CheckSix interview with Oleg
#16

Liftknot Wrote: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.

[i]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
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#17

Will SOW allow access to gauge info during multiplayer mode for those of us with sim-cockpits?
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#18

burns Wrote:Will SOW allow access to gauge info during multiplayer mode for those of us with sim-cockpits?

Hmm, you probably won't get an answer from Oleg here mate Big Grin
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#19

burns Wrote:Will SOW allow access to gauge info during multiplayer mode for those of us with sim-cockpits?
Oleg answers most questions that are posted here http://forum.1cpublishing.eu/forumdisplay.php?f=98.
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#20

"This is the first big new: the cockpit is clickable!"

That is what i'm talking about baby !
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#21

Don't get carried away by clickable cockpits.. it's ok in FSX for example, and although it's a nice feature, its no good in the middle of a dogfight when items have to be operated instantly, invariably you don't have the preciision needed. At least it will be optional..
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#22

I think the clickable cockpit should only be used on engine startup procedure.
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#23

What I think would be useful would be to map everything needed regularly for dogfighting onto the flightstick, and then leave everything else to be clickable.

That way you would get the best of both worlds.
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#24

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.

[i]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
Reply
#25

David603 Wrote:
burns Wrote:Will SOW allow access to gauge info during multiplayer mode for those of us with sim-cockpits?
Oleg answers most questions that are posted here http://forum.1cpublishing.eu/forumdisplay.php?f=98.
Tried the site, but haven't gotten a response. I was hoping someone might know.
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#26

Liftknot Wrote: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.
Well, I doubt that Oleg is going forget to develop one of the most crucial aspects of the sim, but honestly I don't think the FMB and its features are finalised yet, and I think Oleg is avoiding talking about it now so that at release he doesn't have people clamouring "hey, you said we would be able to do X, so where is it?".

Anyway, that could be an over optimistic view, but like you said, I am willing to give Oleg the benefit of the doubt for the time being.

Also regarding mission complexity and immersion, Oleg is clearly aware of the need for improvement in this area, and a while back Luthier had an open thread entitled "Give me some "holy sh... did that just happen" ideas" which got some brilliant replies, the more practical of which will hopefully make it into the finished sim.

Keeping the interface similar is definitely a bonus, the Il2 FMB might be good for such an old game but I would hate to have to start learning an even more complex system from scratch.
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#27

My main beef is the FM, will they make them realistic, or keep the politicaly correct FM of Il2. I am tired of having Zeroes hang with a F4U in a dive, or 109s doing the same with a P47, The under modeled 50 cal round. The list is to long to mention here. If you want a arcade game with balanced play then say that, but if you want realism, then lets have FMs that reflect the true capabilities and weakness of each plane
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#28

CoyMs Wrote:My main beef is the FM, will they make them realistic, or keep the politicaly correct FM of Il2. I am tired of having Zeroes hang with a F4U in a dive, or 109s doing the same with a P47, The under modeled 50 cal round. The list is to long to mention here. If you want a arcade game with balanced play then say that, but if you want realism, then lets have FMs that reflect the true capabilities and weakness of each plane
I'm not sure how the two examples you have listed are supposed to be politicaly correct, surely political correctness would favour the Allied aircraft?

Anyway, I very much doubt any Zero can hang with a F4U in a dive, when I do fly the Corsair against the Zero I exploit the Corsair's superior dive and top speed to get out of any trouble, and as for the example of the 109 following a P47 in a dive, then sure some of the late model 109s (G10/G14/K4) can match the Jug in the initial dive, but give it a couple of thousand feet and the P47 will be pulling away easily.

As far as the .50cal goes , you have a point there, but I think this is something to do with the Browning .50cal having been modeled to use Russian supplied amunition, as used by the Russian flown P40 and P39 that were the first planes in the sim to use this gun. Same applies for the .303 in many British aircraft.
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#29

Anyone who never wanted this before this interview is not wired up right!..this game is going to be the bees knees of combat flight simulation...Oleg isnt the kind of guy to just cash in on Il-2's success..he is a perfectionist and he will deliver a jaw dropping ultimate realism experience..as for guys who ask daft questions like will cows moo! or will birds fly about...watch this space cos if i know Oleg maddox he will have a few surprises up his very well dressed sleeve!...Just imagine how much we all love il-2 series..then multiply that experience by 10 and you will be near Storm of war!...This is one game i was going to buy from the day they announced it!..and they deserve every penny!
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