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I guess that how 505 manages to take the risk and release new niche games. By giving the developers of the game very few privalages and very little in return. Hopefully BoP will have sold enough to convince a different publisher (that can afford to look after its developers) that the sequel can be a sucessful and not such a big risk. |
Suggestion to devs: approach Atlus for a publishing deal for the sequel. They must be rolling in cash now after Demon's Souls ;)
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More variety of planes such as the Lancaster, Mosquito, Beaufighter, Meteor, Boulton Paul, Hawker Tempest, A26 Invader, P40 Warhawk, XP38 Chain Lghtening, P61 Blackwidow, B32 Dominator, A36 Apache, ME 410 Hornet, DO 17, JU 88, JU 188, Mikoyan-Gurevich Mig 1/Mig 3. Also in CTA games i think it would be cool to use aircraft carriers as the runway to capture instead of airfields in some of the games. Also in strike games be able to use torpedos on ships.
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Suggestion to devs:
After the BOP sequel get crack'en on a new MODREN AIR COMBAT SIM!
Please include the F-15 & SU-27 VARIANTS/ family and don't forget the "FLY-BY CAMERA VIEW" this time. The rest of the planes are up to you! How's that? :-P |
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Flying backwards during a double backflip may be a useless combat maneuver, but it's still the most amazing If you do patch BOP again, consider making every death -5 points, and if nobody has more kills than deaths, everyone gets "mission failed." The current scoring system makes everyone fly around at 300kph or less in a furball, except it's not a furball since it's always at ground-level. Being near lots of targets lets you rack up kills quicker, regardless if you get killed twice as much. There's no incentive for staying alive. It turns low speed and low altitude into an advantage, it's a mockery of real air combat. For more realism, why not eliminate dogfight mode entirely. When in history has there ever been a free-for-all dogfight? It's only good for 1 on 1 battles, which can also be done in team battle. |
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I wouldn't bank on any sequel irrespective of what was said or promised in the past! BOP, I'm sad to say, appears to be regarded as a console failure by the Devs and publishers. The market for flight sims is best suited to the PC seems to be their current atttude. The problem is that a good quality flight sim needs to evolve with add ons (missions, a/c, maps, etc) that they can charge for. Any DLC, patches and upgrades just don't work on consoles due to the costs, licensing, QA requirements, file size limits, etc. The market is just too small to be profitable. Though the developers are not allowed to discuss the current title, due to contractual reasons, I cannot see any reason that would prevent them divulging development of a sequel. Which poses a question - when was the last comms from the devs regarding a console sequel? I would be most happy to be proved wrong or overly pessimistic believe me!
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I'll be waiting...
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@ Developers. Idea on how to fix tearing...
Guys,
Suggestion for you here. I've noticed quite a bit of tearing & the odd stutter in this game, particularly when pulling up, diving or flying through clouds and have an idea or two for how you might like to have another go at fixing... 1. A few bits and bobs... - Move all back face culling / triangle culling routines to run on CELL SPE's. - Use what main executable RAM you have remaining to add & store oft-used textures, then copy these from main RAM to VRAM instead of loading / streaming those from the HDD (assuming you do use the HDD during game play and don't just load all the textures in per level)! - Make smoke trails dissipate a little faster, no-one will notice. 2. Triple buffering & maintain v-sync (assuming enough memory). Render an additional frame and hold it in reserve so that instead of displaying a torn frame the reserve is displayed instead. For a good example of how to do triple buffering effectively - see Uncharted 2 / ask Naughty Dog who will help you. |
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