Except in this specific case, they very clearly did not. Given that the game started off as WWII in space, and the Kilrathi are Japanese, it would have made perfect sense to carry on the analogy and apply name-based codenames to the Kilrathi. They did not. The Dralthi is not John, nor Zeke, nor Harry. Nor did they use a NATO-style codename - the Dralthi is not a Flogger or Foxbat, either.Because the guys that made the game where Americans and fans of the US military. It makes sence that the knowledge they already had would influnce the creation of these new systems.
It does not matter what these words mean. You are suggesting that these names are all codenames because Confed is like the US military. I am telling you that the US military has never used Japanese or Russian words as codenames, because the very idea of the codename was to provide something easy to memorise and easy to pronounce.Ok can you translate any of thoughs names into english? I can't and without knowing what they actually mean you can't actually make that deduction because you have no evidence to support it and therfore linguistic argument. Dralthi could mean frisbee for all we know. I can't imagine the Kilrathi naming one of their fighters after a human childs toy. I'm not tring to be rude here but that one hell of a leap assuming that just because the word is Kilrathi that the Kilrathi gave it that name..
You would do well to stop highlighting that. I could have started this conversation by pointing out that I have more than a decade of experience with WC modding and games development - I did not, because my experience is irrelevant. The facts are relevant. And the facts say you are wrong. If you choose to keep highlighting your expertise while being clearly, provably wrong, you will not stregthen your argument, but you will lower our opinion of yourself.I stand by my conclusion because I have years of experiance making, converting and polyreduing models for older video games.
The biggest evidence in support is simply the fact that somebody went and did it, somebody recreated a WC2 fighter within the limitations of WC3's engine, and it looked just as good. You could not possibly ask for a more convincing argument.Perhapse the biggest evidence in support is WC Armada. Dispite the fact that WC3 had improved graphics over Armada they went back and used lower poly meshes and with the excption of the Dralthi and Arrow none of the Armada ships are used even though they had the meshes and it would have saved time and improved contiutity.
You say here that it would have been too risky to use WC1/2 ships in WC3, because you would risk alienating the fans with visual compromises (never mind the fact that Armada proves more than convincingly that there were no compromises - to this day, Armada's ships look more high-detail than WC3's), and this was too much of a chance to make. Then you say that those other games could afford to do this, because they didn't have an "established look". The implication here is that WC3 had to take the huge, enormous risk of totally departing from the "established look" of the series, in order to avoid the risk alienating the fans, which apparently they would have done had they not departed from the "established look". This is entirely self-contradictory and illogical. And, as I have already pointed out, even if it were logical, we have clear evidence that it is simply not true. Armada's ships generally look more detailed than WC3's. Where they fall flat is stylistic unity and just plain visual design - you can see a lot of thought went into WC3's ship lineup, while Armada is a mish-mash of ships recycled from any number of sources.You are correct in saying 3 is different because Chris Roberts wanted it that way. My explanation provides a logical reason why Chris Roberts wanted it that way. WC has always boasted great graphics for its time and being on the cutting edge of PC gaming tech. I know first hand that know matter how good you are at modeling making low poly means making compromises that textures can't always cover up. Going with the ships from WC 1 and 2 in 94 would have ment making those visual compromises and the fans might not have understood and been forgiving of that. Would you take that kind of chance with your million doller nest egg? The other games; Strike Commander, Pacific Strike, Wings of Glory; didn't have the same "established look" problem to contened with. WC had a very established fan base and they had very high expectation for a game that carried the WC name. That; in my profesional oppinion; is the reason for the change in the look. Tring to find a fictitious technological reason to justify may not be entierly possible. This is an instance where the visual evidence is in direct conflict with all earlier evidence and so the "cannon" is the contiuity problem. That is ultamately the problem. WC2 and WC3 don't fit together seamlessly from a visual stand point and Origin never provied a compelling in-universe reason why. It's WC's Klingon forhead problem.
