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Meanwhile, there's bad news and good news on the Falcon 4.0 front. The bad news is that the release has been delayed again--the development team didn't want to give specific dates, but from their progress so far and some general comments I'd guess that the July 1 date many software stores are quoting is right on the money. The good news is that the sim is progressing very nicely, and the extra time will go into incorporating many of the suggestions from users who played the alpha demo version released on the Internet and on CGW's March CG-ROM.
One area that has significantly improved since the demo is special effects. The simple, canned explosions of the demo version have been replaced by elaborate, particle-based explosions that send debris flying and emit semi-transparent smoke. Missile trails look much better, as do other lighting effects such as flares. Still on the plate is frame-rate optimization; the team is confident it will be able to speed up the sim's performance on lower-end systems before it ships.
One area that has changed from the initial specs is the player limit for multiplayer games--it's been bumped from 16 to 720 players, with a 180-player-per-team limit replacing the old six-player cap. Obviously it's going to take a hellishly fast server and network to accommodate such large-scale games, but it's nice to see MicroProse looking to the future.
Another change from the initial plan is that TEN will no longer be the online host for multiplayer games. Experienced net players will be able to set up their own TCP/IP games, and MicroProse is currently evaluating the options as to which matchmaking service it will use.
The last major piece that was still unimplemented when I wrote the January preview--Tactical Engagement, the mission editor--is now up and running. This is a very sophisticated mission editor which will let users create very elaborate mission scenarios. In addition to setting up the typical conditions--air and ground forces, targets, and so on--you'll be able to create very detailed objectices and victory conditions. And missions won't be pass/fail--there are six ratings from Decisive Victory to Crushing Defeat. And one of the biggest problems in "canned" missions has been addressed--you don't have to give specific victory conditions, such as "destroy all planes in this flight." Rather, you can give broader objectives, along the lines of "gain air superiority in this area," so that letting one plane get away doesn't unrealistically cause you to fail your mission.
In addition, thought has been given to multiplayer play here. The host can actually change victory conditions during a mission. For instance, you might vector flights to take care of annoying mobile SAM sites. The host can also put time limits on objectives, so that a flight may gain victory by taking an objective within three game hours and holding it until five have passed.
The one element that's still missing is the ability to randomize the location or chance of appearance of a flight. But while conditions will always be the same when a mission starts out, MicroProse's Leon Rosenshein said that the AI will have different reactions each time, so missions shouldn't play out exactly the same. Still, the ability to randomize is a sad omission in an otherwise groundbreaking mission editor. (And one that the competition, Jane's F-15, does have.)
Falcon 4.0 is taking a long time to taxi onto the runway, but it's by far the most elaborate sim anyone has attempted to produce. Teething pains are to be expected, and every indication is that the final result will be more than worth the wait. >>>
Coy |