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Posted

Since I'm a WWI guy and PWCG is directly derived from RoF I had never looked into radio usage.  If radio messages can be tied to events in the ME then relevant (as opposed to random) radio chatter could be done.

Take a look at the missions done by Veteran. He has created hundreds of mp3 files with radio messages that are tied to events and get triggered during his missions.

Posted (edited)

He has created hundreds of mp3 files with radio messages that are tied to events and get triggered during his missions.

 

That's what I'm saying. It should part of an integrated system, and not simply left for the mission builder to figure it out. Scripted/triggered audio files are one thing, but dynamic sound environments are another... silly example: early Call of Duty games, when characters started yelling for a spotted enemy, insulting them and whatnot. Making "gamey" stuff like this function in the simulator environment means to integrate it with what radios were operated for, when used on airfields/aircraft. Or at least with the most important bits.

 

 

That sounds mouth watering.

 

Oh yes it does.

Edited by Picchio
PatrickAWlson
Posted

Just not sure if current mission structure supports it.  As of right now I do not know of any way to dynamically generate a location.  All locations have to be defined at mission creation.  

 

I might be able to emulate something like it based on mission analysis.  The scramble flight could be routed to multiple locations with different events triggering different routes.  Once a route was initiated the rest would be canceled and the scramble flight would be on its way.  Not perfect because the scramble flight would go to a pre-planned location and not the location of the event, but as long as the two could be made reasonably close it would work some of the time.  Probably realistic because vectoring in both WWI and WWII eastern front were not exactly precise sciences.

74_jim_nihilist
Posted (edited)

It's only my opinion, but in my mind they really should get serious with your campaign generator and include it in the main game and/or help (and probably pay) you to work out more SP-only features.

 

PWCG is the straw that keeps BOM/BOS interesting long term for any serious SP-mode Player. I try the official campaign generator from time to time, but those missions get tedious quickly. It is not that I don't want to like it.

Edited by 74_jim_nihilist
seafireliv
Posted

Yes, why don`t they incorporate PWCG into the default campaign? Saves all the faffing about.

PatrickAWlson
Posted

Yes, why don`t they incorporate PWCG into the default campaign? Saves all the faffing about.

 

PWCG is Java and BoS is (probably) C++.  The UI frameworks are entirely different.  I can go into mind numbing detail on what it would take but the short answer is a lot.

Posted

I hesitate to mention CloD here but what i can say is the Desastersoft ,a third party campaign designer did some wonderful work in several vast BoB campaigns making the virtual experience more involving & dare I say addictive..

http://shop.desastersoft.com/

I'd certainly pay a third party to make a Historical Campaign here.Until that day I'll soldier along with PWCG. ;)

Posted

I hesitate to mention CloD here but what i can say is the Desastersoft ,a third party campaign designer did some wonderful work in several vast BoB campaigns making the virtual experience more involving & dare I say addictive..

http://shop.desastersoft.com/

I'd certainly pay a third party to make a Historical Campaign here.Until that day I'll soldier along with PWCG. ;)

I would buy a Desastersoft style campaign for BoS/M too. Those were excellent!
  • Upvote 1

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