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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. |
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#1
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Great review and very honest!
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#2
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I like the ending. "Patience will be rewarded" Good review.
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#3
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Great review!
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~S~ |
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#4
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I think is harsh on mp and soft on sp, but some good lines...
' Where BOBII creates the impression the player is flying against an almost human (and not superhuman) opponent, Cliffs of Dover makes the player feel he is playing against a monkey.' Why i have always preferred online because no ai pilot can match human. Good one! |
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#5
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Different people have different ideas about gameplay. HeinKill and I share an interest in historical campaigns - simply for the fact that only they can manage to recreate the atmosphere of the real operation (within the constraints of the engine). Online, on the other hand, will never be that "realistic" since realism and people having fun don't go along well. Most are not interested in the details that make or break a campaign for me and I am not interested in the never-ending dogfights which many players consider the heart of a flight sim while I try to look at the bigger picture and try to put the aerial ops into a framework which allows me to see their role as it really was.
So IMO the review is spot on, although I disagree on the german campaign which I also consider a bad joke. But that's just me. |
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#6
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Spot on.
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#7
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+100
I totally agree with this point of view - the sim is more than just the dogfight, which is why I hope and pray that at some point, maddox will release a BOB type strategic layer on top of COD. Quote:
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#8
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Quote:
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#9
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Just read it, and it's a very good review. Like this comparison with a good vine. Let's taste it later
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#10
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A properly done dynamic campaign engine would have to automatically do all that work anyway , so letting the player change a few settings here and there or move waypoints around wouldn't need extra coding work apart from providing an interface for it. In other words, coding time needs to be spent anyway on a dynamic campaign engine so it's not like having the ability to intervene as a player would delay things much. I don't see myself using such a feature much but i wouldn't ignore it completely either. What i would probably do is let the campaign engine decide on the wider goals and missions but i would certainly take a look at the map and reroute/customize my sortie to get better results if i had sufficient rank in the campaign, taking a bit more fuel to skirt around known flak concentrations or changing the cruising altitude if i wanted to do a surprise low level attack, etc. Others might ignore it completely and let the mission generator do all the work and some will probably scrap all computer generated missions and issue their own. However, since the dynamic campaign layer will already need to be there in the first place, it gives us the ability to keep everyone happy with one single feature (not to mention it would be highly useful for dynamic online wars so it covers both single and multiplayer), so i'm not exactly negative towards it. |
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