I see you're trying to give them the benefit of the doubt. But in this question they get a chance to speak about the best things they have added to the FMB/mission engine. And what's the best feature he can think of to speak about? "Copy-Paste". Whoopty-doo. He didn't say "We have implemented a comprehensive trigger system" or "You can now assign how many point rescuing a downed human pilot is worth". Even just a "Planes can be assigned as escort and then re-assigned ground attack later in the mission" would be welcomed. Copy-Paste is a only a time saver, it adds nothing whatsoever to the Gameplay.
The problem I'm highlighting here isn't just evident in this interview, it's been apparent in every SOW article to date. When asked about any other aspect of the new game they always speak in glorious sweeping tones about the vast improvements they've made.
Sounds: "Completely new 3D sound engine"
User Interface: "Absolutely new GUI. Nothing common with IL-2"
AI: "way more complex AI than in IL-2"
Graphics: Obviously, off the chart.
But for mission complexity and immersion, the first thing they've had to say is:
FMB Interface: "keeping like in Il-2"
If I sound alarmist, go look at Rise Of Flight. Game developers are perfectly willing to totally ignore Gameplay and focus solely on graphics.
In the short history of flight sims, the ones most fondly remembered had the best campaign engines or the best mission editors. It's never about the graphics; it never will be.
David603 Wrote:[quote="Liftknot"]Honestly, I'm a little worried. SO much talk and focus on the eye candy and graphics. There was only one single question about mission building (the core of all Co-Op's and single player) and his answer is that it's pretty much the same as IL-2.
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What kind of new improvements will be made about the FMB in BOB ?
OM: Copy-Paste, including many objects at once and completely new features. But general interface we