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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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Old 10-03-2011, 03:30 PM
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Jugdriver Jugdriver is offline
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I think Richie is talking about a persistent online campaign such as VEF were missions are linear and damage is cumulative mission to mission.

JD
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Old 10-03-2011, 05:26 PM
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Richie Richie is offline
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Quote:
Originally Posted by Jugdriver View Post
I think Richie is talking about a persistent online campaign such as VEF were missions are linear and damage is cumulative mission to mission.

JD
AKA_MattE
That's right like this


http://war.by-airforce.com/


http://www.il2war.com/

Last edited by Richie; 10-03-2011 at 05:29 PM.
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Old 10-04-2011, 03:23 PM
Ataros Ataros is offline
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Yes, I mean the same. Now with the new CloD engine you do not have to wait in HyperLobby for other players to occupy slots. You can join a server and fly without waiting.

The only "advantage" of the old system was that you new in advance who flies against you and that the opposing team is more or less equal in quantity. I think this killed all the immersion making those flights looking like organized duels instead of unpredictable real-life air operations but for those who like it it is still possible to make an ingame interface a-la HL where they will wait for other team to occupy slots.

Thus, there will be several types of mission in the same server:
- free flight - dogfight Rambo style - spawn an aircraft and go.
- team flights - join a temporary squad of unknown players and generate a mission for you (some simple missions only)
- squad flights, unknown opposition - registered squads generate more advanced mission for themselves. Mission targets must be close to some "hot" locations to ensure that some opposition is their.
- squad flights with known opposition - same as above but wait till an opposing squad occupies places in your sub-mission before starting the sub-mission (old HL-style)

The advantage of the new system is that several missions happen in the same airspace like in real life. No artificially separated and unrealistically predictable coops any more.

A team of 2-3 C# programmers is needed to make this happen (a good coop-based war needs the same probably).

Last edited by Ataros; 10-04-2011 at 03:29 PM.
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