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The Big Wishlist


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#1 stethnorun

stethnorun
  • Posts: 571

Posted 25 August 2009 - 21:16

Ok so this is the last sticky I'm going to make for now and I promise, if I sticky another one, I'll unsticky something to balance it out. I'm making 4 stickies my personal limit :D

In this thread, I wanted to get together a list of all the big, conceptual features that people want added to the game. When listing them, please post them similar to this:

Singleplayer:
Pilot-driven career
Career is dynamic (moving front line, mission results matter to the war)
Career is "living world" (world generates random patrols, other flights on their own missions, enemies that scramble to meet you, etc.)
Better AI squadron teamwork (wingmates don't kill steal and collide as often)
AI uses proper squadron paint jobs
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate
AI gunnery skills toned down/made more "human"
Respawning option for non-career missions
Historic battles
Zepplin/Dirigible hunts
Ability to choose ammo type
Better balloon AI
Ability to jump out of plane (rather than burn to death)
Take out the Russian Roulette "poetry"
Squad leader controls (picking paint, wingmen, etc.)
Create-a-pilot for career (name, starting rank, face picture)
AI squad mates start at "low" and improve over time.
AI has a sense of self preservation (tries to escape when damaged or outnumbered)

Multiplayer:
Respawning option
Jump in/jump out play option
MMO type servers
Improved server UI (favorites, filtering, searching, latency, friends list, etc.)
Cooperative multiplayer (career and single missions like Russian Roulette)
Multiplayer Russian Roulette
Historic battles
Zepplin/Dirigible hunts
More server host options (kick, ban, etc.)
Lobbies (both in-mission and before mission)
Ability to choose ammo type
Paint job preview before mission
Stat display (Ping, kills, etc.)
Better multiplayer UI all around (more functionality, less confusing, etc.)
Multi-person flyable planes (including recon and bombers)
Server setup templates (predefined settings geared at "rookies", "veterans", etc.)
Dedicated Server settings in savable "profiles" files
Ability for host to restrict viewing options (ie external view)
In-game Mic support (to free up processing power from Teamspeak and the like)

General:
ALL HAIL THE MIGHTY WINDSOCK! (fix it)
Better UI (more in-flight options, menu for hand motions, saving convergence/loadout/paint)
Custom skins (with option to use in-game custom paint interface)
More detailed terrain (hills, valleys, different trees, etc.)
More detailed joystick options (setting of curves and deadzones, better profile mangement)
Quick mission generator
Decrease load times (in whatever ways possible)
External or in-game custom content access
SLI and Crossfire support
In depth manual on the mission editor (including tutorials)
An option to play offline (perhaps just easing up on the online verification frequency)
Improved performace (Anti-aliasing, multi-core support, TrackIR support, etc.)
Ability to run dedicated server without an additional copy of the game
New plane demo mode (limited flights for free, "Free Flight" really is free for all planes, or some other type of demo)
Planes released as AI even if not perfected as "flyable" yet
All settings moved in-game
Different seasons
Permanent gun jams (option)
If you are shot down behind enemy lines you are captured (In MP if you are captured you lose your kill streak)
Cockpit demolition (bullet holes, gauges cracked, etc.)
More detailed debriefing report (single and multi)
Dynamic weathers (rain, snow, high winds that move and operate like real weather)
Fill in the landscape more (towns, airfields, etc.)
Radiator damage (leaking water, steam, etc.)
Structural icing (in winter, obviously)
Parachutes for Germans in 1918
Sliders for road traffic, river traffic, friendly and enemy aircraft (to help performance on lower end computers)
Continued tweaking on flight model (Decrease roll-wise stability)
Where is Paris?
Better "injured" view
Better particle effects (flame, smoke, etc.)
Plane more destructible
Everything is a on/off toggle option (including respawning)
WW1 era music (possibly in menus)
Wildlife (especially birds)

If you list them in a sorted way, as shown above, it will be that much easier to keep it all straight. Once we have a big enough list, we can begin prioritizing all of it. Also, please don't worry too much about the details yet (ie bug reports, individual plane quirks, etc). I'm looking to start broad, and get narrower as we go along.

