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A WW2 title unfortunately cancelled


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Posted (edited)

A decade and a half ago this was to come out. I believe that Dynamix was sold off by Sierra or Sierra was bought out and removed Dynamix, either way it never made it beyond an Advanced Tech Release. It was to be based on the Tribes engine, not the RB3D engine, but was to incorporate what was learned with RB3D.

 

There's a lot in the Interview that would be nice to see in any modern WW2 air combat game, such as the friendly supply lines being covered and enemy supply lines being destroyed.

 

Would have been very cool, and it would have been in the desert.

 

http://www.combatsim.com/printer.php?action=review&id=558&page=1

 

http://www.neoseeker.com/Games/Products/PC/desertfighters/screens.html

 

The interview also has a direct statement from the developor of RB3D's campaign about how it wasn't truly dynamic. The campaign system would have been very unique and revolutionary. No one would be talking about RB3D or Falcon's campaigns, they'd be talking about Desert Fighter's campaign being the best out there.

Edited by FuriousMeow
Posted

Yes...I see what you mean FM.  Sounds like a neat idea and so true for the Stalingrad campaign as well.

 

"Q: Tell us more about the campaign structure. How does it flow?

You can choose to play for either one of the four "services": Royal Air Force, United States Army Air Force, Luftwaffe, or Regia Aeronautica. Additionally, you can choose to start the campaign on any one of four start dates: March 1941, January 1942, July 1942, and January 1943.

 

As a pilot your job is, to put it simply, inflict damage to the enemy supply system while protecting your own side's supply assets. Generally speaking, the side which is able to maintain more of it's supplies will be the one that wins the war

     .

Of course, transporting supplies over a considerable distance to the front results in attrition on the supplies, to the point where you would expend all of your supplies in simply transporting them to the front lines. At that point, your side would need to withdraw its forces to a more defensible line. As the ground forces advance and retreat, your unit will be moved forward or back as needed to maintain it within an effective operational distance from the front.      

 

In addition to incoming supplies, each service will receive replacement aircraft at various intervals. These replacements are distributed to squadrons to replace lost aircraft, with the remainder being placed into a reserve pool for future use. When new aircraft models are received, the most effective squadrons will get upgraded to the new models with the old models being relegated to the reserve pool.

However, if a squadron incurs losses such that they cannot field a flight of aircraft and there are no more of that model available, the squadron can be reassigned to fly an older type, of which there is a sufficient quantity to equip the squadron."

II./JG27_Rich
Posted

Well now I really want the Team Fusion Med patch ARRG!  :wacko:

SCG_Space_Ghost
Posted (edited)

"Q. Let's talk about physics modeling. Fighter Squadron has pushed the envelope in this area, what are the goals in Desert Fighters?

 

My primary goal is to produce a fun game. For some people that means a flight model that is so squirrelly you can't take your hand off the stick, for others it means a flight model they don't have to fight, leaving them free to fight the enemy. I think the lack of success of most of the WWII sims on the market is because the developers forgot they were making games. They fell in love with their "physics" and listened solely to the hardcore market, forgetting that the hardcore is only a portion of the entire market. I'm not saying that I intend to ignore the hardcore market, but that I am not going to ignore the "mass" market. There are a lot of people that have been turned off of flight sims by the extreme difficulty of the latest round of games, both in the flying portion and in the user interface. How many people really have the time to study a two-inch thick game manual? I know I don't, nor do I want to anymore. I want a game that I can jump in and play in a minimum amount of time."

 

Uh oh... There's your problem...  :blink:

Edited by FalkeEins
LLv34_Flanker
Posted

S!

 

 I remember that title. Well, IL-2 could expand to North Africa...

Posted (edited)

"Q. Let's talk about physics modeling. Fighter Squadron has pushed the envelope in this area, what are the goals in Desert Fighters?

 

My primary goal is to produce a fun game. For some people that means a flight model that is so squirrelly you can't take your hand off the stick, for others it means a flight model they don't have to fight, leaving them free to fight the enemy. I think the lack of success of most of the WWII sims on the market is because the developers forgot they were making games. They fell in love with their "physics" and listened solely to the hardcore market, forgetting that the hardcore is only a portion of the entire market. I'm not saying that I intend to ignore the hardcore market, but that I am not going to ignore the "mass" market. There are a lot of people that have been turned off of flight sims by the extreme difficulty of the latest round of games, both in the flying portion and in the user interface. How many people really have the time to study a two-inch thick game manual? I know I don't, nor do I want to anymore. I want a game that I can jump in and play in a minimum amount of time."

 

Uh oh... There's your problem...  :blink:+1

+1

Edited by JagdNeun
II./JG27_Rich
Posted (edited)

S!

 

 I remember that title. Well, IL-2 could expand to North Africa...

IL-2 Cliffs of Dover/Team Fusion are going for a Mediterranean expansion

Edited by II./JG27_Rich
Posted

I know it's very much WIP, but honestly, if the project had lived, it would've come out only slightly before IL-2, and look at those screenshots. It just wouldn't have been up to snuff.

SCG_Space_Ghost
Posted

I know it's very much WIP, but honestly, if the project had lived, it would've come out only slightly before IL-2, and look at those screenshots. It just wouldn't have been up to snuff.

 

No doubt there...

 

And I think that he, as a developer, was severely underestimating who and what his target-market really should have been.

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