Feathered's ideas are great, but I won't expect them in the first iteration of the release. Maybe after some patches. Remember, the most important and foremost thing is basic codework, then everything else falls into place.
Still, I hope to see them!
I like the idea of first person bail out, but I think (but I have no clue really) that this will take too much time/resources. It would be simpler to just use a cut scene rather than modeling the character doing all this stuff. I think cutscenes could be used in the example where someone requested driving a kubelwagen to their plane.
I like the idea of modeling hypoxia, and hopefully better modeling of becoming wounded. Blood does not need to be animated, but maybe, more blurry vision rather than red out, delay/ difficulty in the movement of your head. AI that makes friendly fire is a great idea that I hope to see, especially for rookie pilots. AI that can't see through their plane/clouds/into the sun. Also would be great if when AI was looking at his wingman to his right in a close formation, he might not see you coming from his left, even if it's in his normal field of view.
I hope there will be angular momentum modeled to some extent. If a bomber loses a wing, it will slowly lurch over and fall, not just instantly tumble like a leaf in the wind. Also if the planes do start to spin quickly, some G induced break up. On the idea of inertia, 'heaviness' of moving a machine gun around by the player: mouse movements dampened/delayed making aiming more difficult/realistic.
But above all: AI, DM, and FM. The nice animations can follow later when there's time and when there is a place in the engine.
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