I'll update this post with the new additions as we go along so always look at this first post to see if we already have your idea. And now…I open the floodgates to you!
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#2 Sirocco

Sirocco
  • Posts: 1966

Posted 25 August 2009 - 21:23

Singleplayer:
Pilot-driven career
AI uses proper squadron paint jobs
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate

Multiplayer:
Respawning option
Jump in/jump out play option
MMO type servers

General:
Custom skins (paint jobs)
More detailed terrain (hills, valleys, etc.)

:)
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#3 sturmkraehe

sturmkraehe
  • Posts: 967

Posted 25 August 2009 - 21:24

I agree that hills and valleys are nice to see. But probably the region in which the action as depicted by the game takes place doesn't provide much hills and valleys ;-)

But what could be an asset: some additional maps for online gaming. What about more exotic battle zones? Ottoman Empire, …
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#4 stethnorun

stethnorun
  • Posts: 571

Posted 25 August 2009 - 21:26

Ok let me rephrase, you just need to let me know the NEW piece you want to deliver.

So Sirocco's post should just read:

Singleplayer:
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate

Sorry if that was confusing.
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#5 Pilot37

Pilot37
  • Posts: 12

Posted 25 August 2009 - 21:33

I dont like respawning. Being shot down is more meaningful when you are out for 10mins and you can always watch the action. I used to like Red October but the spawning makes people act like madmen cos 2 minutes later they are back again!
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#6 stethnorun

stethnorun
  • Posts: 571

Posted 25 August 2009 - 21:42

I dont like respawning. Being shot down is more meaningful when you are out for 10mins and you can always watch the action. I used to like Red October but the spawning makes people act like madmen cos 2 minutes later they are back again!

That's why it's an option :D
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#7 MattM

MattM
  • Posts: 2595

Posted 25 August 2009 - 21:47

Singleplayer:
More realistic AI, less "sniping" (decrease accuracy a bit, based on difficulty setting)

General:
Being able to change settings ingame during flight or atleast in the main screen
Setting curves and deadzones for joystick
Different setting profiles for each plane (to replace joystick buttons, if a feature like mixture setting isn't necessary on that plane and also in combination with joystick curves and deadzones, see above)
Templates for creating your own skins
Better control for flight commands, preferably a menu where you can select what to signal to your wingmen (similar to the IL2 system)
Saving hangar settings (so you don't have to set convergence each time to your prefered level or to unselect bombs every time you start a patrol without ground attacks)
Quick mission generator

Other:
Being able to unpack the giant pack files that get unpacked by the game during first load of a mission and thus are responsible for the long loading time in general
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#8 Sirocco

Sirocco
  • Posts: 1966

Posted 25 August 2009 - 22:02

Ok let me rephrase, you just need to let me know the NEW piece you want to deliver.

As they're such great ideas that you're sure to use I just thought I'd save you a little time and add them to your original list. ;)
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#9 =IRFC=AirBiscuit

=IRFC=AirBiscuit
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  • LocationNaples, FL USA

Posted 25 August 2009 - 22:40

Improved server browser: favorites, filtering, searching, latency in milliseconds, time left in mission or live vs dead players count – something better.

Support respawning for certain missions / scenarios to avoid loading times. Some missions will always require a full reload, but for dogfight missions (e.g. Russian Roulette), a respawn would not negatively impact the mission and would keep the action going. I see no reason why this can't be defaulted in the mission file itself, and overridden in the game/server options dialog.

Auto-login on game start. There's a checkbox for "Remember my password," why isn't there one for "Auto-login," and a "Change User" button somewhere in the main menu?

Community portal site for 3rd party missions and other content. Reviews, ratings, comments, etc.. Something like what http://lvlworld.com/">http://lvlworld.com/ is to Quake3. There are open source CMS packages that would get you pretty close to this functionality without a lot of development effort.

