Quote:
Originally Posted by C_G
I'd prefer full customisation myself, even to allow non-historic loadouts.
The way to "control the goons" (for those who wish to do so) is to make the ammo selection settings controllable by the server host, imo.
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Quote:
Originally Posted by David603
That could work, something like a switch that allows fully customisable/historical only ammo loadouts.
On the other hand, if someone does want to load up full tracer, good for me/you, bad for them. They will do less damage, alert every player within miles to the fact they are firing and probably have a hard time seeing what they are shooting at.
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I'm going to have to agree on both counts. With the amount of customization that's being talked about, maybe this is the best way to do things.
Just as the IL2 multiplayer host enforces certain realism settings, the SoW host could enforce realism, loadouts (this is already done in IL2 as well) and even mod settings. It would streamline things considerably.
For example, since modding support is said to be built into the engine, it won't be necessary to alter core game files to mod things. Instead, what will probably happen is that you'll have some extra folders with your modded effects that override the defaults, or extra folders with the 3rd party aircraft that are separate from the core game files.
So, instead of having to have 3 different game installations and version switchers to be able to fly on all your favorite servers, you would be able to join everything with one installation. Upon joining, the server logic would be like this: All mods off by default, unless individually specified as on by a "flag".
This way the server's configuration file would include the appropriate flags and we wouldn't have to keep different installations on our disks. Hope i'm making sense.