(though, IIRC, it may have been the other way round, with these ships coming from WC3 into Armada)
Without asking Chris Roberts directly, it's impossible to determine exactly what reasons he had to go in that specific visual direction in WC3 - but we do not need to ask Chris Roberts to understand that, had he chosen to do so, he could have stuck to WC2's style, creating some new ships and reusing some directly.
Well there are 2 possibilities. 1 Thrakhath lets his ego get in the way of good since and they don't have the ability to over rule him. 2 Thrakhath prefers to use them as personal agents and sends them off to do things like watch commanders he doen't actualy trust in which case they could be spread all over the front. Like I said before I thought it out. Guess I should have posted this stuff in the last post. My bad :8
Except in this specific case, they very clearly did not. Given that the game started off as WWII in space, and the Kilrathi are Japanese, it would have made perfect sense to carry on the analogy and apply name-based codenames to the Kilrathi. They did not. The Dralthi is not John, nor Zeke, nor Harry. Nor did they use a NATO-style codename - the Dralthi is not a Flogger or Foxbat, either.
They could easily have done this. TheWC1 manual would have included a lengthy explanation as to why Confed applies codenames - while probably also including the original Kilrathi names for some of the ships, just for extra flavour (a WWII American pilot would, after all, know that Zeke refers to a Mitsubishi A6M Type Zero fighter - the fact that he always calls it a Zeke makes no difference). It would have been great, everyone would have loved it.
But they did not do this - instead, they went with obviously Kilrathi names. They were, therefore, not following American military thinking.
It does not matter what these words mean. You are suggesting that these names are all codenames because Confed is like the US military. I am telling you that the US military has never used Japanese or Russian words as codenames, because the very idea of the codename was to provide something easy to memorise and easy to pronounce.
There is one, just one case in which the US military intentionally used a Japanese name for a Japanese plane, and it is a very telling case indeed: the Yokosuka MXY7 Ohka, which the Americans codenamed Baka. This was a suicide aircraft, a manned flying bomb. It did not really fit within the current naming scheme (it was neither a fighter nor a bomber) - so giving it a different name posed no problems. Rather than coming up with some third naming scheme (dog's names?), the Americans decided to use the name to boost pilot morale. And so, the Ohka became the Baka, which means "fool" in Japanese. However, rest assured that, had the word for "fool" been something like "Mistubishi" or "Matsushita" or whatever, they would have just gone with an English name that everyone could pronounce.
Now, clearly, the basic idea you are suggesting, that Confed has named all Kilrathi ships using Kilrathi words, is not impossible (though it is disproven by the fact that the Kilrathi do occasionally refer to their own ships by these same names). But if this were the case, that would actually prove that Confed does not act like the US military. And your argument in favour of codenames is that Confed acts like the US military. Therefore, the idea you are proposing actually disproves the argument you use to support it.
You would do well to stop highlighting that. I could have started this conversation by pointing out that I have more than a decade of experience with WC modding and games development - I did not, because my experience is irrelevant. The facts are relevant. And the facts say you are wrong. If you choose to keep highlighting your expertise while being clearly, provably wrong, you will not stregthen your argument, but you will lower our opinion of yourself.
You say here that it would have been too risky to use WC1/2 ships in WC3, because you would risk alienating the fans with visual compromises (never mind the fact that Armada proves more than convincingly that there were no compromises - to this day, Armada's ships look more high-detail than WC3's), and this was too much of a chance to make. Then you say that those other games could afford to do this, because they didn't have an "established look". The implication here is that WC3 had to take the huge, enormous risk of totally departing from the "established look" of the series, in order to avoid the risk alienating the fans, which apparently they would have done had they not departed from the "established look". This is entirely self-contradictory and illogical. And, as I have already pointed out, even if it were logical, we have clear evidence that it is simply not true. Armada's ships generally look more detailed than WC3's. Where they fall flat is stylistic unity and just plain visual design - you can see a lot of thought went into WC3's ship lineup, while Armada is a mish-mash of ships recycled from any number of sources.
