Quote:
He also played a lot of multi player ww2 dogfight simulations on pc and they helped reinforce his beliefs that the ways wargamers try to represent air combat is just too stale and planned. Games systems we have don't really represent the split second decision making nature of the real thing (or even the simulations). We fixate on the specifications and try and represent height, turn rates etc too slavishly without realizing the function of those factors in combat. We also forget just how variable those factors really are. Andy was trying to represent this and his solution was to recognize that height (for instance) by itself is almost immaterial - the critical thing is how you use it to your advantage. Pilot skill is the main deciding factor, not that one plane has a theoretical top speed higher than the other. He also wanted to make the tactics particularly the use of wing men, pairs and the whole multiple aircraft thing relevant.
EDIT: Does Andy have a social media presence anywhere that he is allowed to discuss BRS (without violating NDA of course)? Since it seems that the release has been delayed a bit it would be great to hear more about his design in anticipation of getting the physical game.