Nuclear Option is a fun game that is already good and it's very early in early access. I think the team has their head in the right place and I am keeping a close eye on this game. Check it out here: store.steampowered.com/app/2168680/Nuclear_Option/
Really been loving this game recently. It feels like such a satisfying middle ground between arcade and sim, and being able to do a large scale war in PVE/Solo is such a selling point. Haven’t played a ton of multiplayer yet.
The irony of a game that dosent have photorealistic graphics, or a plethora of points earning and spending on skills mechanics. I can just pick it up, and get into the meat of the game, and its the most fun ive had in years.
Hey the dev is an Aussie! Im actually in the process of joining RAAF intelligence. I use games like Nuclear Option to build my interest in aerial warfare, as up until recently I barely knew anything about it.
All I want is a modern version of Strike Commander. Give us the flight model of Nuclear Option, with the management aspects of Mechwarrior 5 and a zaney single player story
I got Nuclear Option a little while ago on your recommendation. It's quite fun, and reminds me of F-22 Raptor and old Novalogic games. I haven't gotten too deep into it yet but it's already quite fun and easy to get into.
I love this game! It's something i've been looking for a while! The only thing i miss at the moment is a tutorial for the mission editor, as i have not enough free time to figure it all out myself. Great video btw! Really interesting interview!
Very good stuff. My background is similar (Artist of many years, vehicle physics simulation of almost as many) but his project is even more ambitious than mine. If he could overcome the hurdles of learning to program and wrapped his head around all these system interactions, I can do it for the fraction of abundance of systems and complexity of art that I'm aiming for. Our philosophies are extremely similar and I can tell his is not borne from defeatism or inexperience but a relatively high level of insight into model tuning and systems implementation.
Notching a missile is on this point a game mechanic that everyone demands to work, despite Nuclear Option being a game in modern/future setting it is actually unrealisitc that notching works in that setting. Historically it actually worked only during 80-90s radar tech, it doesn't work today IRL. Granted it is a good mechanic for a game as a skill to work on, just that I feel like player base today demands it from all games with a childis argument of "it works in DCS so it has to be real".
I've been playing Ace Combat since the 90's, War Thunder for 9 years and recently got into DCS. Nuclear Option has a great balance between realism and simplicity. I'm looking forward to see what B25Mitch comes up with in the near future. From playing War Thunder for so long, one thing I would suggest is to implement Mouse Aim and 3rd person camera, that's the main advantage that War Thunder has over every other air combat game, and one of the main things driving it's accessibility. If your goal is to make the game accessible, especially on PC, Mouse Aim flight is a great feature to have.
I love DCS. Have been playing for years. Wild to see this looking better in a lot of respects. I find ED's focus on "realism" holds it back so much. Like the EW... Who cares if it's hyper realistic? Put it in the friggin game and guess.
Unfortunately this absolute addiction on clickability and realism also plagues the community. People will shit on FC3 modules because they're too "simple" to fly and dont require trillions of switches to fly. Both have place in DCS and not every plane can be modeled to perfection without breaking some laws but adding an fc3 style version would bring so much to the gameplay
@@linecraftman3907 it's like... do you want a FC3 style Mig23 or no Mig23 at all? I'll take a godd flight model Mig23 with a few clickable switches here and there over the mig23 we get to fly now (none)
I wish there was some way to give and receive orders beyond the basic "capture x". Some way to coordinate the attacks. Regardless the game is awesome and probably one of my favourite games.
my friends and I would love to see an a-10 warthog like plane :) I was millitary, but I only got to fly in the back of the c-130 :( but i've been enjoying this game with my virple hosam set-up
Very sleek and comfortable fighter sim. If people looked at coding in game development, they would look at reviews and hope developers try not getting discouraged from what's been a default from making purchases to try some of these games.
Thanks for the interview. I would have liked to have some information on the arrival of Track Ir, as this is a missing feature. My friends don't play the game because of it. They prefer to wait until it's implemented. I can't wait for the dedicated server to be implemented, because I share your vision and would like to have a server that runs 24 hours a day.
Hey @@S33Phoenix, we are hoping to incorporate TrackIR in the next major update, 0.27. It has been a common request and will hopefully be fairly straightforward to implement!
From the settings menu it looks like Unity game, there is several games that already have head-tracking on this engine. Could it be possible to just trick it to work by porting some files from other game ? In these regards ubiquitousness of this engine pretty much guarantees what can be done in one game should be reproducible in the other. House of dying sun, frontier pilot sim, Flight of nova. From top of my mind that are unity and have the head tracking.
I do like it, but they really need to make the targeting more intuitive. There isn't any option to simply cycle through detected targets. You have to physically move the pilot's head to look dead on at something and select it. In the heat of combat, this is not exactly intuitive. It feels like this was due to it being developed with mouse and keyboard in mind, instead of HOTAS-centric. Combine a 'cycle through targets' command with a declutter/filtering command, so that you ONLY cycle through anti-air, tanks, planes, threats actively locking you up, etcetera, would make this a lot less micromanage-intensive and fun to fly. Lack of declutter is often annoying for accidentally targeting buildings when you don't have the appropriate weapons for them. This is really going to be a necessity if we're getting anti-radiation munitions. If they get around that, it's far more accessible than 'DCS' (like, overwhelmingly so; I'm still trying to figure out which commands even need mapping for that). Could easily add in water/submersible and ground units to use, too. Proper combined arms thing. ECM should be less cartoonish, too. It's depicted like a clock with a finite count-down. Why a time limitation? 'VTOL VR' would be almost perfect, but doesn't allow for HOTAS support (which would make it a DCS-killer product).
its meant to be casual and dev even says so himself. he loves the idea of controller "pick up & play" accessibility ... personally love I don't need HOTAS to have a DCS lite experience
@@adamgeigerjr6995 I'm definitely not wanting it to be like DCS. DCS isnt' the least bit intuitive or accessible for most people. But I am asking it to be less intuitive and more functional. That isn't at odds with being intuitive or accessible. Like, why the countdown clock for electronic warfare? it doesn't make logical sense of there to be one. Likewise, target filtering would make our lives easier, not more complicated.
This game reminds me of defcon for some reason. With the nukes. But being a actual unit. I would love to walk around. And enter a nuclear bunker/radar station something like that game signal simulator. Love it so far already.
Been enjoying this one quite a lot myself. If you play under Enigma I've shared a few lobbies with you over the last month or so. Yup just checked the vid!
Played the demo but was a little to much on the arcade side for me. Wish it was a few more notches to sim with a more realistic FCR and targeting pod system. The insta lock on everything made it to gamey. Hope we get a little bit more depth when it comes to finding and targeting the enemy.
Question, with the SA map getting more and more better, will you consider making an ECW mission for the SA map in DCS? Thanks! I really feel like it's a massive missed opportunity for a cold war campaign!
You mentioned being entralled by the EW present in this game - have you taken a look how VTOL VR does it now? If so can you share your impressions of that?
@@Enigma89 Is this still the case? Honestly I feel like seeing how you like this game you'd love vtol. Most systems are simple to learn but have a lot of depth under the hood. Biggest example is that radar returns are actually fully modelled, stuff like being able to lose a sam lock by facing it with the front as it has the smallest cross section. Theres also an EW system with low(gps), medium(most detection radars) and high(missile lock) band jamming, drfm and SAS return spoofing.
I would love to see playable ground vehicles in the game image ur in a intense tank battle and them a fucking nuke just wipes out the entire enemy convoy in front of you