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Old 04-16-2015, 03:24 PM
Pursuivant Pursuivant is offline
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Join Date: May 2010
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Quote:
Originally Posted by Furio View Post
Imagine a series of menus in which you choose:
Red, Blue (and Green, according to Pursuivant).
This option already exists for multiplayer, where you can have any number of teams. All that is needed is to transfer the code over to the QMB, FMB and campaign engines.

Note that I chose "green" as the third option because it corresponds to the color used for a third force on US military maps. (The US is blue, opposing forces are red.) Other countries do things differently.

Furio's idea is a good one, but to make IL2 "cross cultural" and truly a "sandbox sim" a better way for the menus to work might be:

1) Choose the number of forces
2) Choose the color of each force
3) Choose the nationality for each force - different forces can have the same nationality to simulate civil war scenarios. Alternate national insignia would be needed. You should also have the option of adding nations rather than choosing from the standard list.
4) Choose whether a particular force is allied, hostile or neutral with respect to every other force present.

Neutral = Will turn into an enemy if attacked, but won't attack otherwise.

For example,

1933 - Chinese Nationalists vs. Chinese Communists vs. Beiyang Army (a warlord's private army) vs. Japanese Army Air Force. 4 sides. All are hostile to each other. Colors chosen for each side are arbitrary.

1945 - US vs. Soviet vs. Luftwaffe - US = Blue, Soviet = Red, Luftwaffe = Black. US & Soviet are hostile to Luftwaffe and vice-versa. US and Soviet are Neutral.

Alternate 1946 - German Civil War. US + UK + France + Co-Belligerent Luftwaffe vs. Soviets + Polish People's Liberation Air Force + German People's Liberation Air Force with Hungarians and Romanians being neutral with respect to everyone else and to each other. So, 4 "sides" and 9 colors.

Obviously, for most scenarios it's still going to be "red vs. blue"

Quote:
Originally Posted by Furio View Post
Map, or maps, in order of appearance.
Year of start, year of end.
Planeset for each nation, and for each year.
Defined or undefined outcome (who will win the war).
Pilot career for each year, in such a way that player can start as fighter pilot and then switch to bomber, or vice-versa.
Difficulty level.
Experience of AI pilots (% of rookies, veterans, aces) for each nation and year.
Then, save your dynamic campaign.
Hit the fly button.
This part looks really good.

I'm wondering if it might work well as a stand alone project, similar to what Lowengrin did with his Dynamic Campaign Generator.

People could define campaign parameters - nationalities involved, maps, planesets, etc. and share them.
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