You recall correctly. While Wing Commander Armada was released several months before Wing Commander III, development began much later. The (Wing Commander III) Dralthi was the first ship finished for that game and the Armada team borrowed it as a placeholder until their own lower resolution ship models were available. If you look at Armada's pre-release screenshots you'll see the 'wrong' Dralthi pops up quite a bit. For instance: https://cdn.wcnews.com/newestshots/full/ARM4.GIF In fact, it's even in one of the shots used on the back of the box! (This wasn't the case with the Arrow; it was intentionally added as a nod to Wing Commander III.)
Note that the issue with Armada wasn't that it's engine could/couldn't display more vertices than Wing Commander III (they're both TruSpace, with Armada forking from Wing Commander III in mid-development.) The issue was that Armada was designed to play at half the resolution of WC3 and so models had to be designed in a way that reduced the complexity of the *textures*.
(As for why Wing Commander III didn't use Armada ships... Wing Commander III's design was set and the models were in the pipeline before development of Armada started.)
I've had this conversation with Chris Roberts. He considers the original games' ship designs to be too "anime" inspired (and does not like the bright colors.) This was the reason for the change between Wing Commander II and III and also the change between the original games and the movies. He wanted more 'realistic' space fighters. (I know he always SAYS 'anime,' but I believe it's a little more than just that. He was somewhat notorious for saying 'I saw this in some movie and I want it in the game' in the early days... which is why the fighters in Wing Commander I clearly include the Firefox from Firefox and the Gunstar from The Last Starfighter.)
Yeah, but now we're just coming up with excuses to explain why something we don't hear of anywhere could exist. If anything, Thrakhath's elite bodyguards fly those Dralthi that escort him in the Wing Commander II demo or the Vaktoth that fly with him at the end of Wing Commander III...
as for the continuity problem - it is ultimately not a problem at all!
Actualy that point of all of it was that without acuate translations of the Kilrathi names it is impossible to definativly prove ether side right or wrong. Your idea is well thought out and my idea is well thought out but the the key evidence which is the names is uninterpretable at this time. There should be room for both theories here as we can't prove either at this time.
Not excuses, they are supositions, theories. However you are correct in that there is no hard date to support them. Trouble is you can't disprove a negative. Its sad that we will likle never get anymore date on this time period other then what we make up for ourselves. I guess I just find it hard to beleive that Thrakhath; no matter how big his ego, would try and use every tool at his disposal to win. A random Bloodfang here or there would make a great terror weapon, but like you said no proof. Just the tinest glint of possibility
In the end we are still left with the 2 questions of "when did these ships and fighters enter sevice and why in Universe do they look so radicaly different then ships and fighters from earlier games?" Bandit LOAF di you get any answers for this from Chris Roberts?
Well, sure, there is room for both theories... but as to whether these theories are indeed both well thought-out... I'll leave that judgement to our readers .Actualy that point of all of it was that without acuate translations of the Kilrathi names it is impossible to definativly prove ether side right or wrong. Your idea is well thought out and my idea is well thought out but the the key evidence which is the names is uninterpretable at this time. There should be room for both theories here as we can't prove either at this time.
I have provided you with the hardest possible facts - I have told you that this exact thing that you claim impossible has been done. I have pointed you to several games that demonstrate this. I have also explained that a fan has actually conducted that exact experiment of taking a WC2 ship and reducing its polycount to WC3 standards.My experience led me to these conclusions and you have not yet provided me with hard data that conflicts with them. The fact that you have simalar background experience means you should be able to provide that data if you have it. Other wise I'm left to conclude that your position is based on just as much deduction and suposition as mine.
That "first" big advantage is not an advantage at all - the engine was not visually limited in the ways you suggest, we've been over that.I have found that when real money is on the line people tend to be far less willing to take some risks. Rebuilding the WC1/2 ships and fighter for 3 was one of thoughs risks. Now while a completly new art design was also a massive risk as you pointed out it had 2 equaly massive advantages. The first is the new art design cold play to the strengths of the new engine and seek ways to make the visual limitation a strength. The second was the bigest in that the player would have no emotional attachment to to the new stuff so there wouldn't be any "they redid this and now it sucks". That is not self contradictory.