Lastly, MORE PRESS MATERIAL. You've got some seriously die-hard WWI sim fans here, neoqb. Feed them what they want: information! We'd like to know what you're up to, how things are tracking, when patches are scheduled for release and what the road map looks like. You rely on a niche market, so treat us well and we'll return the favor! From content to code, I think the majority of people on this forum and visiting your website would consume as much information as you're able to divulge.
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=IRFC=Air Biscuit

http://quetoo.org


#10 Sirocco

Sirocco
  • Posts: 1966

Posted 25 August 2009 - 22:53

I'd also like to see something someone else posted somewhere; a PDF manual for each new plane, along with bundled missions. That would make it a lot easier for people to part with cash for new planes.
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#11 Chaos

Chaos
  • Posts: 624

Posted 25 August 2009 - 23:11

Singleplayer:

All planes are free for single player (MP locked planes to purchase)
Pilot-driven career (historically accurate like flanders field)AI uses proper squadron paint jobs
Better AI
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate
AI gunnery skills toned down/made more "human"
Moving Front Line instead of the static one we have now

Multiplayer:
Respawning option
Jump in/jump out play option
MMO type servers
Lobby like HyperlobbyBuddy system to add contacts see who is online


General:
Better UI (more in-flight options, menu for hand motions, saving convergence/loadout/paint)
Custom skins (paint jobs)
More detailed terrain (hills, valleys, etc.)
More detailed joystick options (setting of curves and deadzones, better profile mangement)(IN GAME CONFIG)
Quick mission generator
Decrease load times (in whatever ways possible)
SLI and Crossfire support
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#12 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 01:29

Zepplin/Dirigible hunts (single and multiplay)
Historic battles (single and multiplay)
Multiplayer russian roulette
Furball/Dogfight mode (multiplay)
The ability to run dedicated server without an additional copy of the game.
An in game mission generator (similar to the Red Baron series).
An in depth manual on the mission editor.
An option to play offline (give up the need for internet connection).
Improved support for dual core CPUs.
Improved Antialiasing.
An easy mode that actually makes it easier to play.
Improved Track IR support.
The Ability to configure what aircraft you want to fly against in Russian Roulette.
An updated dedicated server SDS file (some of the stuff doesn't match the UI)
An option for washing my dishes(probably can't work that one it, but I figured it couldn't hurt to ask).
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#13 valky

valky
  • Posts: 28

Posted 26 August 2009 - 01:45

ADDING TO THE LIST:

Singleplayer:

All planes are free for single player (MP locked planes to purchase)
Pilot-driven career (historically accurate like flanders field)
AI uses proper squadron paint jobs
Better AI
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate
AI gunnery skills toned down/made more "human"
Moving Front Line instead of the static one we have now

Multiplayer:
Respawning option
Jump in/jump out play option
MMO type servers
Lobby like HyperlobbyBuddy system to add contacts see who is online
Ability to change sides without leaving server - if desired - to better balance a given mission
Ability for Server HOST to kick/ban a player

General:
Better UI (more in-flight options, menu for hand motions, saving convergence/loadout/paint)
Custom skins (paint jobs)
More detailed terrain (hills, valleys, etc.)
More detailed joystick options (setting of curves and deadzones, better profile mangement)(IN GAME CONFIG)
Quick mission generator
Decrease load times (in whatever ways possible)
SLI and Crossfire support
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#14 Chaos

Chaos
  • Posts: 624

Posted 26 August 2009 - 02:12

Ok let me rephrase, you just need to let me know the NEW piece you want to deliver.

So Sirocco's post should just read:

Singleplayer:
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate

Sorry if that was confusing.


I think its easier if the list is copied and updated *as a few of us have already done* that way we wont have pages and pages of redundant information. When you go through and sort it out I think you will agree its better this way.
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#15 Chaos

Chaos
  • Posts: 624

Posted 26 August 2009 - 02:23

ADDING TO THE LIST:

Singleplayer:

All planes are free for single player MP locked planes to purchase (this gives us a chance to try before we by)
Pilot-driven career
Historically accurate campaign like flanders field
Historically accurate Weather

AI uses proper squadron paint jobs
Better AI
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate
AI gunnery skills toned down/made more "human"
Moving Front Line instead of the static one we have now
First mission should be in a penguin *some of you may know what I'm talking about*


