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I haven't played falcon 4.0 so I'm not to sure but if you have any suggestions please let me know :)
Well the concept of a dynamic campaign is something that was quite popular on the flight sims back in the day (90's, early 2000's), Falcon 4.0 was the absolute king but there are many other examples of this.
The concept is simple, you are presented with a battlefront with both sides (or more), you join to one of the sides, and now you get missions depending on the state of the front...what Falcon and others did great, was that your actions can have an outcome in the overall campaign, what you destroy persist destroyed and the goal is to take down the opposite front with time.
And what makes it really special is the sense of scale, or seeing other AI flights doing their thing while you fly to do your mission, unexpected situations in the middle of a mission, ect
If you want to really deep dive on dynamic campaigns, I suggest you have a look on Falcon BMS 4.36 (is the free updated version of Falcon 4.0), in my opinion has the most powerful dynamic campaign engine ever created, and it's over 20 years old!
As I was saying on my initial post, it doesn't have to be anything complicated like that, but something simple, a front with 2 sides, pick one and then you get to chose squadron depending on what you want to do (a/a, a/g, etc), now the game will generate missions that will make advance the front, and opposite AI will do the same, goal will be to completely defeat the enemy side, either destroying assets, capturing airfields, etc...if done correctly this can extend the replay-ability of the game quite considerably being not each campaign always the same, and make it less predictable than scripted missions IMO.
Have a look on either Falcon 4.0 or the modern updated version, Falcon BMS 4.36 and you will quickly understand what I meant! :)
Never thought of having an option to play on the other factions side in the missions. I think that's a pretty cool concept.
Most of the missions already have allies and enemies so I just give the option to swap sides and funny enough my code can already support this option.
I'll look at making each mission less predictable so when the mission is replayed it will be similar although not entirely the same(chances to spawn extra units or less units, and make their spawn positions slightly random)
Thanks for the suggestions, it helps alot :)
project wingman has a campaign mode and its the only reason i bought the game.
this arcade flight sim looks like one the best i ever seen which is even focus on mouse control (which i personaly love more than controller or keyboard) but as other say if only limited to few missions it is fast done
i will still get it by time soon but these ideas shall be considers a maybe in future atleast as a great addition and surprise to the fans :)
Vincemus currently does have a random mission generator and you can also get rewards by completing it, with allied and enemies spawned, time of day and clouds adjustable by the player. I would say its a small feature that's fun to play with for a while.
But like you said having a more in depth map/mission editor would be very nice and the ability to mod the game will also be cool though it's something that the game just wasn't built to have. I will consider the possibility of it being in a future squeal though.
Later down the track I'll enable the ability to customise the textures on aircraft as well as their stats. but this is probably the limit for modding for Vincemus.