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Dark_Sceptre

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Everything posted by Dark_Sceptre

  1. Hey, since we're throwing ideas around, one just came to me :) This one will probably require too much work to make it into 1.1, but it may be a good workaround for a fully persistent campaign. If we could save the state of a mission when ending it, and import it into the editor, this would provide a means of running a persistent campaign manually. The campaign manager could then change the waypoints of AI units, and perhaps add reinforcements, but keep the general state of the universe as it was when the players last left it. Imho this would be a big improvement on the tools available today, especially for online games that do not currently have any type of campaign support.
  2. Oh where is that babel fish when you need it? :P
  3. I think that direct to customer is the best option for a product aimed at existing flight simmers. You keep all the profits to yourself, and stay in full control of the product distribution. The downside is that no new gamers will stumble across the product, unless perhaps by ads on webpages. Realistically though, I suspect that few people ever bought Lock On because they saw it on a shelf.. though I'd love to be wrong about that one :)
  4. Hmm yeah you are probably right there, BGP, the missile probably needs datalink tracking to hit the target and so at the very least we need to keep the target within the gimbal limits of the camera. Still better than manually pointing a laser though hehe
  5. With the 1.1 addon nearing release (hopefully :wink:) I was wondering if the team would be willing to share some of their plans for the future of the flanker series of simulators. Personally, I feel that with the advanced physics and a graphics engine that has several years of shelf life left in it, the time may be right to take a good look at the game design and warfare parts of the engine. I also think that new aircraft shouldn't necessarily be the top priority once the Su-25T and (hopefully) Ka-52 are added. Assuming that all goes well with the next few releases, do you have any concrete plans for where you want to take the simulator a couple of years down the line? We all have our own opinions of course, but it would be interesting to hear what the developers themselves think of as the most important changes they'd like to implement.
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