In the beginning
#1
Posted 23 May 2003 - 02:59 PM
To that end we are hoping to get feed back from you on what you would like to see in "Knights Over Europe". We know that every player has their own ideas on what makes a great flight sim. While we can't guarantee that every suggestion will be implemented, each will receive due consideration. We?ll be releasing more information about the game as time goes on.
Stay tuned,
Mathew ?JP4? Herman
Producer
Aspect Simulations, LLC
#2
Posted 23 May 2003 - 05:44 PM
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps
#3
Posted 24 May 2003 - 12:47 PM
I'm curious as to what format you might envision for community "feedback" to be offered about KOE, and how active the designers will participate in these forum discussions?
To the point, I'm wondering to what degree have the fundamental features of the sim already been determined, and how essential will fan-based input be to KOE's future development?
I see in another thread here that there's further information to be had about a dynamic campaign, mission editor, and the game's system spec requirements, etc.........
It might be a good thing to consider official notification of the sim's features here and on your company website before any misinterpretations crop up.
Thank you again for the opportunity to allow us all to put in our 2 cents worth.............might get a little expensive for some of us as time goes on!
#4
Posted 24 May 2003 - 06:33 PM
JP4, perhaps there is a specific aspect your team is currently working on that you would lke to topically discuss with potential players and get feedback on?
I really like the fact planes have an internal structure to them. Looks great so far.
S!
hands that build there must be a mediator"
#5
Posted 27 May 2003 - 10:33 PM
First off: the view system is critical. With the advent of TrackIR, flight simming has taken a quantum leap in immersion. The mouse panning feature and its integration with TrackIR is considered by many hardcore flight simmers as the current state-of-the-art.
Many people posted on the CFS3 boards that without this feature integrated into their flight sim, they would not be buying their product.
In addition to TrackIR, there is also the idea of how padlocking will work. Those without a TrackIR system have no way to compete with those who do unless padlock is available. But a padlock that acts like 360 degree radar finder is NOT what anyone, especially us padlockers want. IL-2 uses a system where you have to actually mouse pan to be looking at the planes on your monitor before padlock will lock onto them.
I really hope KOE utilizes padlock in much the same way.
Next:
Online playability: More is better. flying 4 vs 4 gets pretty boring fast. If the graphics can be toned down as an online option so that the game can hold more people then I am sure many would happily scale back the graphics to get better fps and have larger multiplayer games. 32 players online pretty much does the trick. Plus, of course, if it can also handle AI planes online, that's even better. Then up to 50 planes online would be fine, IMO.
Single player campaign. If you've played Red Baron, I needn't say anymore.
Good luck to you all. I can't wait to buy your sim.
#6
Posted 28 May 2003 - 01:49 PM
Many of the Red Baron players have been harping on one major thing, and that is immersion into the game. They want to feel like they are sitting in the cockpit of the plane, the way the real WWI pilots felt it, but I doubt they want the prop wash and the "Regular" bathroom visits due to the castor oil lol. The view system in other words will have to be essential. I'm liking the idea of a padlock view only if your "head" is looking in that direction, possibly make your line of sight better as you get more flight time in. Also i'd like to see the padlock views disable if your trying to find a plane in a cloud or in the sun. Most of the kills in WWI were by surprise, something that is not encountered in RB3d.
Ground forces would be nice, tank vs tank battles, massive infantry charges, small arms fire coming up at you if your too close to enemy trenches.
It's a hard task, many of the people in Red Baron want a Flight sim/game. They want mechnical failures, irreparable gun jams, they want as close to the real thing as possible, however at the same time they want a game. One where they can just jump into and have fun and not spend 5 days non stop learning to fly.
I have a feeling you have your work cut out for you Mathew
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps
#7
Posted 30 May 2003 - 10:52 PM
Ah well. As simmers all know flying is the easy part. Not getting your pilot killed is the hard part.
S!
hands that build there must be a mediator"
#8
Posted 01 June 2003 - 02:03 AM
Dantes, on May 30 2003, 05:52 PM, said:
If you had the FM's set up like you do in Red Baron I guess it could work though.
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps
#9
Posted 02 June 2003 - 06:06 AM
Cheers,
Mathew 'JP4' Herman
Producer
Aspect Simulations, LLC
#10
Posted 03 June 2003 - 02:02 PM
Capt. Unarmed AAM***, BS
Fighter Pilot
Royal Air Corps
#11
Posted 29 June 2003 - 07:17 AM
#12
Posted 13 July 2003 - 10:38 AM
However, for single-player the story would prolly need to include the other elements to make it interesting.
Terrain (trees, hills, buildings, etc.) should be included as much as possible and, of course, weather!
Yes, please no auto-snap-to-enemy finders unless handled in such a way that it's not a crutch (ie. flying along hitting the "nearest-enemy" key until you "find" something).
The gallery and models look great! Anything on gameplay yet?
>G