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IL-2's Oleg Maddox
by Bob "Groucho" Marks

Groucho: Are voice comms (radio calls, etc.) going to be modeled? Will you have the choice between English & Russian?

Maddox: Yes it will be modeled. The radio chatter of Russian or German pilots will sound in original languages. But on display you’ll see the full text translation in English for English language market, in German for German language market, in French for French language market etc. One of the reasons of such feature is that we would like to present some authentic spirit in our sim. The second reason is also very important - such technology allow us in future to localize the game for other languages and it is much easier than to produce many different sounds, which cost so much money.

Groucho: Will engine management (prop pitch, cowl flaps, fuel switching, etc.) be modeled?

Maddox: Yes for prop pitch, cowl flaps, but only for these planes, which have really manual this management. No for fuel tanks switching, it is automatic. For example, if you drop fuel tanks, the switch to inside aircraft fuel tanks will be done automatically.






Groucho: Will the muzzle flash effects from the fuselage-mounted guns on the fighters be toned down a bit? It completely obscures forward vision, right when you need it the most... :)

Maddox: Yes, it will be toned down a bit, just to keep the good gameplay, even when it will be not too realistic.

Groucho: Are the campaigns going to be dynamic, or scripted? What are the campaigns focused on? Specific battles, entire war, etc?

Maddox: Our campaign system can't be defined as static or dynamic---it is somewhere in between. There are dynamic branches of changes in scenarios, which depends of your success, rank and awards. What you will see is a lot of ground units fighting each other on a large scale! That sort of "dynamic environment" is more important to an Air-to-Ground sim in general than a "dynamic campaign" as such. In other words I don't like the simple model of dynamic campaigns and prefer a complex model with partially scripted scenarios and dynamic environments. You'll see so many changes in real time during the game that sometimes you'll think that you are seeing a real battle!

In addition, we offer to use our power Mission Builder, which includes a lot of features and at the same time very easy-to-use. With such power tools, designed especially for end-user, players can build a lot of historical or non-historical missions and even unit them in campaign. Also, using Mission Builder is possible to create the special missions for multiplay. These missions can also be swapped. All multiplayer games will be via the Blue Byte Game Channel.

Groucho: Will there be troops on the ground along with the vehicles? Seems like they would make mighty tempting Sturmovik targets...

Maddox: We can do it. We already have the ability to kill individual pilots or gunners located inside the aircraft. There is one problem that affects our decision about attacking ground troops, the laws of some European countries. We are considering the use of a parental lock for these instances but this is still in discussion and the last word will be from the publisher.

Look for IL-2 Stormovik on the shelves of your friendly neighborhood retailer Q1 of 2001.

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