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Old 29 April 2008, 09:19 AM   #9 (permalink)
FlyXwire
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Join Date: Feb 2003
Posts: 845
Quote:
Originally Posted by Punish View Post
Thank God for being retired or else it would even be harder to make the time.


WF2, to a certain degree most WWI combat flight sims to date have been default "dogfighters", that is, because of limited in-game visuals, the lack of environmental complexity (example: no blinding sun), and because of limited AI tactical routines, our games have artificially slanted towards the "turn and burn" dogfights. This of course was not the typical nor desired manner of air engagement during the war, rather the surprise high-side bounced being favored (and emphasized).

There's a generation of fans who have grown up flying flight sims where turning dogfights were the only method of game play available, because there never was an ability to hunt at range, maneuver for advantage, or an ability to use the sun and clouds for obscuration before an attack. To a degree, computer technology, and a lack of software sophistication made dogfighting the only available end-product of these games.

It is hoped that by opening up the skies in Knights Of The Sky, the realm of maneuver, tactics, and leadership that preceeded the decision to engage (or to run) will also be enabled.

I do agree with you that having as much visual and terrain fidelity will make for a much more immersive experience, and will enhance the flying enjoyment of the sim too.

I've always been interested in seeing the simulated conditions created where the era's air tactics may prevail, so that the possibilities of greater tactical decision-making can occur, rather than those with the "tightest sticks" or "fastest triggers" always being favored.

We shall see what the KOTS Team can come up with, but they do have their eyes and minds wrapped around this very thing.
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"Real aviators are very sharp and not so timorous. That did not help their good relations with the bureaucrats." Willy Coppens
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