Multiplayer:
Respawning option
Jump in/jump out play option
MMO type servers
Lobby like HyperlobbyBuddy system to add contacts see who is online
Ability to change sides without leaving server - if desired - to better balance a given mission
Team Autobalance maybe?
Ability for Server HOST to kick/ban a player
Free for all deathmatch with respawns from airfields
Pilon Racing with those big green hoops that were in training missions

General:
Better UI (more in-flight options, menu for hand motions, saving convergence/loadout/paint)
Custom skins (paint jobs)
More detailed terrain (hills, valleys, etc.)
More detailed joystick options (setting of curves and deadzones, better profile mangement)(IN GAME CONFIG)
Quick mission generator
Decrease load times (in whatever ways possible)
SLI and Crossfire support or at least a detailed page describing how we can get the best out of the game.
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#16 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 02:57

Ok let me rephrase, you just need to let me know the NEW piece you want to deliver.

So Sirocco's post should just read:

Singleplayer:
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate

Sorry if that was confusing.


I think its easier if the list is copied and updated *as a few of us have already done* that way we wont have pages and pages of redundant information. When you go through and sort it out I think you will agree its better this way.

It may seem easier, but I'm going through this stuff with a fine-tooth comb :) I'm controlling the list (that is still the first post of this thread) because I want to keep it organized, concise, and relevant. I'm also rephrasing certain things to prevent overlap. Also, some suggestions I'm simply leaving out because they have been publicly denied by neoqb (such as abolishing their pay for new planes business model).

So please, just post your additions, do not repost the entire list. It's just going to make it harder on me in the end.
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#17 TJTAS

TJTAS
  • Posts: 142

Posted 26 August 2009 - 03:02

My 2c

Single player:-

Improve the career mode so that its not always 7+ friendlies vs 2 enemy.

improve AI collision avoidance and target discipline (IE stop the AI kill stealing).


Multiplayer:-

Career type mission generator for online coop campaigns, with only planes from the date showing up.

Ability to pick a side rather than "Order" or "Opposite" and remain on that side till you choose otherwise.

Improved stability to stop the crashing of the game.

general:-

Mission builder documentation.
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#18 WWBrian

WWBrian
  • Posts: 2418

Posted 26 August 2009 - 04:46

My double-coppers as well….

MULTIPLAYER

1.) A lobby or social gathering application of sorts (think similar to Hyperlobby)

2.) A way to see a server's "helper menu" settings before joining.

3.) An easier way to switch teams without disconnecting.

4.) A more intuative team naming scheme.

SINGLE PLAYER

1.) Default Squadron specific skins.

2.) More variation in aircraft types encountered (even if it takes a while to make them flyable)

3.) More variation in number of aircraft encountered in career missions. (I want to be grossly outnumbered sometimes and have to return home to stay alive)

NON-MODE SPECIFIC

1.) A SP/MP Mission Creation Contest that gives away things like ROF tee-shirts and/or add-on planes to infuse the community with good MP and SP missions.

2.) An in-game settings applet (so we dont have to leave game to change options)

…just a few ideas…
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#19 vowthyn

vowthyn
  • Posts: 76

Posted 26 August 2009 - 06:53

ADDING TO THE LIST:

Singleplayer:

AI aircrafts taking off from their airfields - NOT spawning in the air
All planes are free for single player MP locked planes to purchase (this gives us a chance to try before we by)
Pilot-driven career
Historically accurate campaign like flanders field
Historically accurate Weather
AI uses proper squadron paint jobs
Ability to choose the ammo type
Better AI
Different AI skill levels from rookie to ace
Special skins for AI aces where appropriate
AI gunnery skills toned down/made more "human"
Moving Front Line instead of the static one we have now
First mission should be in a penguin *some of you may know what I'm talking about*
Keep releasing new planes the way it is now (one at a time, without a haste but with great details).
Ability to control tank selection and magnetos.



