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3Com 117200 Driver

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3Com 117200 Cbmputor Systems. The problem here is that 3Com 117200 dynamic campaign generators have creat- ed missions which, although unique, so closely resemble previ- ous missions that they quickly grew repetitive. So much so that these sims didn't offer much more long-term gameplay than sims with scripted missions. If certain conditions occurred, the sim would trigger a prescripted 3Com 117200 that featured details and plot twists unavailable in dynamic missions.

This is per- haps the current best compromise since we're a long way from the dynamic campaign system that will be able to generate atypical mis- sions, such as shooting down Admiral Yamamoto or taking out a terrorist enclave. Dynamic or Scripted?


What's 3Com 117200 most important ele- ment of mission creation? The entire war doesn't have to be generated dynamically.


After all, how often do the actions of a single pilot — even over the course of a year — truly affect the outcome of a war? There's no denying that dynamic campaigns are the ulti- mate in "living" battle environ- ments. But a scripted mission 3Com 117200 ture can work as well, offering a human design touch 3Com 117200 can flesh out a mission and make it even more believable and unique than an algorithmically generated battle. 3Com 117200

The biggest complaint about scripted missions is that they're predictable and, upon replay, feel like puzzles. Playing the same mis- sion a second 3Com 117200, with enemy aircraft appearing at the same time, in the same place, ruins your suspension of disbelief.

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The space sim X-WING is a perfect 3Com 117200 of this — not only are the missions identical each time you play, but there's generally only one method for successfully accomplishing mis- sion goals. Dynamic campaigns are a solu- tion, but they take massive amounts of development resources. Companies can't realisti- cally incorporate a dynamic cam- paign in every sim they create.

Do It Right If designers take 3Com 117200 scripted setup and add certain levels of ran- domness, scripted missions can maintain much of the "reality" of a dynamic campaign.

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If designers can't put a dynamic campaign in a game, they should keep the follow- ing points in mind when designing their scripted mission system: Replaying a 3Com 117200 isn't that bad if you don't know when the enemy is going to appear or what its location and altitude will be, 2 When a target is destroyed, it 3Com 117200 remain dead — at least until enough time has passed that it might be rebuilt.

There's great satisfaction in flying over the ruins of an enemy ball bearing plant you wiped out a few missions ago on your way to the next target. But don't just repeat the mission.

There should certainly be 3Com 117200 quences — put the player on a mis- sion track where the enemy is advancing or force him to fly future missions with fewer wingmen because of loss of pilots or aircraft. Give the option to refty a mission, but allow those players who are more interested in role-playing as a 3Com 117200 the chance to suffer the loss and move 3Com 117200 — as would happen in real life. Your mission and your targets shouldn't be the only units in the skies or on the ground.


Along with targets of opportunity, you should occasionally encounter enemy strike groups heading toward your territory, crippled 3Com 117200 needing escort home, or lone allied fighters caught in a dogfight and in desperate need of a hand. Little touches like this, on occasion, can do wonders for mak- ing you feel like you're flying over a real battlefield.

When there are 15 enemy planes in the air, specify- ing four specific target aircraft as the "goal" aircraft for 3Com 117200 the mission is absurd. Set a percentage, such as "wipe out 75 percent of enemy air assets," or base success on 3Com 117200 enemy not achieving its own goals. It's not about whether a campaign is dynamic or scripted, it's about whether the campaign is believable.

Avid sim pilot Robin Lee perhaps puts it best: 3Com 117200 illusion that I want to maintain is that missions are generated by a real operations staff reacting to unpredictable events, not by a software cam- paign engine or by selection from a fixed database of 3Com 117200 scripts. And like sausages, the worst imaginable case is when a mission reveals obvious hints about its origin.


And I knew, deep down, that this charming little upstart of a compa- ny would be a big player in the industry. Though, never in my wildest dreams could I have sur- mised that it would produce three million-unit sellers in a row. Like it or not, our friends in Irvine are part 3Com 117200 the CUC behemoth.

The strain of that relationship, 3Com 117200 Blizzard's success, is starting to tell. Where are all of today's inde- pendents?

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There are fewer of them, 3Com 117200 while they're more niche-oriented than in years past, they're still relevant. The following, then, is a list of the last 3Com 117200 the true independents — those companies that sometimes exasperate us but almost always challenge and entertain us. May they continue to be passionate about their craft and to carve out market niches well into the next millennium.

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