go, so the dogfight would become boring (I mean, you can't even do that with a flight sim), but just that there should be some neat stuff added to the background on occasion (nothing cheesy), maybe once per mission. Also, I guess I was inclined to the whole scripted business because I wanted the dialogue and these kind of stuff to be done in-engine (after which you regain control of your aircraft) and not as much as a video (other than when it's neccessary such as with people on the ground, mission briefings, and the whole "get to know the pilots" business) So, I myself understand what i want better, now. It's the story told through a live action medium not just text, preferably in-engine on starts of missions and as videos in between missions. Again, nothing cheesy. I just want to make the feel of being a pilot even stronger. I mean, yes, the manifold pressure, the cowl flaps, the engine temperature, it's all here, but the personal story of a pilot would be a nice additional touch, and something that is as equally important for the whole WWII pilot experience. That's it I guess. I mean, it's just something I'd like to see as an additional part of the game with the already great campaigns. Edit: Just to point out, I play the game on full realism, so I don't want it to be any bit less of a simulator, just, lets "simulate" some character into it, and those friendlies and enemies. Last edited by smoki; 08-19-2011 at 11:24 AM. |
#13
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#14
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lol its not your fault
![]() ![]() For me I am kind of split on the subject. I'm with Rattlehead on the fact that I love the true randomness of a good flight sim but at the same time I also love to be personally invested in my pilot, I.E. kill count, medals, and even an odd cut scene or two mixed in but not within the story more like what CFS did when you landed and shut down after a successful mission you got a little cut scene of you hopping down from your wing and looking back at you plane with (insert emotion here) ![]() I voted in favor but maybe not exactly as you described it. I would say just a little bonus here and there like the bail out, and mission success and failure animations but without turning the actual game play into a story line driven cut scene thus removing the randomness I love so much. My 2 bits ![]() Cheers Last edited by Bryan21cag; 08-20-2011 at 10:42 AM. |
#15
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It's worth bearing in mind in this debate that historically Maddox games has always come down firmly on the side of scripted events.
There was an attempt at dynamic mission generation, the infamous Dgen, but it withered on the vine through lack of support; and the project developer has said numerous times he's in favour of scripted missions over dynamic as otherwise there's a risk that the wrong people could win. Off line, I've always found the Maddox series lifeless and sterile. I've tried to get into offline flying over the years, but it never really worked for me. And that's the biggest surprise with ROF for me: I spend at least 80% of my time offline in the wonderful dynamic career mode. I might not agree with all the OP's points, but I think he's moving in a more fruitful direction an IL-2 stripped of most of it's features with merely a graphics boost to paper over the gaps (not counting the trees, but then again with no collision model they don't count anyway). The Ngen generator was a simply fantastic idea, but, like Dgen, it died through lack of support. there's rumours that ROF's career mode may be expanded to an analogue of Ngen, that's to say, a dynamicaly generated online career mode for multiplayer. I hope it happens, I'll be one happy bunny if it does. The game play is much more important to me than the game shape, whether it's a 56RFC SE5a or a 56RAF Hurri, the game content inspires me more than the game artefact. |
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