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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  
Old 02-26-2012, 11:31 PM
David Hayward David Hayward is offline
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Blackdog, could you please include a table of contents with your posts.

Thanks!
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  #2  
Old 02-26-2012, 11:38 PM
banned banned is offline
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Quote:
Originally Posted by David Hayward View Post
Blackdog, could you please include a table of contents with your posts.

Thanks!
lol
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  #3  
Old 02-27-2012, 12:26 AM
Cataplasma Cataplasma is offline
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this game have to be a funny sim...arcade games are forbidden here!
So devs have to improve skills and physics of vehicles, the interior graphic details of vehicles and the low altitude detail of the terrain...then they have to add some depth of field to the views of the vehicles.

Anyway I think that il-2 is a great fast flight simulator...I think they don't have to waste their time on tanks and trains now,it's too early for a global sim,they're too few devs and we are too much angry followers waiting for this ******* fast sim...
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  #4  
Old 02-28-2012, 01:20 AM
CKY_86 CKY_86 is offline
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With the inclusion of drivable tanks & ability to man AA guns, this could open up a real online war. Here's the idea i've been muling over today:

When the server first starts, the only information avalible to the player will be where the front lines are & a general briefing of what needs to be done. The idea here being that players have to seek out targets & then relay them to the team. The whole idea for this is that pilots, tankers & AA gunners will all need to work together in the sighting of targets & their destruction. Of course all sightings will be relayed in the briefing automatically as a player gets within visual range of that target. It would work like this; if an ally sights enemy tanks, the briefing will update with "enemy tanks sighted in E3 heading west". An icon will appear on the briefing map aswell.

As the ground vehicles move into enemy territory, the front lines on the briefing will change, of course if an ally has a visual sighting. If a certain number of enemy ground vehicles move onto an ally airfield, it will become un-useable to whomever had control of the field. If the enemy vehicles are destroyed, the airfield will return back to use say 5 mins after the last enemy was destroyed. However if the enemy manages to hold & take control of the field, it will turn over into the enemies hands, but will be un-usable untill the front line gets 5-10 km away & stays that way for 5 mins, then it will become an emergency landing ground, allowing for landings only. After say 10-15 mins of control it will turn back to fully operational.
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  #5  
Old 02-28-2012, 03:14 AM
Buchon Buchon is offline
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You can´t see the forest that there is behind the branches, but there a forest behind the branches, even if you don´t see it.

We need have a wide view of the whole picture, then we´ll see the forest :


What is that part of the Simulator that is in danger by this ?

Righ now, the multiplayer is only a slaugther with the exception of those who avoid the dog fight to do some target practice in the designated points.

The whole point of all this is change this mess and brings some order, but how ?


The drivable vehicles brings maned targets to the ground and to the designated points, a real bone to any dog, now the players have a reason to go and attack/defend objectives.

Also maned AAA makes the targets very tough, a true reason to fly in formations.


In this way all this brings a way for missions builders to drive the online battle of the players, through a motivation of a lively ground, its now up to the mission builder to use this properly.


Sure see drivable tanks in a fligth sim is rare but we are heading to a new level, a evolution of the multiplayer mode.

Don´t let to those who are moving the branches prevents you from see the forest.

Last edited by Buchon; 02-28-2012 at 05:37 AM.
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  #6  
Old 02-29-2012, 05:46 PM
Shadylurker Shadylurker is offline
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Since the tanks aren't going to be full sim, and I enjoyed the Idea of WWIIOL. I didn't like driving a tank 45 min to get blown up in two seconds. The awesome part about what MG is doing is it's up the the mission makers. so nothing would stop someone from making mobile spawns for tanks, so you die, you spawn, 5-10 min later your in the fray for some french town again, all the while the aircraft still take their 10+ min to get anywhere and are duking it out for air superiority. Take for instance the objectives on ATAG Axis vs allies, nothing would stop them from doing the same exact thing but on the ground, on a smaller scale, and at a faster pace. Boom red just destroyed the fuel depot Blue tanks respawn 20 seconds slower, red can move up to the town slightly easier. but wait, red aircraft haven't taken out the artillery now the red tanks are getting hammered....It goes on forever.

You could even make the human tanks respawn with 10 AI tanks, so 10 people playing tanks = 100 tanks fighting in the area....you die, you take over a tank or choose to respawn (time added for amount of your AI tanks still out there).

The possibilities are endless, I would much rather the community get a massive upgrade to the FMB and the SDK then have MG make a decent campaign for CLOD.

With strong mission makers, and online capabilities, the game would last as long or longer then il-2.
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