Multiplayer:
Hosting person should have maximum control over server settings and decide about the way the game is played (in. eg. whether kill info is displayed or not, or if the player can/cannot join mission in progress etc.).
Respawning option
Jump in/jump out play option
Preview of the selected skin before mission starts.
MMO type servers
Lobby like HyperlobbyBuddy system to add contacts see who is online
Ability to change sides without leaving server - if desired - to better balance a given mission
Team Autobalance maybe?
Ability for Server HOST to kick/ban a player
Ping display
Kill info
Free for all deathmatch with respawns from airfields
Pilon Racing with those big green hoops that were in training missions
no need to wait for all players to "report ready" and "finish mission" (so anyone could leave his computer for a moment without causing other players to wait for him)

General:
Better UI (more in-flight options, menu for hand motions, saving convergence/loadout/paint)
Custom skins (paint jobs)
More detailed terrain (hills, valleys, etc.)
More detailed joystick options (setting of curves and deadzones, better profile mangement)(IN GAME CONFIG)
Seasons
Quick mission generator
Decrease load times (in whatever ways possible)
SLI and Crossfire support or at least a detailed page describing how we can get the best out of the game.
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#20 Chaos

Chaos
  • Posts: 624

Posted 26 August 2009 - 07:10

Demo mission for new planes, Try before buying.

I think this is a must, even if it were time limited, ie you get to try a plane before purchasing it for a day or two, or one mission to fly it in.
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#21 Chaos

Chaos
  • Posts: 624

Posted 26 August 2009 - 07:12

Prop Damage.

You can fly into the back of planes and the prop is fine, Head on fights I have never proped another player, where is prop damage?
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#22 J2_squid

J2_squid
  • Posts: 3815

Posted 26 August 2009 - 07:19

Great Stuff,

Some additions

General

Machine Guns that can Jam perminantly, and harder to clear jams (think RB3D)

Option to jump out of plane.

Trenches produce small arms fire (MG and Rifle) at enemy aircraft by default (not reliant on mission editor object placement).

If you are shot down behind enemy lines you are captured (For both single player and multiplayer. In MP if you are captured you lose your kill streak).

Ability to paint your plane within game interface.

Balloons are winched down when attacked, observers jump out with parachutes

Better wound effect, lose the yellow/red thing. Maybe increasing tunnel vision or fading picture.

Much more AI aircraft

Thats it for now ;)
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#23 3DDevil

3DDevil
  • Posts: 141

Posted 26 August 2009 - 07:25

Great Stuff,

Some additions

General

Machine Guns that can Jam perminantly, and harder to clear jams (think RB3D)

Option to jump out of plane.

Trenches produce small arms fire (MG and Rifle) at enemy aircraft by default (not reliant on mission editor object placement).

If you are shot down behind enemy lines you are captured (For both single player and multiplayer. In MP if you are captured you lose your kill streak).

Ability to paint your plane within game interface.

Balloons are winched down when attacked, observers jump out with parachutes

Better wound effect, lose the yellow/red thing. Maybe increasing tunnel vision or fading picture.

Much more AI aircraft

Thats it for now ;)

The pilots didnt wear parachutes in WW1. The powers that be thought that the pilots would be cowards and bug out at the first sign of death!!.. So if you jump… you are DEAD!! :twisted:
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#24 J2_squid

J2_squid
  • Posts: 3815

Posted 26 August 2009 - 07:28

3ddevil, at the end of the war german pilots were equiped with parachutes.

What Im talking about here though is the ability to jump out anyway rather than burn to death. Again this was a feature of RB3D.
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#25 hq_Jorri

hq_Jorri
  • Posts: 14143

Posted 26 August 2009 - 09:36

Single player:
- More variation in aircraft types encountered (even if it takes a while to make them flyable)
- more options in russian roulette

Multiplayer:
- The ability to change team when inside a server
- being able to see the scoreboard at the end of the round when you're the host of a server!!
- Generally a whole new online interface, maybe one key (tab?) bringing up the scoreboard when pressed (not toggle)
- The ability to see who has chosen finihs mission online at a glance
- more power to the host (server administration options while playing) - maybe even with a console!
- A different enemy icon system: I want to see who I am fighting but I do not want this to give me an advantage. So only display his name when he is very close (200m?) and in my field of view.
- A different friendly icon system: I want to know who is flying an allied plane even from far away.

