jctrnacty Posted January 19, 2005 Posted January 19, 2005 Ok , if everythnig is in AI , then why not to license an AI. And one thing I don't believe is that make a DC is easy !!!!! Another point is if Microprose were able to make a DC in 1998 , why isn't it possible in 2005???? The same is for LB2 or EF2000, all of them are old sims. Good luck to ED [sigpic][/sigpic] MB MSI x570 Prestige Creation, RYzen 9 3900X, 32 Gb Ram 3333MHz, cooler Dark rock PRO 4, eVGA 1080Ti, 32 inch BenQ 32011pt, saitek X52Pro, HP Reverb, win 10 64bit
Caretaker Posted January 19, 2005 Posted January 19, 2005 Re: DC Ok , if everythnig is in AI , then why not to license an AI. Sounds nice, but what is it supposed to mean? AI behaviour is linked closely with flight models, weapon modelling, avionics etc. - you cannot license that. Just doesn't work :) Another point is if Microprose were able to make a DC in 1998 , why isn't it possible in 2005???? Well their DC didn't work back in 1998, it took about two more years until I considered it playable ;) Anyway, the whole Falcon4 project resulted in Microprose going bankrupt, partially because it was somewhat over-ambitious. Producing a dynamic campaign in 2005 wouldn't be much less work than in 1998 - and apparently, it was too much work back then. And that with a budget that was incredibly higher than the one of Lock On - remember that was the climax of flight sim development. If you find someone to hand over as much cash as was spent for Falcon4's campaign environment, I have no doubt ED could come up with something similar. Caretaker ED Beta Test Team
Starlight Posted January 19, 2005 Posted January 19, 2005 Re: DC Well their DC didn't work back in 1998, it took about two more years until I considered it playable ;) Soon after release the campaign was definitely playable, it had flaws, but was playable and most AI aircraft did their job. Falcon 4 was patched up to 1.08, about one year after its release, and most problems were solved. Keep in mind that the complexity of a dynamic campaign and of a good working AI can make bugs grow exponentially. In Lockon problems with AI aircraft begin when taxiing on the runway and end when they land *somewhere*. And they're just doing single missions, without any unit moving on his own, but just following strict plans.
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