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Posted

hi,

In my view the best campaign was Flacon 3's. you had a good editor and the CPU only had to deal with the missions you were flying. The only change I would have done, is had altered how it dealt with the missions.

Posted

Hello Everyone,

 

Great thread !!!

 

To start off with, I have zero technical background in mission builders, campaingn engines or, programming software. I can only speak as a end-user on these topics.

 

To me Lock-on is a great Simulator to say the least but, it is a mission oriented Simulation. One Misson, complete with pass or fail, then to the next mission.

 

Simulators with a Dynamic Camapign engine seem to be more like a War Simulation. You complete a Mission, and the upcoming missions are dictated by your performance from the prior mission.

 

I will try to explain my thinking in a three examples that are what really holds my attention to a Simulator.

 

1) You are tasked on a SEAD flight with a group of 4 airframes. You and your flight have completed your ojectives but, have mulitple munitions left over and plenty of fuel. You strike other secondary targets or structures of opportunity. This making a difference in the War and the next mission you are tasked.

 

2)You are tasked on a SEAD flight with a group of 4 airframes. You and your flight have completed your ojectives but, have mulitple munitions left over and plenty of fuel. You jettison all the weapons and fly back to your base because it makes no difference in the War or your next mission tasked.

 

3)You are tasked on a SEAD flight with a group of 4 airframes. You and your flight have completed your ojectives but, have mulitple munitions left over and plenty of fuel. You strike other secondary targets or structures of opportunity. But the next mission, briefing, and maps do not show the secondaries destoryed. So, killing just for fun but at the risk of being shot down or receiving damage.

 

 

So, either we go on like cooking from a cookbook, no deviation from the briefing and strike only the targets that current(before take off) intelligence has offered. Or, you and your flight's skills to observe targets of opportunity, having precision strike capabilites to conserve weapons and fuel, now can add a new dimension to the War.

 

To me, this adds all the difference in single player missions/campaigns if you are to simulate War. If you only want a mission oriented simulator, then why try to have campaign?

 

Also something I would like to add is, Single player is great but, Co-operative multiplayer with both Human and AI flights adds to the entire aspect of the Simulation. From my past experiences, Myself and My Friends will continue to play until the sun comes up if we feel like we are making a difference in the War(Campaign). If we are playing random missions, it is just choosing one from a list and then fly another from a list. Time for bed is what I hear often.

 

Last thing I would like to add because I know you are tired of my opinions is, for the person that created the mission(s) for himself or herself and their friends, you already know what is going to happen. Only way around this is to download missions and not view them in the mission editor and hope they will support the number of flights you need for you and your friends.

 

Thanks,

Monnie

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Posted

awesome avatar moonie... du du doob .... :) :) :)

anyway, whoa this thread has been filled with opinions...

well,

 

a dynamic campaign

 

or

 

a good mission editor making dynamic actions possible dependant on conditions

 

Hard to say which is more important... But agreed a good mission editor is also a must for a good sim and making one which had the power to make consecutive missions dependant on each other would really rock...

 

And there should be plenty of conditions like

-terretorial border triggers and

-task accomplished/failed triggers and

-remaining unit strength above/below triggers and

-attack started yes/no triggers

 

and so forth... yes it would make a huge difference...

 

But isn't that to much for the average mission maker ?

How to fit that into any UI ?

Use a scripting language ?

 

And yes it's true the F4 campaign was in many ways to complicated and resulted in many no sense missions or even programm crashs but another quality of a DC I didn't mention before is simulation of how wars are fought. In reality there is something like an intelligence that plans the missions for all units pretty much the same way as a DC is planned. For me it's another authentic element to a sim that makes it outstanding no matter how many sims already have it...

 

I would love to see both :) not sure if thats possible though for ED...

  • 8 months later...
Posted
Sometimes I wonder why the campaign engine of some really old school flight sims rocked the house compared to lomac...I loved this sim and I would really like to play it again...

 

And I thought you ment "Their Finest Hour". That neat sim had also some sort of dynamic campaign. The player could set targets for different flights (2 per day?) and then climb into the cockpit himself to improve the stats/increase hits.

 

*sigh*

 

PS: Some1 remembers the tanks in Combat Pilot?! :D

basic

for translators ...
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