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View Full Version : SB Pro PE/SB2 questions from far away from the civilization


BlackDeath
05-11-2005, 02:57 PM
Some question about SB Pro PE...
Given that i wasnt here for a long time, id like to get some information about the game. :roll:
I read some interesting stuff from a file form SimHQ.com (attached file)

First whats that? a game balance for SB2? does that mean make some tank better than they are really? I dont think its really a good solution... in fact, that sucks... :evil:
damn, i forgot what i read on the document. so im going to improvise.
:?
what are real improvment for SB Pro PE in comparaison with SB1? (exept graphics of course)
can somebody say what will be units in SB2 or units added for SB Pro PE in a theorical extension? :?:

what is the difference between SB2 and SB Pro, is it only the artillery/mine system that will be simplified?
All features of SB2 will be in SB Pro or only some of them?

and some eye candy features:
will damage be visible on tanks, like T72 Fire in the Balkans does? (at least 120 mm holes)
(its always better when we see that the tank is dead, while the AI knows it immediatly...) :?

no M1A2 for SB2 or the theorical SB Pro expension? 8)

and what are the hidden informations you cant say to people? :p (you can use PM to me... :) )

more questions comming when i will remember them... :shock:
even if most of those questions were already asked, keep in mind i wasnt here for a very long time, so dont hesitate to forgive me for asking those questions again and again!! :roll:

in fact, if all features of SB2 will be in SB Pro PE, even by buying an other disk, i would probably buy SB Pro despite of its price! otherwise, i would have to choose. :)

BlackDeath
05-11-2005, 03:02 PM
hmm, it seems that the file wasnt attached, so here is the link:
http://www.simhq.com/_land/PDF/armor_011print.pdf

Ssnake
05-12-2005, 10:53 PM
First whats that? a game balance for SB2? does that mean make some tank better than they are really?
No, that would be a misinterpretation. We won't change ammo or armor statistics. Balance is however a consideration for scenario design, so that the player's action will make the difference between victory and defeat. That could mean that the player faces force balances that make it challenging, or that he'd be confronted with the need to work with damaged tanks, etc.
We will use serious simulation techniques whenever they won't stand in the way of good entertainment. For uncompromising realism, even at the expense of fun and entertainment, SB Pro PE would be the software of choice.what are real improvment for SB Pro PE in comparaison with SB1? (exept graphics of course)
I think that you should have a look at the product comparison in the Products section at www.eSimGames.com . We have expanded the tactical options in many areas, especially when dealing with obstacles.can somebody say what will be units in SB2 or units added for SB Pro PE in a theorical extension? :?:
The list at SimHQ.com is pretty complete for the moment. More vehicles will be added. Once that they are, I'll publish new screenshots.what is the difference between SB2 and SB Pro, is it only the artillery/mine system that will be simplified?
Since SB2 is still quite some time away, it's too early for final statements. Right now, our focus is on finishing SB Pro PE, and afterwards we'll work on SB2 on the basis of achievements of SB Pro.

dejawolf
05-13-2005, 07:41 AM
from my point of view, half the fun with a sim is learning as much as possible about the vehicle you drive/fly, and possibly the scenario that you're playing in.
the second part of the fun is putting that knowledge into action, and mastering the vehicle to it's fullest, with the deception that you're doing things just like the real guys are.
for a simmer, realism equals gameplay.

usually, people who play sims are a smarter bunch than people who play regular mass-market games, which equals older players.
part of the reason sims aren't that lucrative, is because very few old guys has the time to actually play.
however, if we're to bend SB2 to a wider market, we'd have to make it a lot more linear, and easier to handle.
the most effective way is to border in the maps to small squares of 2-5km,
and mostly ruining the sim aspect.
if we are to appeal to a mass-market audience with SB2, i don't think we'll see it in less than 5-6 years, both because the technology will have matured significantly, and because SB graphics, and physics will be woefully behind the lines.
high screen resolution isn't what turns todays mass-market gamers on,
but rather eye-candy and physics, and interesting gameplay.

koga
05-13-2005, 08:53 AM
Hey man sb is cool thats why i'm the youngest kid here

BlackDeath
05-13-2005, 10:55 AM
Sb isnt so hard to handle... i dont think it is so hard!
i tried Falcon 4.0 and i even wasnt able to take off (alive at least)... this game is really hard to handle.