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| IL-2 Sturmovik The famous combat flight simulator. |
| View Poll Results: What do you think about clickable cockpits? | |||
| Great, very immersive feature |
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52 | 39.69% |
| Only a waste of time |
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79 | 60.31% |
| Voters: 131. You may not vote on this poll | |||
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#1
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Clickable cockpits are an extra control method (extra not primary). In that regard, i certainly don't consider them any more waste of time than support for other control methods implemented in most sims today, like native TrackIR support and the ability to work with a wide array of HOTAS sets, gaming keypads and other peripherals that give you more options in how you interface with the game. The difference and the main reason i'm advocating clickpits is that not everyone can buy all those peripherals, but every PC comes with a mouse. Let's use it. |
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#2
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The problem with your approach is that you miss the essential flaw in your logic - for a single release (say "Release and be forgotten") clickpits might be a viable feature for a team as small as Maddox Games. However SoW is planned to encompass (hopefully) all theaters of WW2 air combat one day - and that means trainloads of different aircraft. Right now Maddox Games assumes production time for a single cockpit to be at around 6 months for an experienced modeller who knows the procedures and hurdles - add how much for a clickpit?
TIR or HOTAS support is essentially a "do-once" thing and does not need to be redone each time a new aircraft is introduced. Oleg said the fundament is there for a complete startup procedure and clickpits - Maddox Games just does not see these additions as econimically viable for them. I'd have liked full startups, but I do understand where MG is coming from so it's no dealbreaker for me. |
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#3
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I´d like to remark that NO clickpit and real complex engine- and flight- management don´t exclude each other.
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#4
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Maddox Games just does not see these additions as econimically viable for them (quote)
Would not sales double, triple, quadruple? I think that they would |
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#5
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#6
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And regarding Falcon 4's campaign engine - In my view it was a nice project that stopped halfway down the road (too technocratic presentation, too soul-less, unimmersive GUI), never worked convincingly until after 7 years of fiddling and ultimately broke the back of its creators. |
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#7
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IMO even out of the box falcon 4's provided a lot better experience then the IL-2 one did. However falcon 4 had the advantage of modelling a fictional conflict which BoB won't have. In the end, in a realistic campaign, the germans have to lose (or more not win as I understand the conflict). Now if you don't have a problem with a unrealistic outcome ok, another point being that a single pilot won't be able to influence the outcome of a campaign. I think in a recreation of a real life campaign a semi scripted campaign can do but I think it will stand or fall with how things play out during the mission. If it is totally scripted then it can get boring really fast. If playing the same mission twice leaves you with a different experience both times it could be fun. In the end I will still buy BoB with or without clickable cockpits or a dynamic campaign just to see if I like the game. If I don't I wont be buying any sequels etc. I buy a lot of flight sims/games (girlfriend might think too many |
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#8
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Blackshark clickable cockpit using a touchscreen:
That's what I call immersive! http://www.leftside-limited.com/projects.html |
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