Probably the biggest problem in the new approach is that being human beings are very random and need to be given a huge amount of animations and phrases to appear realistic, interesting and not just annoyingly repetitive, its a costly business adding "crew" to a subsim. Now we have a half size crew who never ever sleeps, tires or dies and that's a shame as it detracts from the atmosphere to a degree.
Don't get me wrong I'm not saying it is the wrong approach, the human element has been a key one long missing from simulation in general, but like so many other ideas in the game the feature was not given the correct budget/devtime to come to full fruition. I am sure that the devs had great goals for this aspect, a close look at the number of unused speech files lays testament to that, in time who knows what may be patched in and what our wonderful mod teams may add.
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"The action is simulated...the excitement is real!"
Microprose Simulation Software.
Last edited by Sonarman; 04-03-10 at 06:35 PM.
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