I like this idea too, but AI opponents is something that could be used in a different way too. Instead of having them as triggered support cast for intercepts, they could be limited to flying the bombers. A 24/7 online war, even in a 1:2 scaled map would have some serious transition times.
Imagine now that the players can schedule bomb runs for the AI, leting the bombers fly to a certain rendezvous waypoint under AI control. Escorts take off with human pilots and head there, plus human pilots jump into the previously AI bombers as they reach their rendezvous point...voila, you can fly long range bombing missions without having to fly all 3-6 hours of it, as long as you plan it to coincide with a favorable time zone for you

On the matter of how complete the game will be, i think that these guys are so perfectionist in some things that even a half-finished SoW will be better than many fully-finished titles from other houses. I can live with a reduced singeplayer offering as long as i have the map, editor, QMB and necessary aircraft to create missions myself right out of the box, plus a user-friendly protection scheme that will never prevent me from playing a game for reasons outside my direct control, a solid multiplayer offering and good performance. If you have all that, missing campaigns for a few months is not that big of a dent. If you lack more than half of those features is when you're in trouble.
As others have stated before, i can compromise on certain things and wait for some features, as long as there's still something left in it and it's not a hassle to operate software-wise. I think it won't be 100% complete out of the box, but still be more expansive than, for example, RoF, somewhat of a middle ground. That means switching between SoW and IL2, just like i used to switch between IL2 and European Air War when IL2 was first released. Plus, if SoW is as mod friendly as they said it will be, there will be lots to keep me busy until they get a working campaign.
Edit: Straight from the horse's mouth so to speak
Really my thoughts about campaign now changed. I don't think anymore that single play campaign is so importnat thing in a modern fligth sim (or speaking common - in any game). It doesn't means we stop it. It measn that we will try to put more gameplay features into online modes... and all of them will be based on the special BATTLE ENGINE that we are almost finished in development (with the possibility to increase features in future) its a complex system that allow to get the modes of gameplay from the only one universal gameplay engine in which are present elements of many known types of online and single gameplay of very different games. Just for example we may use it for deathmatch like in shooter, of for constant cooperative play... Constant cooperative gameplay means that in single play we may use it just for one gamer... How this mode (single play) will looks in final - I don't know 100%. We know what should be. But I wont say everything now. Already told too much about online
However simple Il-2 style dogfight we will keep for novices and their trainings
But I thin bomber there also will be playable as multicrew. Don't know if we will keep the name for this as dogfight....
Everything I told here in code is ready as alpha, except sigle play campaign based on this code. We will begin tunings of this code when we will have way more objects implemented in the sim.
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The way i read this is that they will build a single campaign engine both for single and multi, that you can then manipulate to produce the needed result. Sounds like a built-in enhanced version of DCG to me. This is not bad in my opinion and it's one of the reasons everything in SoW takes so long...it seems they are not just building a flight sim, but a flight sim "operating system" that you can then work with to produce what you need. Of course it's taking long, one is like editing a photo in photoshop, the other is like programming photoshop yourself from scratch.