Demo Impressions
Posted: Sat Jun 05, 2004 6:46 pm
Hi guys!
New to the board, first time poster, and all that jazz.
Just finished about half a dozen missions of the demo campaign. This game is really shaping up for greatness. Here's what I've got in terms of suggestions so far:
1) The fighter interface *desperately* needs an imroved return to base mechanism. Either automation (or maybe optional automation?), or more information on the actual sequence. I.e. a meter informing the player how far his craft is off the landing pad. I've died three times now because I dipped a smidgeon too far and ended up blown to pieces after winning a mission... It's just too difficult to judge how far your craft is from making contact with the deck.
2) I get some strange 'clipping' effects during the missions. It doesn't detract from the game experience, but it is a bit disconcerting at times when the screen goes black for a microsecond or so. I've only had one CTD so far, though, and there were a few programs running in the background - the game's stability for a demo version is satisfactory.
3) Do I have to order my wingman to engage the enemy even when I'm in the midst of a firefight with 3 bogeys and he's only 2km away? When I won said fight, the reason why I was slightly upset was because my wingman had fired no missiles and hadn't fired a shot from his guns.
4) Somewhat connected to number 3: I often get in fights with bogeys that are well within the detection range of nearby help. Can I radio for said help? Or can I ever expect them to come to the rescue, so to speak? 'Cause right now they seem content to let me get ganged up on by 3-4 bogeys.
5) Whilst the dynamic campaign system looks really cool, I'd also like to see a more retroactive 'kill' count (totals/by ship/by squadron), as well as perhaps some kind reinforcement system. In Operation Highlander, by day 5, and despite losing 1 DD, 2 FF's and the second DD being at 85% damage, the 6th Fleet was not reinforced at all.
6) I very much like the flight model. Very believable.
Keep up the good work.
Regards,
Lokos
New to the board, first time poster, and all that jazz.
Just finished about half a dozen missions of the demo campaign. This game is really shaping up for greatness. Here's what I've got in terms of suggestions so far:
1) The fighter interface *desperately* needs an imroved return to base mechanism. Either automation (or maybe optional automation?), or more information on the actual sequence. I.e. a meter informing the player how far his craft is off the landing pad. I've died three times now because I dipped a smidgeon too far and ended up blown to pieces after winning a mission... It's just too difficult to judge how far your craft is from making contact with the deck.
2) I get some strange 'clipping' effects during the missions. It doesn't detract from the game experience, but it is a bit disconcerting at times when the screen goes black for a microsecond or so. I've only had one CTD so far, though, and there were a few programs running in the background - the game's stability for a demo version is satisfactory.
3) Do I have to order my wingman to engage the enemy even when I'm in the midst of a firefight with 3 bogeys and he's only 2km away? When I won said fight, the reason why I was slightly upset was because my wingman had fired no missiles and hadn't fired a shot from his guns.
4) Somewhat connected to number 3: I often get in fights with bogeys that are well within the detection range of nearby help. Can I radio for said help? Or can I ever expect them to come to the rescue, so to speak? 'Cause right now they seem content to let me get ganged up on by 3-4 bogeys.
5) Whilst the dynamic campaign system looks really cool, I'd also like to see a more retroactive 'kill' count (totals/by ship/by squadron), as well as perhaps some kind reinforcement system. In Operation Highlander, by day 5, and despite losing 1 DD, 2 FF's and the second DD being at 85% damage, the 6th Fleet was not reinforced at all.
6) I very much like the flight model. Very believable.
Keep up the good work.
Regards,
Lokos