I'm not educated enough on how free mods vs pay mods work to comment but I really want to. #3291379 - 05/10/11 03:29 PM Re: New game with ArmA 2 engine announced - IRON FRONT: Liberation 1944
With the improvements offered by ArmA2/OA and hopefully the same development philosophy, this could be a superb game.
I played the original mod a fair number of times, and honestly, it really was quite a bit different from stock OFP.
As the scripting for ArmA2 is similar to OFP, I have high hopes that much of this will make it in again. There were other features, such as mobility kills, repairs by tank crews where possible, and lots of other good stuff. The mod team previously created the OFP mod Liberation 1941-1945, which featured an armour model based on hit location and armour thickness etc., rather than mere hit points, and tank gunnery to match. All tanks pretty much have a hit point system, instead of armor/penetration calculations. I'm not impressed with Arma2 armor ballistics or damage models. #3290506 - 05/09/11 03:19 PM Re: New game with ArmA 2 engine announced - IRON FRONT: Liberation 1944 will all their crew positions? What engine allows you to model all of this in maps as big as 200 or 400 square kilometers with complete degree of freedom of movements even in multiplayer enviourment and of course allows you to have the same level of experience either in single player or in multiplayer? And this of course playable with current mid-level PCs!īefore someone calls this engine (ArmA2/OA) OLD, I would like that these same people have a thought about what I posted above. Which engine allows you to model realistically infantry, control various types of vehicles such as tanks, aircraft, boats, etc. Like I said this is great news for me since finally we have a modern realistic WWII FPS/Tactical game (the only realistic WWII FPS/Tactical games ever made until today was Hidden and Dangerous and Hidden and Dangerous 2)!Īnd for the ones that say this is "based in an old engine" I have the following questions: When you're shooting at such a complete conversion, you might as well buy a licence to use the engine, and I wouldn't be surprised if that was the case with this new game.įor me this is great news! I would prefer much more that this game would be based in the Western Front instead of the Eastern one but that's also fine. IIRC BIS gives free licence to modders to develop any non-commercial mod they want regarding any aspect of the games, and provide the required tools, but in return, anything produced by the mods is owned by BIS, which means if a modding team wanted to sell their work, they'd have to purchase a licence from BIS to do so.
At some point people won't be able to do it for free anymore. As games evolve, modding becomes a lot more complex and time consuming task and require ever more advanced skills. The real question is how far beyond the point where they should warrant licence have mods evolved without becoming payware ? Some of the modders produce professional quality addons that take a lot of time and effort to produce and that would deserve to be released as payware.
How far outside the abilities of modding do you have to be to warrant license?
What is to stop ACE from getting a license and becoming DLC? Or I44? or PR.