Originally posted by Maverick:
I am here to play a game. If I want realism I go to the airport and fly my plane for real.
I hear "Crimson Skies" is pretty good as a game with planes in it too.
Many other games are very exciting without perfect nav/radar. Quake, Half-life, and Rogue Spear for example. Quake and Half-life offer neither maps nor positions of people. Rogue Spear has perfect navigation, and partial spotting, but is still a real tense FPS to play. The lack of perfect positional/adversial awareness has had little impact on the popularity and fun of those games.
I don't think I once mentioned the main arena in my posts. There are some seriously handicapped pilots in there: I know for a fact that more than one newbie wasn't even sure which way to pull the stick to climb (I was very surprised: a very large percentage of the general population envision the joystick control as an absolute one. Up (forward) is "go up", and down (back) is "go down"). Really! Grab your non-aviation friend [you have friends, right?] and sit him/her down at your favorite PC-sim and ask them to climb or descend.
I'm fully aware of the past arguments about radar. I just wanted to open a discussion on another facet (navigation), not the main-arena settings, per se.
For historical re-enactments like Guadalcanal or Midway, where both forces were groping in the dark for each other [I'll kindly make sure you aren't ever sent an invitation], navigation becomes a major factor (you could miss the other fleet or not get home; CAP would be less interested in pursuing your poor little TBF 25nm for fear of losing their way back to their carrier).
I just want to shed light on this facet of AH and make folks go ("hmmm...")