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Postmortems are part of most sowtware development processes. I did the same for my WOE:BC campaign. The full postmortem is available on my blog but I wanted to post my conclusion to hear from the other campaign developpers.

 

Based on what went right and wrong, my next campaign should follow these rules:

 

1/ 3rd party terrain: the terrain should be available at combat ace, so that all iterations of SF and WOx can play the campaign

2/ aircraft: same as the terrain, all aircraft should be part of the stocklist of all SF/WOx iterations or should be available at combat ace

3/ limited choice of aircraft: the player should only be able to choose out of a limited number of aircraft, with as few squadrons as possible, yet the number of aircraft types should be as wide as possible.

4/ small size enemy: the enemy too must have a limited number of aircraft (both in quantity and versions)

5/ short duration: the campaign should be short, both from a testing pov as to invite the player to replay the campaign with all the aircraft.

6/ Unique Aircraft: Aircraft have to be challenging. Each different iterations of the game comes with the run of the mill aircraft (F-15, F-4, F-16) for which most players have the "been there - done that" feeling. Aircraft should be special ie carrier operations with F-14, bomb runs with F-15E etc.

7/ Red Side possibility: The player should be able to fly also on the red side. The campaign might be developped for the blue side, but we should not deny the player the chance of being the bad guy.

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Postmortems are part of most sowtware development processes. I did the same for my WOE:BC campaign. The full postmortem is available on my blog but I wanted to post my conclusion to hear from the other campaign developpers.

 

Based on what went right and wrong, my next campaign should follow these rules:

 

1/ 3rd party terrain: the terrain should be available at combat ace, so that all iterations of SF and WOx can play the campaign

2/ aircraft: same as the terrain, all aircraft should be part of the stocklist of all SF/WOx iterations or should be available at combat ace

3/ limited choice of aircraft: the player should only be able to choose out of a limited number of aircraft, with as few squadrons as possible, yet the number of aircraft types should be as wide as possible.

4/ small size enemy: the enemy too must have a limited number of aircraft (both in quantity and versions)

5/ short duration: the campaign should be short, both from a testing pov as to invite the player to replay the campaign with all the aircraft.

6/ Unique Aircraft: Aircraft have to be challenging. Each different iterations of the game comes with the run of the mill aircraft (F-15, F-4, F-16) for which most players have the "been there - done that" feeling. Aircraft should be special ie carrier operations with F-14, bomb runs with F-15E etc.

7/ Red Side possibility: The player should be able to fly also on the red side. The campaign might be developped for the blue side, but we should not deny the player the chance of being the bad guy.

 

 

That is pretty much the strategy I am using with the NATO Fighters series, with the exception of item 7. I think that any good mod should be focused and not try to be all things to all people.

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Guest Sony Tuckson

I would concur

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That's very true and helpfully it can set the standard. KingAlbert's WOE:BC is most entertaining and was fairly easy to install with deep but simple instruction.Found everything needed here at CA.Never felt like "been there done that",found it tobe in dept and very entertaining.But,as of course,it's just one person's view [mine].And love the idea that KingAlbert is open to suggestions and doesn't flame because of it.

By the way,I'm just begining to understand modding because of mods like this,wants you to think for yourself.

Edited by WDH

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