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#1
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I just can't wait to see how the red/blue whiners tie themselves up in knots trying to argue thier case while scrupuously trying to avoid inferences to ethnicity or master race..
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#2
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Hence this idea needs to be shelved, permanently.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#3
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I strongly support the idea of improving the pilot simulation. At least on a physical level (mental is probably not possible). It moved up to a certain point long time ago and since then there has been barely any improvement.
It is an uncomplicated task. Some kind of system to relay to the gamer how affected from fatigue one is (can be a breathing sound, indicator or graphical effect). Then the effects of fatigue itself: even just temporarily reduced strength or being more prone to greying/blacking out would be a big step forward. |
#4
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And yes coen, it really is a pedometer, if you said that in science class you get a ![]() Last edited by Sven; 01-11-2011 at 10:04 PM. |
#5
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The game should ship with a mini-gym that measures the players physical strength, stamina, reaction times and flexibility.
Then those personalized parameters can be used to tailor the fitness level of the pilot in game to those of the actual player. One substantial advantage of this is it will get geeky sim players out jogging, lifting weights and doing workouts to get their fitness up to scratch before a big online matchup. |
#6
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#7
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Dude its a game :O games are made to be enjoyed while you play them... what do you want next? a ingame need to land for a toilet break after an hour of flight?
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#8
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The idea is not bat but such fatigue system should be implemented carefully. I do not agree a stamina bar in my screen, what a immersion killer.
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#9
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And how can you slow down quick reflexes? |
#10
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I agree with you Furio. It would not be easy to implement such a system. That's why it would have to be simplified like the "wounded model". For exemple: After several minutes of dogfight and high G manoeuvres, the pilot would progressively loose some percent of strength resulting in less rudder deflection. There would be a lower limit. Say 75% of total strength. After some time flying "normal" maoeuvers, the strength would go up again. The idea I had behind all this was not to try simulating the human body and his brain to the last detail. The idea is to make aircombat less extreme and therefore more realistic. People would start to think more before engaging. They would gently climb after the dive and not try to slow from 700 to 300 km/h in one hard immelmann turn in order to get quickly behind the enemy flying low and slow. At the moment, the only limit is the structural limit of the airplane, and people fly accordingly. But of course, it would not be perfect and arbitrary, but at least we would see more interesting combat with people having a chance to fight in inferior planes against better planes with pilots who only know "stick back!" |
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