No, I can still use Armada as evidence, because even if WC3 was already in development when Armada's development started, the very fact that Armada was released with all those WC2-like models is enough to prove that WC3's change of direction had nothing to do with technical limitations.Actualy I did not konw that but it make perfect since. It also means that using Armada in an evidentiary capacity is a mistake on both of our parts; dully noted
Actually, I specifically claimed that the visuals in WC3 changed not because of technological limitations, but because Chris Roberts wanted to "reset" the look of the game. Therefore, only one of us is wrong.Good to know. Again it would seam that we are both wrong Quarto. I personally never made the conections of Firefox and the Last Starfighter till you said somthing. Now it seams so obivous.
Well, I certainly agree that there is no in-universe explanation. What I object to is the idea that this is a "continuity problem". A problem, in general, is something that needs to be resolved (if it doesn't need to be resolved, then clearly it's not a problem). A continuity problem specifically is when you have two sources establishing possibly-contradictory facts. As far as I can see, when it comes to WC3 fighters, we do not have a continuity problem - all we have is the introduction of new, different ships. That makes us curious, certainly, but it's not a problem as such.There are no real world military corilaries that I can think of because the core of the problem is not in the changed look, but in the lack of back stop; the lack of in universe explanation.
I guess the strong argument in favor of their not being human codenames is that we see the Kilrathi use many of them at some time or another. It happens in the novels, on Academy, in Armada (and the assosciated material written from a Kilrathi perspective) and so on.
(But as I noted earlier, we can't forget that 'Sivar' *was* a codename in The Secret Missions. And that's decidedly a Kilrathi word...)
My reaction to the Bloodfang in wC3 is that it's a top-of-the-line brand new thing; the Confederation expects them to start showing up in force... Thrakhath just has the first one. (And I suppose certainly a squadron of them exists... we see it in the CCG... we just don't have any reason to think they're Thrakhath's bodyguards instead of an ordinary elite Kilrathi squadron.)
No, it's probably hard to believe but that sort of "in universe" detail isn't really what Chris ever worried about. It's... stuff for Wing Commander nerds like us. His role was more in broad concepts, how to make something that would best appeal to players and that sort of thing.
Ok first off there may be some miscomunication here. I know that since the realease that low poly WC 1/2 models have been done. Nore am I saing that that engine is no capable of handaling higher poly models. What I'm saying is that at the time the game was being made the average home PC, which was the target market, was incapable of handling higher quality models. Knowing this they let the hardware driven need to limit polys drive the new designs and in do so turned that restriction to there advantage especially with the new Kilrathi models.I have provided you with the hardest possible facts - I have told you that this exact thing that you claim impossible has been done. I have pointed you to several games that demonstrate this. I have also explained that a fan has actually conducted that exact experiment of taking a WC2 ship and reducing its polycount to WC3 standards.
That "first" big advantage is not an advantage at all - the engine was not visually limited in the ways you suggest, we've been over that.
The "second" big advantage is, as I said before, entirely self-contradictory to the "lower risk" argument. It is far easier to offend fans by taking the art in a shocking new direction than by changing the depiction of existing designs to fit new technology - it's just common sense (and WC3 retroactively proved that - to this day, people are polarised over WC3's new design direction). You are claiming that taking a higher risk is in fact an advantage because it lowers risk - this is clearly self-contradictory.
No, I can still use Armada as evidence, because even if WC3 was already in development when Armada's development started, the very fact that Armada was released with all those WC2-like models is enough to prove that WC3's change of direction had nothing to do with technical limitations.
Actually, I specifically claimed that the visuals in WC3 changed not because of technological limitations, but because Chris Roberts wanted to "reset" the look of the game. Therefore, only one of us is wrong.
