PDA

View Full Version : As a single player campaign simmer what would you like to see



XyZspineZyX
01-26-2006, 06:58 AM
I believe the IL2 series has a good single player campaign base. However my experience in this field is very limited since this & Over Flanders Fields are the only flight sims I play.I believe the sim has not been exploited to anywhere near its capacity as yet. I also wonder how may simmers actually use this sim offline as opposed to online. This thread could be seen as a "wish list" or the developers may see some thing useful, I dont really know, it needs off line campaign simmers ideas to be effective & please keep them sane.
To the mods of the forum, I am posting this here so maybe it can be read by the developers if you believe this sort of topic should be posted at GD please let me know.

Here are some ideas

Have the colour scheme of the unit on the planes of the actual unit instead of the standard default ones

Sort out that Dgen national marking bug gremlin

Have an actual historical order of battle & active survice dates for the aircraft ie 109G14 before 109G10

Have the bounced out of the sun experience, this may exist its hard to tell if you have been shot down from out of the sun

Generally when your squadron is attacked at the airfield it only happens with 2 enemy fighters, would more be more historically accurate.

When doing escort missions over hostile area have enemy airfields scramble more than 2 fighters to enable an interception.

This is all I can think of right now.

Chuck_Older
01-26-2006, 10:39 AM
Triggers for events. If you attack a flight of enemy planes and they lose say 50% of their number, they will try to disengage, for example

Options for AI behavior- so that it's possible to have a flight of Bf 109s make a single firing pass on B-17s, and then split-ess away, or escorting Mustangs will only pursue attacking 190s for x kilometers

Philipscdrw
01-26-2006, 01:03 PM
Yes indeed.

To have the AI attack from the sun, that would have to be included in the AI's programming, not the campaign programming, I think. The AI would have to 'guess' where you are likely to come from, and try to put themselves up-sun. Or they see you and move into the sun before you notice them. It would be hard, but I hope that a talented 1C programmer can find a way to include this in BoB!

Having the AI turn back would be excellent. Under current conditions, my squad of 8 LaGGs is expected to shoot down all 9 bombers before they reach the target, when there may be as many as ~12-16 enemy fighters (and a few friendly reinforcements) to distract them. Given that it takes one bomb-load to obliterate whatever it was that I was supposed to protect, it leaves a lot of bomb craters in the suburbs of Leningrad...

One (hopefully simple?) thing which could be done to the DGen: Let the briefings show every friendly aircraft movement in the mission! It's annoying to be told 'Escort the bombers to this town here, when they'll bomb a train', take off, search for the bombers, search for the bombers, discover an extra flight of P-40s that took off right behind me without anyone telling me and a flight of I-16s also escorting the bombers!

Put enemy and friendly airfields on the maps, with some estimation of how many aircraft they have. Perhaps even reconnaissance photos?

Have an aircraft roster like the pilot roster. If your squad has 9 aircraft and you return one with a radiator full of holes and all the cockpit instruments smashed, it will be out of service until the ground crew fix it. Give each aircraft a unique number and squadron identifier, just like in real life.

Take a blowtorch, remove the Il-2 legacy radio communications system and make one that works! The Il2FBAEPPF radio forgets the most important rule of radio comms: Always say who you're talking to (and also state who you are)! Hearing 'Bandits, 10 o'clock' is the most annoying thing, when you don't know if that call applies to you or not!

Give all the pilots (or all the aircraft) (or all the positions in the squadron) unique identifiers, as appropiate for the time and airforce. The callsign for Douglas Bader's fighter wing was 'Green Line Bus', Bader himself was known on the radio as 'Dogsbody' and he had "D @ B" on the side of his aircraft. If this level of unique identification could be extended to the Il-2 series (or more likely BoB) then many of us would be very, very happy!

p1ngu666
01-26-2006, 01:30 PM
photo recon, a natural thing for single player, as they wwhere solo missions (the vast majority of the time)

The_Gog
01-26-2006, 03:41 PM
Flyable carrier based torpedo bombers in the PTO.

LEXX_Luthor
01-26-2006, 05:10 PM
Most important feature possible to add in future dynamic campaign design...

The campaign goal is winning the campaign or War and not player pilot survival although that is related -- pilot killed/captured does not help the war effort!!

Eliminate the silly "career" play and cute "medals" and let the player fight a campaign or war for a chosen side beyond the "career" of one pilot. If the player gets killed or shot down far behind lines, the player becomes a Newbie replacement pilot or even "reborn" as Newbie gunner, depending on choices selected at campaign start. If player wants to avoid rebirth as gunner, he/she can option that, as well as option to be reborn as pilot/gunner in a plane and unit NOT of their choice but one they are assigned.

