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Old 04-26-2011, 08:38 AM
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robtek robtek is offline
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The aim should be, imho, when a player bails from a working plane and he tries to create a new plane, he find himself in that "abandoned" plane, as long as it is still flying
And from a realism point of view, it is realistic that planes with dead crews were hunted and so live planes could escape.
I dont think that happens so often to have a felt influence on playability.
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Old 04-26-2011, 09:11 AM
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Quote:
Originally Posted by robtek View Post
The aim should be, imho, when a player bails from a working plane and he tries to create a new plane, he find himself in that "abandoned" plane, as long as it is still flying
You mean injection after ejection? I don't think game engine allows you to teleport a crew member into plane. You can force a player posses a virtual crew member, but at first there should be something to posses in cockpit.

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And from a realism point of view, it is realistic that planes with dead crews were hunted and so live planes could escape.
I dont think that happens so often to have a felt influence on playability.
In fact, the problem isn't flying Dutchmen alone. The problem is bigger. All despawning logic isn't so trivial and implementation can become very complex. The more I play in MP, the more pitfalls I see.
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Old 04-26-2011, 10:06 AM
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Thanks for the answer ZaltysZ,

the first part of my post was just wishful thinking, pointed at players which abandon a working plane so they dont have to fly home and land.

And for your second point, i think i saw part of the problems in form of fata-morgana-bomber-raids, which disappear as you come closer to them, on the syn-server.
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