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| IL-2 Sturmovik The famous combat flight simulator. |
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#1
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![]() If this will happen: http://www.guardian.co.uk/business/2...duction-supply US military warns oil output may dip causing massive shortages by 2015 |
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#2
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in about fifteen years we will be seeing the first cube memory processors.. they will be 3 dimensional architecture that will process and store data on the same nodes..you wont have a hard drive you wont have a processor or memory or gpu.. you will just have a cube chip that fits to your mother board thats it... your cube processor will be able to dynamically change from processing to rendering graphics as needed.. and will store about 1000 terabytes of data.. i should know im on a team that's working on patents right now..
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#3
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Speaking of the future..
..the ultimate game doesn't have to be a multi-sim of the future. Who said its gonna work out great with a combined tank, flight , inf sim all in one? First of all you could look at the issues with the concept itself, you're striving to recreate something realistic yet you'd have to have thousands of people participating at the same time something like an MMO if there are gonna be tanks, planes etc on a very large scale or you'd get an unpopulated world with nothing but landscape. Secondly the workload for a project like that would be unrealistic and insane to both maintain and create, if the quality bar is --> like BOB, ARMA. There is no chance in hell to create a fps experience like say Arma or RO on a scale of i.e free-roam Europe and even less so combined with a flight sim of Bob's scale. An professional detailed map created in Unreal Engine or ID Tech 4 takes around 2 months to create, and how big are they by average.. one town, one battlefield to imagine that quality on a scale of say the whole Britain or Europe.. well it would require some kinda auto-generating software even in the future because no one has the time, effort or will to model a whole world even if it's possible by hardware. Last but not least would it be fun at all? I Seriously doubt it ... Last edited by virre89; 04-15-2010 at 02:55 AM. |
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#4
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^ Yup, what virre89 says.
Consider the scenario. Low countries, late '44. You're playing as German infantry. You've just spent half an hour crawling along a virtual ditch to get to a position where you can halt the advancing Allied troops with M/G fire from a concealed position, and win the war for the Wermacht, when you hear a roar behind you - the last thing you see is a Typhoon firing rockets. You are dead. If you had advance warning, could you have done anything about it? No. You'd still be dead. Will you play the game again? Probably not... |
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#5
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their saying we'll have virtual realities the likes of the matrix in less than 40 years, dunno bout the whole enslavement thing where AI has taken over the world, but maybe somthing more on the lines of the TV show caprica, that being the case, not just the sky, but anything we want our world to be would be the limit... and also that being the case, u could live 30 years of memories in just a few seconds if you could just download them into ur brain, so you could technically relive the whole war, and have it feel like the whole 7 years of it, but only a few seconds of real time has gone by, and then if u dies, lets hope u just get disconnected
just don't forget moore's law... thats all i can say Last edited by AKA_Tenn; 04-15-2010 at 07:35 AM. |
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#6
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Well all the signs at the moment are that we'll be getting photorealistic environments in a few years but that the interactivity and gameplay elements will still be stunted.
I have to say I'm hugely encouraged by the approach Oleg and crew are taking with SoW. I don't see why subsims, tank sims etc. shouldn't plug in to the basic game. In fact, this would be entirely logical. For instance it would be of great assistance in writing a Sub sim if pre-existing code allowed for sophisticated and variable behaviour by groups of attacking aircraft. If I were running 1c I'd be taking a hard look at the subsim genre... it's there for the taking. The Silent Hunter series is still on life support only thanks to modders. The retail games are not only poor, they're so badly designed that there are strict limits to what even dedicated modders can achieve. A subsim with well modelled sensors and decent AI would be a winner even if it only had about 15-20 AI platforms because that number would hit 50-100 within two years. The problems with most online games are (as pointed out above) A) players are easily bored B) there's no way of enforcing any kind of organisation on them C) they don't fear for their virtual lives. There's not much to be done about A and B, but C could be fixed with clever design, e.g. if an all-time 'death count' limited the number of servers you could join. Players must have something to lose... |
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#7
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Quote:
The combination of several genres is just not something I see as logical at all. Keeping Tank, Inf, Sub Flight as separate games allows for maximum quality and realism of each specific thing. It also allows for a reasonable audience and a reasonable workload for developers, unless you want it to turn into an MMO of World at WarCraft quality it's even impossible to create manually. Besides we've already seen how the ground objects etc looks , even if they are stunning and absolutely amazing for a "flight sim" they are ages behind if they'd be implemented in a FPS or where you'd normal expect a higher quality bar? Why would it be the next big thing to pursue a combined sim? I guess the next big thing more evolves around better, damage mode, ultra realistic flight models, excellent details etc, not a game that will recreate the entire ww2 in free roam mode.. |
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#8
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Quote:
Now a "bizarre ideia" hehe... Players must pay by their lifes, like 2 or 3 dollars for each. You buy your lifes to join some servers by paypal. Nobody ll like to die cause nobody likes to lose money hehe Just think, some really good players would be professionals in gaming. However is certain that players ll effort to play better. Maybe the price of lifes would be based in a expected value of gaussian distribution of players ranks. Last edited by Ernst; 04-23-2010 at 03:46 PM. |
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