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View Full Version : Features a dynamic campaign should have to make it the greatest ever.



Zoring
11-05-2007, 09:49 PM
Hallo guys, i've been thinking of a few features that will make dynamic campaigns fun and immersive, i have played a lot of flight sims and would love a few things to make the player more involved in the campaign.

(im aware it is probably too late to make changes like this to the new game but it will make me feel better)

A lot of things from the old game European Air War i'd like to see incorporated, as well as some of the rpgish elements of "Achtung Spitfire"

Graphically:
-It should look like your briefings take place in an airfield, a hanger or a briefing room or similar.

-In these screens you should be able to see your aircraft or your airfield, to make you feel 'like your there'

Pilot Managment:
-Pilots should have individual names ranks and you should be able to see there faces in the cockpits.

-Pilots should gain experience, they get more experienced and get better, pilots start out green, they have to be cultivated and gain experience, going from green, blooded, experienced, veteren, experten so on.

-Pilots should have 'traits' in addition to experience to represent there natural abilities, for example they could be positive traits Marksmen, Aerobatic, Leaders, Good Wingman, Brave and negative traits Bad Shot, Nervous, Follower and so on.

-Flight leaders should be able to customize there flight graphically and squadron leaders customize there squadron, so you can add your own custom skins to your squadron if you want to represent them historically, or if you want all your pilots to have there own individual aircraft, this will help immersion as you will be able to recognize individual pilots from there aircraft.

-Kills should be displayed on all aircraft depending on the kills the pilots have

Mechanics:
-You have to assign your pilots to different flights and so on, putting your experienced pilots as flight leaders, rookies with your best and so on.

-Supply, there should be limited numbers of aircraft, bombs and fuel. Servicable aircraft and non-flyables, so you might have to cannabilize an old aircraft for parts or simliar.

-Losses being reflected in enemy numbers and composition, shoot down a lot of Dorniers in your sector and see less of them.

-All the squadron documents being available like thay are now, and in lots of detail, individual pilots being completly tracked and so on.

-Combination of history and dynamic campaigns, there should be mostly dynamic levels, but on some of the big 'famous' air battles 'Adler Tag' and so on we should have a static level inserted to be a big 'set piece'

Thats some of the ones i can think of right now, im sure you have more and i do too! There should be more to get you involved and immeresed, make it feel like your there, rather then the current briefing screen.

Zoring
11-05-2007, 09:49 PM
Hallo guys, i've been thinking of a few features that will make dynamic campaigns fun and immersive, i have played a lot of flight sims and would love a few things to make the player more involved in the campaign.

(im aware it is probably too late to make changes like this to the new game but it will make me feel better)

A lot of things from the old game European Air War i'd like to see incorporated, as well as some of the rpgish elements of "Achtung Spitfire"

Graphically:
-It should look like your briefings take place in an airfield, a hanger or a briefing room or similar.

-In these screens you should be able to see your aircraft or your airfield, to make you feel 'like your there'

Pilot Managment:
-Pilots should have individual names ranks and you should be able to see there faces in the cockpits.

-Pilots should gain experience, they get more experienced and get better, pilots start out green, they have to be cultivated and gain experience, going from green, blooded, experienced, veteren, experten so on.

-Pilots should have 'traits' in addition to experience to represent there natural abilities, for example they could be positive traits Marksmen, Aerobatic, Leaders, Good Wingman, Brave and negative traits Bad Shot, Nervous, Follower and so on.

-Flight leaders should be able to customize there flight graphically and squadron leaders customize there squadron, so you can add your own custom skins to your squadron if you want to represent them historically, or if you want all your pilots to have there own individual aircraft, this will help immersion as you will be able to recognize individual pilots from there aircraft.

-Kills should be displayed on all aircraft depending on the kills the pilots have

Mechanics:
-You have to assign your pilots to different flights and so on, putting your experienced pilots as flight leaders, rookies with your best and so on.

-Supply, there should be limited numbers of aircraft, bombs and fuel. Servicable aircraft and non-flyables, so you might have to cannabilize an old aircraft for parts or simliar.

-Losses being reflected in enemy numbers and composition, shoot down a lot of Dorniers in your sector and see less of them.

-All the squadron documents being available like thay are now, and in lots of detail, individual pilots being completly tracked and so on.

-Combination of history and dynamic campaigns, there should be mostly dynamic levels, but on some of the big 'famous' air battles 'Adler Tag' and so on we should have a static level inserted to be a big 'set piece'

Thats some of the ones i can think of right now, im sure you have more and i do too! There should be more to get you involved and immeresed, make it feel like your there, rather then the current briefing screen.

mortoma
11-06-2007, 07:22 AM
You should learn the difference between the words "their", "there" and "they're".

Wepps
11-06-2007, 07:44 AM
I think as far as dynamic campaigns are concerned, my best thinking regarding how to make them interesting revolves around command.

1 - Create an environment in which *I* command the entire Air Force, or that portion of it addressed by the campaign.

This means allowing me to generate the air activity for the day. In Battle of Britain especially, this would be really interesting. Instead of just flying, I'm ordering the targets in Britain, or the operational parameters. Who bombs what, intercept what using what method, etc.

2 - I get to fly anyway if I choose. This kind of campaign for be a strategic one in essence, in which I am ordering up the day's strikes and intercepts. Though not a pilot campaign, I can still jump into a 109 and fly with the boys.

In other words I get to tell the Do-17s to strike airfields along with He-111s, the stukas escorted by *so and so* to hit radar, and assign the fighter sweeps. or I can tell fighter command to be on runway alert at Manston, while 10 minute alert at Biggin Hill. I can also direct the intercepts to which formations, and so on.

It allows me the opportunity to actually win the campaign.

Stew278
11-06-2007, 09:26 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Wepps:
I think as far as dynamic campaigns are concerned, my best thinking regarding how to make them interesting revolves around command.

....

It allows me the opportunity to actually win the campaign. </div></BLOCKQUOTE>

What you described sounds exactly like the campaign mode in BOB2:WoV. I like the strategic campaign in that game, but the actual air combat I haven't found to be as exciting as it is in IL2. Mixing that kind of strategic campaign with the IL2 air combat would make for a really cool game. Having some control over the course of the campaign definitely improves the sense of immersion, in my opinion.

Divine-Wind
11-06-2007, 11:35 AM
Yeah, the BoB series has that part down. You can either select the targets and generate frag lists or just let the computer do it for you and fly them. At least you can in BoB, not sure if that's how it is in Wings of Victory.

Personally, though, I don't really like the whole 'Supreme Commander' thing. Just give me command of a section, or a flight, or heck, even a squadron, and I'm good. I prefer feeling like I'm part of a small group in a bigger operation, which Il2 pulls off to some extent, but not as much as I'd like.

What I'd like to see, though, is a dynamic campaign that feels like a dynamic campaign. Sometimes the DGen campaigns in Il2 feel like a list of random missions that follow a fairly linear path...

Zoring
11-06-2007, 05:19 PM
Yes i agree with Divine-Wind, my ideas tended towards a single flight/squadron control, i want to be part of the war not in control of it.

I have enjoyed commanding big air campaigns in that way like in the old games, but i feel for the IL2 series it should focous on being a flight simulator primarily, if you start getting into levels of strategic command it becomes a different game entirely.

As a flight sim though it would be really great to have control over your squadron, at SL level you might get orders from high command and you choose how to best fulfill your objectives, that would be the highest level of command i am seeking.