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#1
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I can see this working. It would be a huge undertaking and would require a monthly subscription to maintain but would open Cliffs to a bigger audience.
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#2
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im out here |
#3
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I think you are up to something....
It would great if console players, controlled tanks and soldiers FPS style and we, the fly-boys could provide air cover, attack etc.. This way they could get tons of more players/paying customers. |
#4
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There is a game, that has that already, it´s called BF3
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#5
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Battleground Europe
Sokol1 |
#6
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I think such a product would have great appeal.
Oleg back in the days hinted that he would have liked to expend Clod as an Air/Land/Sea sim. What you talk about (and I've played Eve Online) would expand on the previous concept. I think that this would be a great direction in which to stear Clod. The business model would make more sence also. Can you imagine: Trains controlled by humans (for those of you that don't know... people actually by train simulators). NEW MARKET Tanks controlled by humans - NEW MARKET Ships controlled by humans - NEW MARKET ETC. - NEW MARKET ![]() I can just imagine running industries, building planes, ships, tanks, etc. to supply the front lines. Having to ferry airplane to the front line, etc. It's a world of possibilities. Maybe 1c could leverage the work that they did in other games, and make the 3D models/content available to Maddox games.... If you go the Pay to Play route, they would be able to pay some royalties in order to use the content... So a different business model opens up a lot of possibilities. |
#7
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Only problem here: for finacially running a development of that scale it must be the wrong concept to adress a niche and try to expand from there.
If you would create a MMO game an have a solid base of consumers, it would make possible to pay for development into niche product in the very end. Sorry I think the speculation about having the CloD Engine as a base for a MMo Sim is just a dream that will not come true. It´s simply not producing enough money to work out. |
#8
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#9
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MMO - Massive Multiplayer Online Typically supporting hundreds (thousands in some games?) on one server. Its not new. The original internet air combat game was Air Warrior, followed by Warbirds then Aces High. It calls for a really good server (AH used to run on a mainframe) and very good connection but I have heard there is a problem with CoD and IL-2 regarding the amount of data flow, not so much for the server as for the players' connections. I took part in AW and AH scenarios that included as many as 400-500 players organised into say RAF and LW or USAF and IJN/IJA Squadrons (fighters, bombers) with campaign objectives and controllers. Typically Battle of Britain, Pearl Harbour, Midway, Big Week etc.. The sight of 60+ B17s heading my way in formation was awsome. These scenarios called for pre-registration, Command staff appointment, organisation of units and personnel, mission planning and briefing with dissemination through passworded forums (or other methods). Arrival on the night 'in uniform' with Unit login names, redirection to appropriateTeamspeaks, reporting to your CO, pre-flight briefings, Scheduled takeoffs, the whole works. Takes a lot of time and effort but well worth it. Guys are getting a light flavour of it in the JG27 BoB campaign running now. Of course on a normal night there would only be around 200 guys doing what we do in CoD, uncordinated to a large degree but with plenty of scope to link up with other units on any night and we would often pitch our squadron against friends to fight over a corner of the map. The maps were objective based and you could 'win' airfields, after inflicting enough damage, with paratroops or ground forces and could 'win the map' if you won enough objectives, something the CoD server guys are working on I believe. Bring it on MG!! EDIT: there was a $10 a month subscription for that but the game was free. I should think $5 a month would be a huge boost to MGs income ![]()
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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders Last edited by klem; 11-08-2011 at 03:40 PM. |
#10
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Sadly Klem, the numbers of people doing flight simming is going down. I had a chat with an NVidia engineer who said flight sims used to drive the graphic market, but no more.
I think it's a generational thing, people of our generation grew up with stories of WW2 and the huge importance the war in the air gained during it. So the days of very large numbers of WW2 flight simmers are probably over. We can have plenty of fun with those left and some ai though. 56RAF_phoenix |
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