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Old 02-29-2012, 11:11 AM
carguy_ carguy_ is offline
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Quote:
Originally Posted by zapatista View Post
there is also the additional potential problem that a mission on a server might have been carefully designed, but when some n00b teens join the server for a bit of fun they take over control of a specific tank unit in the 1e person, go off on their own joyride and completely change the unfolding battle plan (since there wont be 100's of tanks active on the map, but more likely 20 or so, this could be a major problem). not sure what the solution to this is.
For the DF servers I do not know and I do not care. BUT, even in generic coops (needless to say online wars), the vast majority of players tend to stay in packs, however disorganised they may be. This means that every coop would need only few people that know what to do, others will follow.
In online wars however, this is a no brainer since no n00b does them anyway (they can`t take the harsh start of being eaten alive - everybody new experiences it, though not many go on).

Mates, remember that most of what you said in this topic was already in IL2 1946. We do not need to step back with this. Online wars had it all worked out, the only difference with CloD being that there would be additional tank/AAA player slots. Moreover, we do not need to have it full scale like furbs has chosen to troll about. Just 5 tanks a side, few heavy armor empacements, few AAAs and we`re ready. IL2`s old online code had it running flawlessly most of the time when people had 6mbit connections at best. Now people have xxxmbit connections and you still see a problem?

All this frontline stuff : red/blue, resources, attaacking airfields, cities limitations, historical, ahistorical - we had it all few years ago. Now what we need to do first is to make a smooth transition.

First we make old coops work, then we get at them 100 player missions when we feel comfortable with it.
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