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#11 |
Silent Hunter
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I was going to break the news about the campaign but I think Seeadler beat me.
A bit strange that they try to justify not having a dynamic campaign by saying dynamic campaigns can "never be historical". It's not hard to provide for a few random parameters - within likely historical probabilities - such as aircraft type, plane availability,flight size, ground target/convoy composition, etcetera. If "Secret Weapons of the Luftwaffe" and "Red Baron 3d" could do this then I'm not sure why it is such a huge problem for modern devs. I disliked CFS 1 and 2 because of their scripted missions, and shelved the original IL2 for the same reason until Lowengrin's herculean efforts with DCG made the campaign worth playing. I'd rather not feel like a train on a track or the hero of "Groundhog Day", thank you very much. In my opinion, the great appeal of simulations is their interactivity and unpredictability - things you cannot replicate easily with movies or books (or linear campaigns). Also note that there are diminishing returns nowadays when it comes to graphics and DM. This game is far from the graphical leap forward that CFS1 and EAW were, and based on the interview above, the damage modeling is not dissimilar to the hit boxes used 10 years ago in the CFS1 generation of sims. Maybe some breakthroughs with respect to historical ambience and the campaign experience as a whole are in order. |
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