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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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Quote:
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. |
On this I like what was in Falcon series of dynamic persistent world, moving front campaign. Also in BOBWOV I liked taking the armchair fieldmarschall job and deciding to try to change history and not make the Hitler/Goering mistakes and see what would happen (Luftwaffe victory!)
But every game does not have to have every single element of every single sim that ever was included in it for it to be a good game does it? You want a dynamic strategic campaign? I agree, buy another game! |
Sorry if that was considered rude.
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