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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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I've always wanted a flightsim with possibilities to control the player in first person, walk... and enter your plane. Being shotdown, crashland or bailout and try to get help before being captured or killed
Last edited by johnnypfft; 04-10-2010 at 03:20 PM. |
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#2
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i just found it interesting to see a limited version of this in lockon2 already, not sure if oleg has seen it |
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#3
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You want this in a Flight Simulator?
http://www.amazon.co.uk/gp/product/B...ef=oss_product That's 1,300 minutes (21 2/3 hours) of runtime to get one pilot home. I personally don't want to wait that long to be flying again. |
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#4
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Like I said, a gimmick.
I'm not sure that Oleg has ever stated that vehicles will be controllable in BoB. He has said that the sim engine will support it, but that isn't the same thing. To make 'walking home' at all realistic you would have to hugely increase the amount of detail at ground level, and then model other people to 'evade' etc. Allied pilots who bailed over continental Europe and managed to evade capture often took weeks if not months to reach safe territory (Spain or Switzerland usually). They often only managed this with the help of the local Resistance. Should Oleg model them too? Ridiculous. EDIT 'why something might hinder the gameplay etc'? I've already answered this. There are finite resources available. Would you rather have (a) another flyable aircraft, or (b) a barbed wire fence all along the Swiss border, and a motorbike to jump it? Which do you expect to use more often? Last edited by AndyJWest; 04-10-2010 at 04:30 PM. |
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#5
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The team is already spending time making hangar doors open, glass crack realistically etc which are just as much of a gimmick as a request of running to a plane. And why is that? Immersion. |
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#6
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No comments
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#7
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Whatnot, the first part of my last post was directed at Zapatista's suggestion, not yours. He has already suggested the pilot encountering "enemy ground forces, i presume they would shoot at him".
I think that there is a lack of understanding about the complexities involved in turning an air-combat-simulator into a ground-based RPG. Moving hanger doors involve a minor bit of coding on a 3-d model, together with a minimal function to operate as required. Realistic glass cracking probably involves little more than a carefully-scaled bitmap. AI for ground troops, extra terrain detail and all the rest would probably involve almost as much work as the core air-combat functions. I'm sure it could be done (in fact already has been to some extent in many RPG games), but only at the expense of compromises and simplifications of the core objective of the sim. I'm not trying to act as 'judge and jury', I'm providing evidence for why it isn't a good idea, though frankly I think it is such a non-starter that 1C:Maddox wouldn't even consider it. |
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#8
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I wouldn't mind walking to the aircraft from a building, or maybe a field, on the base, but walking back to base from some random bail-out position potentially dozens of miles away? No way Jose. I like FPSs, but I don't want one in the middle of my flight simulator. |
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#9
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who said YOU had to wait that long ?
if you want an instant tele-transportation to your home base by hitting refly again, you still can. the option however of having freedom of movement with your pilot once he lands on the ground, is a major step forward for the rest of us. |
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#10
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If you bail out server kicks you until gives the time to return base. Just easier!
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