General:
- Trenches that produce small arms fire
- Better wound effect, one that still allows you to make nice screenshots from your cockpit (maybe making you black out a few times every minute?
- The AI does not always take bombs with them, or drop them when they spot enemies!
- merchandise!!
- Stop the AI colliding so much and kill stealing - make them more careful
- working windsacks (i havent seen them yet, even if theyre here already?)
- saving hangar settings

Can we also talk about common bugs here?
- it seems everyone keeps losing control of certain keyboard commands online! (including chatting)
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#26 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 13:14

Prop Damage.

You can fly into the back of planes and the prop is fine, Head on fights I have never proped another player, where is prop damage?

I've had my prop shot off by the tail gunner of a Breguet. The only major factor was that my engine had just quit, I guess its easier to take out a propr that isnt in motion.
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#27 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 15:47

Ok looks like we are starting to heavily repeat each other, which means the flood is turning into a trickle. Again, if you don't see your suggestion on the first post list, it's because it was covered by a more general way of saying the same thing, or it's not going to happen (free planes).

Next up, we (mostly I) will have the task of prioritizing all of this. I'm going to be posting some polls to get an idea of what should be focused on, in your opinions. Feel free to keep posting ideas here (I'll keep checking). In a few days, we will get new polls up.
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#28 Sirocco

Sirocco
  • Posts: 1966

Posted 26 August 2009 - 16:21

It falls under better UI, but:

General:
Save plane setup so you don't have to repeat it over and over
Remove the OK confirmation on selections

Both are really irksome. The first adds to the time it takes to get started, and the second is particularly irritating when you've parked the plane nose first and you're asked to confirm that you want to quit.
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#29 Sirocco

Sirocco
  • Posts: 1966

Posted 26 August 2009 - 16:25

Singleplayer:
Greater squadron detail. You know who the rookies are, who the aces are, how many hours they've flown, etc.
Log book. You can enter details of each flight
AI log books with AI generated entries
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#30 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 17:39

Singleplayer:
Greater squadron detail. You know who the rookies are, who the aces are, how many hours they've flown, etc.
Log book. You can enter details of each flight
AI log books with AI generated entries

That would fall under the "living world" part of it.

In general, I think everyone is pretty much on the same page as far as what they want out of a career mode. They want more of an RPG. That is, pilot-focused (as opposed to plane focused), much greater immersion within the squadron (names for squad mates, kill board, etc.), a world that reacts to stimuli (such as enemy fighters scrambling when you fly over their aerodrome, small arms fire from trenches), other units doing their own thing (friendly and enemy flights on their own mission, even tank convoys out on a mission), and just more realism all around (being outnumbered so retreat is necessary, differing skill levels of pilots, etc.)

It seems like we all have this same picture in our minds (to lesser or greater detail). This is a good thing because it will give neoqb a VERY clear direction to head in.
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#31 Sirocco

Sirocco
  • Posts: 1966

Posted 26 August 2009 - 17:46

That would fall under the "living world" part of it.

I kind of agree, but I think you need to be specific. General terms are just far too open to interpretation. The greater the detail that can be passed on to the developers the better. It will save headaches later when their interpretation doesn't quite match ours.
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#32 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 17:46

Singleplayer:
Greater squadron detail. You know who the rookies are, who the aces are, how many hours they've flown, etc.
Log book. You can enter details of each flight
AI log books with AI generated entries

That would fall under the "living world" part of it.

In general, I think everyone is pretty much on the same page as far as what they want out of a career mode. They want more of an RPG. That is, pilot-focused (as opposed to plane focused), much greater immersion within the squadron (names for squad mates, kill board, etc.), a world that reacts to stimuli (such as enemy fighters scrambling when you fly over their aerodrome, small arms fire from trenches), other units doing their own thing (friendly and enemy flights on their own mission, even tank convoys out on a mission), and just more realism all around (being outnumbered so retreat is necessary, differing skill levels of pilots, etc.

It seems like we all have this same picture in our minds (to lesser or greater detail). This is a good thing because it will give neoqb a VERY clear direction to head in.

