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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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Old 02-25-2012, 05:33 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Feathered_IV View Post
Once driveable tanks are introduced, I can imagine several scenarios that people might want to consider avoiding.

-Tanks are introduced. Players complain that protecting airfields is boring, why can't they have tank vs tank battles.

-Missions are then created with opposing tanks 5 minutes away from each other. "Epic" tank battles degenerate into a mad dash to engage then turn circles around each other at point blank range, firing continuously.

-Missions are created where tanks are supposed to overrun opposing airfields. They start 5 minutes away again. Tank players instead stand off under cover and shell aircraft at long range as they spawn. Easy points. Everybody gets mad at the Tank-sniping. Cold starts are removed from full switch servers to try to stop it. Core gameplay suffers.

-Tanks hide in trees instead of rushing into the open to get destroyed. Players who fly complain about dot visibility of ground vehicles. Tank players complain when aircraft players switch off trees and reduce building numbers in their graphics settings to deprive them of cover.

-Mission builders complain because tank players are not being funelled into the channels that they want them to go in. They want minefields or other deterrents, and end up making miles of some invulnerable FMB objects, all daisy chained together to stop tank players going where they like. Everybody complains because it looks silly...

Putting up Cannon's 1:2 scale channel map in modded 1946 can take the sim places we don't want it to:

- People fly half the distance, so they take half the fuel and they fly with unrealistically increased performance as a result, or take full fuel and the 109s can loiter over London for ages.

- Everybody masses in that giant furball on the deck between Calais and Dover and ignores the map objectives.

- Getting hit means nothing, if you are at high altitude crossing the channel is trivial and you're within gliding distance of a friendly base at all times.

See what i did there? But history has shown there were numerous people using Cannon's excellent map in modded 1946 and having fun with realistically created missions and objectives.

In any case, all of the above are mission design and server population/player attention span issues, not game design issues.
Plus these subjects are off-topic for this thread apart from the mission design part and even then, the thread doesn't ask "how will we fail to use tanks in our missions". It asks "how will we successfully use tanks in our missions."

Let's stay on topic and provide what the OP asked for: gameplay ideas. I'm going to be cleaning up the thread and moving everything else to a separate one if this thing persists.

The guy asked a simply question, anyone who can give answers to it is welcome to, anyone who wants to discuss other things is free to get their own thread up and do it there. Is it really that hard to understand or is the OP speaking in an alien language or something?
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