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The first and most basic where to take cockpits, at least one.
The second problem is that tank sim is based on wargame, as practice has shown, this is not an advantage, it's a drawback. Since the players in the tanksims need a little different gameplay (more clear tanks not tactics), and all these operations and tactical delights are interfering.
This is a bad business prospect, at first there was a lot of negative feedback on this game, that "there is exactly the same thing as in the Mius-Front," although the difference in content is quite substantial. And you propose to make a game that repeats the existing game by 99% - guaranteed bad reviews.
Second, tank simulators are sold much worse than wargames, they already have an smaller audience. Why spend a few years creating a tank simulator (this almost with a 100% guarantee will kill Graviteam as a company), if we can spend them on wargames.
It is very sad that the tanks sims don't do better, personally I always found your them too tricky, I love your strategy games and after a struggle I learned how to play them and I enjoy them more than any other strategy series, but for some reason I cannot find comfort with the tank sims, it is a shame because I know I would enjoy them if I could only understand them, Steel Fury with STA mod in particular drives me crazy, it is clearly a wonderful piece of software from heaven, but I just can't get my head around it and I imagine it is the same for some other players too, what the answer is I don't know.
SF was not based on wargame, but was clear tanksim. By modern standards, of course not very hardcore, but it may be event better.
I am sure if you contact the museum and explain that you have an idea to recreate a simulation of some of their tanks and would like to discuss a commercial partnership they will extend an invitation to you, so no cost
Yes indeed, this is what I was thinking about for the Tank sim module idea, much more tank sim focus and less strategy/tactics gameplay, like SF exactly, but set in the environment of whichever relevant tactical campaign, so it is really a completely different experience, not only 'Tank Warfare' with bonus tank interior, but perhaps a selection of more simplistic missions based upon specific elements of the main campaign, eg attack village or defend crossroads.
I am going to try again to master SF, it really does look amazing especially with STA mod.
Once again, apparently I could not get the idea across.
Museums - store real tanks
The game needs 3D models of cockpit tanks, not real tanks!
Museums do not make 3D models, the game does not need real tanks, only 3D models.
Even if you go to the museum every day, during the year, from this, 3D model of the cockpit will not appear.
Again.
Who will do the 3d model of cockpit (where to get it)?
I wrote above, it does not work, can not take a wargame and make of it tanksim like SF
It is completely different games.
Well, it was a bad idea then.
Artists will obviously do them for a long time and for quite a lot of money, and this will never payback in the form of a DLC. Even in the form of a full game, this rarely transcends the payback line.
What is the goal of this idea? Spend a lot of time and money on mindless? So far only this is visible.
These were full games, not the DLC. They are on the verge of payback. On average, the DLC purchases 10% of the game. Those. taking into account a 2 times lower price, we get 20 times less profit.
Those. it is guaranteed money and time losing event.
Once again I will ask what is the point?
I find exactly the opposite. The Graviteam strategy games are FAR harder to grasp than Steel Fury and even SABOW. I just don't have enough time with SABOW yet, but I just love driving the tanks around as they are so well modeled. Steel Fury with STA mod is a MASTERPIECE of a tank sim. If I could only control the wingmen in it (ala M1 Tank Platoon 2) so they didn't do stupid things, it would be the ultimate tank sim. It's a damn shame that SABOW isn't moddable without extreme effort (don't know why that design decision was made).
I really don't understand how they don't sell better, although marketing in North America is definitely an issue. WAY less commands and structure than these strategy games (to actually use the game the way it's meant to be played, not just select and right click ala Command & Conquer). The tank sims even share the same commands for movement as every FPS game out there (WASD). Arrow keys to move the turret, space to fire, F1 to F4 to switch crew positions. Simple.
Hopefully the new sim 'Tank Crew' from the Maddox team will be as good as their flight sims, and not just another dummy World of Tanks clone.
Only one problem, who will make this work...
Sorry my bad english, I hope you will understand that I mean.