On the RPG note here is something to think about. What if they coded it into the game for the aircraft to handle better for the pilot as he gained more experience through the successful missions he flew. I know that is a stretch but that wou0ld be very RPG-ish. I am not sure if I like that though, but a thought none the less. BTW can we go back to the bright and sunshiny type of UI screen instead of the dark showroom floor screen that comes up when you launch the game? I think I like the bright hanger view much better. IT would be cool too if we could setup the plane we always want to fly with so that it would appear spinning around rather than always having to set it up everytime you get in to play. Oh and more skins for the SE5A, and Pfalz DIII, 3 a piece is kinda lame.
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#33 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 17:47

That would fall under the "living world" part of it.

I kind of agree, but I think you need to be specific. General terms are just far too open to interpretation. The greater the detail that can be passed on to the developers the better. It will save headaches later when their interpretation doesn't quite match ours.

If it is one thing I'm going to be when I officially submit this stuff to neoqb, I will be detailed and specific.
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#34 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 17:50

On the RPG note here is something to think about. What if they coded it into the game for the aircraft to handle better for the pilot as he gained more experience through the successful missions he flew. I know that is a stretch but that wou0ld be very RPG-ish. I am not sure if I like that though, but a thought none the less.

Careful…you are likely to get stoned to death on these boards for suggesting such a thing :D

Seriously though, I doubt that would be a popular direction to head in. People want an authentic simulation above all else. Introducing level ups and skill point distribution would change the fundamental nature of the game.
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#35 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 17:57

LOL, ok this will probably sound Dumb however….Since we do have to sort of treat this as an MMO and hook up to the internet to play, how about some holiday themed skins. You know for Christmas, Easter, 4th of july, Passover, Hanukkah, Sinco de Mayo, Halloween, ThanksGiving, Ramadahn, etc….. Perhaps a free Aircraft on the birthday of the game, a "birthday" skin for our plane on our birthday, or some sort of award. Just a thought.
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#36 Sirocco

Sirocco
  • Posts: 1966

Posted 26 August 2009 - 18:10

Back when I played Battle of Britain - I think the developer was LucasArts, if I remember correctly - it had a pilot roster. You could actually assume control of the other pilots and build their skill levels. The problem was, as you got better at the game, the easier it got. So on the surface while it seemed like a good idea, it worked in the opposite direction. Sometimes it's better to not be in complete control of things, and to know that you're not.
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#37 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 18:13

On the RPG note here is something to think about. What if they coded it into the game for the aircraft to handle better for the pilot as he gained more experience through the successful missions he flew. I know that is a stretch but that wou0ld be very RPG-ish. I am not sure if I like that though, but a thought none the less.

Careful…you are likely to get stoned to death on these boards for suggesting such a thing :D

Seriously though, I doubt that would be a popular direction to head in. People want an authentic simulation above all else. Introducing level ups and skill point distribution would change the fundamental nature of the game.

Yeah I wasn't wild about the idea myself, but someone mentioned RPG so I figured I'd throw it out in their favor.
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#38 stethnorun

stethnorun
  • Posts: 571

Posted 26 August 2009 - 18:16

On the RPG note here is something to think about. What if they coded it into the game for the aircraft to handle better for the pilot as he gained more experience through the successful missions he flew. I know that is a stretch but that wou0ld be very RPG-ish. I am not sure if I like that though, but a thought none the less.

Careful…you are likely to get stoned to death on these boards for suggesting such a thing :D

Seriously though, I doubt that would be a popular direction to head in. People want an authentic simulation above all else. Introducing level ups and skill point distribution would change the fundamental nature of the game.

Yeah I wasn't wild about the idea myself, but someone mentioned RPG so I figured I'd throw it out in their favor.

Yeah I mentioned Role Playing Game in order to be very literal. I mean literally, playing a role (WW1 pilot) in a living, reactive world. I didn't mean anything involving level ups or any of the other RPG mechanisms.
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#39 Sirocco

Sirocco
  • Posts: 1966

Posted 26 August 2009 - 18:19

General:
Fix windsocks
Balloons pulled down when attacked, observers bail out
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#40 athlondude

athlondude
  • Posts: 515

Posted 26 August 2009 - 19:01

Haven't seen this mentioned yet, but how about ground troops? It would be coold to go in for a strafing run, and see a platoon of ground troops scatter and hit the deck. Also base troops would be cool to.
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