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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Maybe they're relying on a well established community.
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#2
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for offliners the best missions/campaigns came from 3.party people in classic IL2.
the same will be for CoD (even its scenario is much more limited.......). BUT, with the lack of ducumentation and the more complex possibilites (espacially this scripting part) - it will take some time till the people get familiar with the CoD FMB. one should not expect something from the official development team in that case ! and for onlines its the same actually, missions and maps have to be build...Onlineevents have to organzed. It will take its time. |
#3
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My prayers goes to Lowengrin that he will make a DCG for CloD soon because the game is just collecting virtual dust on my harddrive.
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#4
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It sure would be great beeing able to take off for a dynamic evening patrol south of the cliffs not knowing beforehand if/what/when anything will hit you.
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#5
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+1
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#6
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Unfortunatly the OP has a good point. The QMB that I ALWAYS played in 1946 just isnt there, and what is here is not working to make a complete flight playable.
In a Year this game will rock! Right now, I think I will go back to 1946 for my combat flight fix. If I remember, the same thing happened with 1946. |
#7
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#8
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I personally can't go back to IL2:1946, it's been way too easy to operate the aircraft for a long time and after trying out the new CEM i can't go back.
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If we can customize the interface (which they said is possible) to run a campaign generator in-game and track relevant data in the form of mission event logs, parsing them to the generator (which is possible through scripting), then the campaign generator can act on that information and create the next mission in a dynamic campaign. As for many of your suggestions in that thread (which i really liked a lot), i expect they too will be possible through scripts, after all it's a C type language they are using: it needs some coding experience but it's much more powerful. I think that whatever the devs do, once the community come to grips with scripting they will always be one step ahead, simply because we are so numerous and ideas keep bouncing around all the time. Off the top of my head, things i would do if i knew how to work with scripts: 1) Navigator interface: From a simple "i click on the map and you tell me how to get there" to a full fledged SH3 type of deal with markers, rulers and protractors so i can draw up my own flight plans mid-flight, the have the script play "AI navigator" for me and guide me there. It would only work in aircraft that had a navigator crewman, for single seaters it would just give you the mapping tools to work with yourself. 2) Celestial navigation with a sextant for night missions (since the nice sky has accurate positions of constellations). 3) Script calling out contacts when they are in the field of view of AI crewmen. 4) Bombadier guidance script: Jump to the bomb-aimer's station, engage the script and guide the pilot through the bomb run (like level stabilizer but so much better and more realistic). If i can come up with 3-4 useful ideas in the time span required to post a forum message imagine what the rest of the community can come up with, especially people who can actually code it, dedicated modders, etc. There's no way a developer team of 25 people will be able to compete with a few hundred or even thousand modding community members, so they focus on getting the basics done and providing a framework to do more. Of course, the basics are not there yet and i'm not denying that. I just don't expect the dev team to be able to "race" the community in terms of new features once we are up to speed with scripting, it's not realistic to think so. I expected CoD to be a sort of "operating system/framework for simulation gaming" type of thing and that's exactly what it is, which is a big reason i maintain mostly positive attitudes about it (that is, it turned out to be what i expected it to be). |
#9
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We have been given a pretty cool FMB that allows us to create missions that can be as in-depth as anything the devs can, provided one can code a bit. (And even if you can't, like myself, there is still a plethora of options available to create interesting missions.) To me sims have always relied on user generated content for sustained enjoyment, and CoD imo is no different. I do understand what Addman is saying and I agree things have been a bit neglected in that regard, but it's really up to the community to create that content. Now, if we could have a proper campaign editor I would be over the moon. |
#10
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