My three item list of "must haves" seen at E3 is short. I'm not too
interested in another F-16-type sim or more European scenario WWII sims
either. For the best WWII flight sim of the show the choice was
obvious. I also saw two pieces of supplemental hardware that everybody
must try.
FROM THE PEOPLE WHO BROUGHT YOU..
If what I heard from Dynamix marketing comes to pass we'll have
a long sought after sim with most of the features that you are longing
for.
I drooled for this scenario for years to the point of hacking AOA- Aces
Over Africa from Dynamix's AOE- Aces Over Europe. Yes, there were
several Italian aircraft that some talented fellows like Brett Hanson
drew or re-drew from existing shapes. I even had a Stuka with dive
brakes! We changed the color of the grass to tan sand thanks to a SYSOP
Bob Church at Compuserve, who found the right byte. We painted the
planes in desert camo too. Now all this will be coming in a "store
bought" sim!
Dynamix has a lot going for them with past titles like Red Baron and
the Aces Pacific/Europe sims. There is nothing to lead me to believe
that Desert Fighters will be anything less than excellent. And we are
talking late second millenium sim engines and the good-as-expected
graphics.
WHAT MAKES A GOOD SIM?
I've spoken to many virtual WWII pilots, and here I will list what I
believe you all feel are the primary things that make a WWII flight sim
enjoyable. In order of importance, I believe these crucial points will
be delivered in Desert Fighters.
1. A dynamic campaign complete with promotions, medals and a
progressive historical event mission calendar. You want the game to
advance in a manner that repeats history, with your contributions to
the campaign altering history. Real aces of the theater popping up in a
mission or as an option for single mission engagements are a PLUS. A
detailed map with zoom is a must. If one can effect the outcome in a
strategic way it will be welcomed.
2. A scaleable flight model is needed. "Novice" and "pro" settings are
not enough, but the user should be able to vary flight attributes like
pitch, roll, and yaw. At least six settings of each should suffice.
3. Ten to twelve flyable aircraft are the absolute minimum with
eighteen to twenty being desirable. Fewer aircraft than this and a sim
is not taken seriously by many pilots.
4. Graphics is third in order of importance. If the first
three items are neglected it does not matter how great the clouds look!
GRAPHICS QUALITY and AI
Graphics quality is a broad and subjective assessment. "Quality" is not
easily definable in a way that everyone will agree, but you the pilot
know what good, clear, detailed visions you should see in 1999-2000
compared to 1995-1997. Some can run 640 X 480 and others can run 1600 X
1200. Details should be configurable to accommodate weaknesses in the
system or video board.
5. A.I.- artificial intelligence in wingmen is a sore point for many
pilots seeking control and assistance in combat. As with graphics,
there is a wide understanding of what is needed/acceptable. I remember
in Secret Weapons of the Luftwaffe (SWOTL) using the map and being able
to direct a specific pilot to attack a specific plane.
6. Custom mission generators have been sought after ever since
SWOTL. This goes hand in hand with a map as good as 1991's SWOTL, not
to mention customizable aspects of a campaign.
7. Custom paint and squadron markings are on the list too. I may want
to paint my Macchi bright red! The huge number of custom aircraft for
Red Baron II shows just how much appreciated this feature has become.
It really is cool to fly a personally marked plane in multi-player
situations!
Allegedly, there will be free, multi-player support for
sanctioned and rogue servers alike with capabilities for up to 64
pilots. Let's hope somebody finally gets this right.
This has been a big gripe for many people who feel other companies did
not deliver "as promised" multi-player hook-ups. It remains to be seen
what Dynamix can accomplish, but I hope it is a viable system since
interest is strong and the industry is being driven with similar
on-line commercial successes.
WISH LIST FULFILLED
Hacking is encouraged. AOTP and AOE were modified to
unbelievable levels after their releases and Desert Fighters will be no
exception. This time Dynamix have built a web sight for folks to post
and download patches. There will be guidance from Dynamix on how to
modify files. This was unheard of from a manufacturer prior to
Activision's Fighter Squadron, but it's very welcome!
Designer Doug Johnson is going to make some people angry but
more people happy. Game play will not be thwarted for realism; Doug is
concerned that players have fun. So long as we have "hardcore" settings
and hacks everyone will be appeased.
You will be able to "paint" your Stuka and others plus take the rear
gunner position. Remember Lucasfilm's "Their Finest Hour-Battle Of
Britain?" The lesser aircraft will not be just targets.
In AOTP you could survive, with skill and difficulty, in a dive bomber.
Many pilots want to slide into the 3-D cockpits to fly dive bombers and
lesser-known planes such as the French Dewoitine D520. Sure there will
be Spits, Hurris, P-51s and Bf 109s. The translucent cockpit frames are
a curious compromise between solid, view-blocking rails and dash clear
screen.
The sim's time line will be March, 1941 with the British incursion and
later with the Yanks as well, pitted against the Luftwaffe's desert
fighters and the Reggia Aeronautica's long wished for planes. Mission
types include sweeps, offensive and defensive patrols, heavy and light
raid escort, scramble, combat air patrol. Best of all your
contributions to success against enemy supplies will affect the outcome
ending in December, 1943. Yes, the Axis can win the battle for North
Africa!
I know the wish list is endless, but these are the points I
have heard discussed incessantly over the years. Dynamix should
accomplish these things in Desert Fighters' October release without
sweat.
HIGH TECH- LOW PRICE
The hot hardware I saw at E3 was the Rainbow Six headset with
microphone that is a direct derivative of the AH-1 Huey gunship of the
Vietnam era! The Huey's gunner had an eye reticule that made the 7.62
mm GE Mini-gun track wherever he turned his head to look. Now you can
have the same technology working for your flight sim with this headset
by UR Gear. It is programmable so that a small movement in the desired
direction changes the view you see on screen in that position.
Game Commander is the other "must have," along with the headset. Voice
commands replace those dreary key punching antics we are all bored
with. These are the two things I envisioned long ago when I began
flying simulators- voice commands and all-around vision. The combined
cost for both will be around the $150 mark. Watch for a detailed Game Commander this week.
I only wish Microprose's superb looking new B-17II was an add-on to the excellent European Air War.