I am going to start off with a rant, so if you want to go to my suggestioms part, just skip down a bit.
I want to clarify that I think it is great that you are finding a new way to use orbiter, and this way is quite unique. Regardless, I have the firn opinion that you are wasting your time with this. The majority of the Orbiter community, will, at most, give this a go once or twice and forget about it. There has obviously been alot of work involved in making this, but I unfortunately think it will not pay off to its fullest extent. The type of people that Orbiter draws, I think, are not the kind that would fully appreciate this add-on; you would have much better success elsewhere. I hope, however, that I am proven wrong here, as it would be a shame to see such hard work wasted. This will, perhaps, have many good things come of it.
Well, thanks for the input, but I think you missed a few features.
As part of OBSP, there will be an AI and a navigational autopilot, which means that you have a way of simulating airports and planes and spacecraft with their own minds. You don't need to shoot at them...
Also, while this thread has shown a few descanting views, most of the responses have been enthusiastic. Regardless of who ends up playing this, WE will.
I grew up in a time of awesome games. Jane's USAF was among my favorites, as are C&C games and MS's Age of Empires. Hostile Waters went one step further, by combining first person control of any friendly vessel, a powerful AI and a strategic overviews of the battlefield. Unfortunately you couldn't control your units in real time from the strategic views.
OBSP is hoping to go one step further. First person control of any vessel, as well as a real time strategic command, in the atmosphere or out of it. I think that has some strong appeal.
That being said, I would like to offer some suggestions from a critical standpoint. Why not start off with space-combat, instead of ground based. This would capitalize on Orbiter's strongpoint, and perhaps draw in a crowd that is in it for the space-flight manuvers required to dodge projectiles. Second off, how exactly is this going to work? I will assume that it is without multiplayer, since there is no good, solid one out there yet (unless plans are to make your own, in which case the whole project just got way, way to complex). If you are battling the computer, won't a custom AI be needed to make it interesting, instead of shooting lifeless UMMU's. Lastly, are you intending to include some sort of 'campaign'. This would be very boring with no objective.
Again, we're aiming for a decent AI - better then that you can find in your typical C&C game (eventually).
And objectives will be there as well. Bombing things, shooting things, defending things,... If the AI is able to do it's part, it might be pretty interesting.
We didn't start with space combat because OBSP v0.1 is only a bare-bone project so far. Our work has been building a strong foundation that can support anything. We've been working on things like... firing weapons, registering vessels, collision detection, damage,... all trivial, behind the scenes, but very important tasks. We *could* go straight to space combat, but I think the development of the AI and autopilots will go much smoother if we start in the atmosphere.
As for the multiplayer... we've been thinking about that. We'll see what other people can come up with. Until then, the AI will have to do
Anyway, thanks for sitting through my rant (if you did
), and I hope you think about my suggestions. Good luck with this, it will be interesting to see where it ends up!
Thanks for your input