But, offer enhanced numbers of aircraft over the battlefield, as well as real but *simple* AI vs AI ground combat on a frontline across the whole map -- this ground combat AI can be very simple (no individual shell trajectories but statistical combats) but since its all on the ground the simplifications will not be noticed by the player flying and fighting high above.

Many other ideas never seen before that can easily be done if we took the time to think about them. Make the dynamic campaign a deep massive environment that keeps the player wanting to know what happens next in the campaign/war that covers the map.

LEXX_Luthor
01-26-2006, 07:42 PM
Take that back...medals can be easy to do I think, alot of sims use them, and they offer another way to show success. The way I'm thinking is, after being killed/captured, you start out again as gunner for a few missions, surviving, and promote to pilot. Do you get the plane and unit you want, or will you be assigned a plane/unit even if you don't want that plane type? I guess having the ability to choose your plane types could be a "difficulty" option to selected before you start the campaign. I like the idea of getting planes and operations types (bomber, recon, fighter) that you may not think you want, but that's orders. Others can choose a different option that allows them to fly what they want through the campaign, or maybe a middle ground available also, where you could choose "bomber" for example, but not choose exactly what bomber. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif The more options, the better.


reborn .. reading this back to myself sounds arcady, its not how I'm thinking it but .. never mind lol

p1ngu666
01-27-2006, 03:10 AM
luthor, your forgetting officaldom, where u end up exactly where u dont want to http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

The-Pizza-Man
01-27-2006, 06:30 AM
If you swing that around, it would be fun to be able to choose what airbase your going to fly from and what targets you are going to hit. Sort of like F4.

DmdSeeker
02-04-2006, 09:32 AM
More map and icon options

A bigger map display

Better AI orders

Some way to know who's communicating with whom

Jetbuff
02-04-2006, 09:48 AM
Easy... a soul.

csThor
02-04-2006, 10:00 AM
Originally posted by LEXX_Luthor:
Most important feature possible to add in future dynamic campaign design...

The campaign goal is winning the campaign or War and not player pilot survival although that is related -- pilot killed/captured does not help the war effort!!

Eliminate the silly "career" play and cute "medals" and let the player fight a campaign or war for a chosen side beyond the "career" of one pilot. If the player gets killed or shot down far behind lines, the player becomes a Newbie replacement pilot or even "reborn" as Newbie gunner, depending on choices selected at campaign start. If player wants to avoid rebirth as gunner, he/she can option that, as well as option to be reborn as pilot/gunner in a plane and unit NOT of their choice but one they are assigned.

But, offer enhanced numbers of aircraft over the battlefield, as well as real but *simple* AI vs AI ground combat on a frontline across the whole map -- this ground combat AI can be very simple (no individual shell trajectories but statistical combats) but since its all on the ground the simplifications will not be noticed by the player flying and fighting high above.

Many other ideas never seen before that can easily be done if we took the time to think about them. Make the dynamic campaign a deep massive environment that keeps the player wanting to know what happens next in the campaign/war that covers the map.

Honestly that is exactly what I don't want to see in a flightsim. If I wanted to play a strategy game I'd buy one and not a flightsim. Such "strategic" campaigns give me creeps and make my toenails curl - I take the roleplaying approach any time and even more often over that one.

Strategic campaigns รก la Falcon 4 or BoB 2 - WoV - No thanks! http://forums.ubi.com/images/smilies/51.gif

jasonbirder
02-04-2006, 11:15 AM
Surely a more immersive and active ground campaign is exactly what we do want...
How much better if you felt that your missions actually had an impact no matter how small on what was happening...
Destroying a bridge or supply column delaying an enemy advance...
Htting an airfield actually impacting on his air ops...
Objects destroyed in 1 mission still destroyed the next day...
etc etc...

heywooood
02-04-2006, 11:24 AM
I think some elements of the strategy game would help with immersion for single players.

It gives one a greater sense of belonging to the conflict if there is infact an ongoing, greater war going on around you.

Once more - for my part, I'd like to see more indepth communication options - the need to train as a combat pilot before becomming one in a campaign - and the simple option to really have a realistic complex engine and flight control management system.

I want to be able to start from an apron off the main runway from a cold start, if I have the time for it - say before a recon mission or one of those relocation missions. And I want to have fuel tank selectors and the option to drain specific fuel tanks of my own choosing.

Theres more - but thats enough to 'start' with...