Well, I certainly agree that there is no in-universe explanation. What I object to is the idea that this is a "continuity problem". A problem, in general, is something that needs to be resolved (if it doesn't need to be resolved, then clearly it's not a problem). A continuity problem specifically is when you have two sources establishing possibly-contradictory facts. As far as I can see, when it comes to WC3 fighters, we do not have a continuity problem - all we have is the introduction of new, different ships. That makes us curious, certainly, but it's not a problem as such.
If you absolutely must have an explanation as to why they look different, here's a simple one for you - we know that all the WC1 ships were built (in-universe) by a company called Origin Systems. We do not know who built the WC2 ships, with the exception of the Rapier (which must obviously be Origin Systems still). Well, in WC3, most of the ships are built by Douglas Aerospace, one is built by McCall Industries. So, why do these ships look different, in-universe? Probably for the same reason why Porsches and Ferraris look different...
Historically, there was also a huge reaction to WC3 - many of the fans initially hated it, specifically because it looked so different (and also... because Paladin was fat!). Just like the WC Movie. The lesson seems to be that any time someone sets out to completely redesign the visuals, the fans get upset. Smaller changes upset less people. I have no doubt whatsoever that, had WC3 incorporated more designs from WC2, it would have been more positively received by the fans.Secondly I think you are underestimating the sentamentality of SciFi fans. Its one thing to sell a new look with a new ship like the Victory. It's another thing entierly to straight up redesign a well known and loved ship like Concordia and represent it. and that is really the core of each choice.
Just look at the reactions to the WC movie, or Transformers, and espcially the latest Star Trek film. When you think about how fast and heavily fans get attached to things and how emotionally the react to the established stuff is messed with that definetly makes the path they took the less risky one. Either path was going to anger someone, but I truly beleive; and I think history backs me up, that if they would have tried WC3 with WC1/2 ships it wouldn't have been as succesfull.
The good news for you is that subsequent products added a lot of information to change the circumstances of these ships' introduction. Instead of a whole set of new ships being introduced all at once, we now see that these ships appeared piecemeal over time, and were not all new. With the exception of the Excalibur (and possibly the Hellcat, for which we have no information), all the WC3 Confed fighters are older than WC2's Morningstar and Academy's Wraith. The Arrow, indeed, predates not only WC2 ships, but even WC1 ships - it's one of the oldest fighters we know of (sidenote: the same applies for WC2's Ferret, which apparently was around even before the war started).Its the fact that the change is massive and happens in practically the blink of an eye that causes me to see a continuity problem. I guess that my mind refuses to accept that so much would change so fast without a notable reason.
Yeah, the Longbow competing with the Crossbow is pure fanfic. There is no reason to believe this to be the case. In fact, given that we see the Crossbow introduced just weeks before the Morningstar, it seems reasonable to believe the Longbow, in its WC3 form, was already around at that point - the Morningstar is F-95, while the Longbow is F/A-76. I can certainly imagine the Longbow and Crossbow (or Broadsword) co-existing, in the same way that 2-engine light bombers co-existed with 4-engined heavy bombers during WWII. This doesn't explain what the Longbow was doing in Academy, of course. The idea that it was a different ship - like the fan suggestion that it was a shuttle, which later got turned into a fighter - would explain it, but there may be other explanations.
The Thunderbolt we actually can assume to be newer than all the WC2 fighters (again, except the Morningstar and Wraith). We don't know about the Hellcat, so it could be old or new - but we do know that we see something that looks like the Hellcat in the Academy cartoon - so the Hellcat could also have existed in 2654.
Maybe the Thunderbolt and Hellcat where designed with ground attack inmind instead of being pure space fighters. I seam to remember somthing from WC1 or 2 warning pilots not get drawn into atmo fighting as there fighters wheren't design to survive atmopheric overpressure from weapson fire. The one problem I recall about the Broadsword was that she was so large that they wouldn't fit in the hangers of smaller carriers. Hence the need for smaller bombers. If there is also a seperate specifacation for ground attack bomber requiering a different style of hull renforcment then perhaps that is the Longbow's intended role from the start hence the differnt letter designator.