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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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Like I said it will end in some kind of slagfest. Anyway, any kind of attempt to include drivable tanks (I purposely exclude soft-skinned vehicles here) will be limited to a very very small thing, probably company level and below. Just to put things into perspective a german Panzer Division of 1940 fielded around 300 tanks on its own. Add to that a load of motorized/mechanized infantry (a Regiment per division), a regiment of artillery, anti-tank, pionier, signals, bridging and supply units and you're looking at a lindworm of more than a thousand vehicles. Then multiply this by 10 (for the ten Panzer Divisions the Wehrmacht had in 1940), add the Motorized Infantry Divisions and you're thinking of tens of thousands of vehicles.
This, obviously, can't be simulated. We don't even have the numbers to go beyond a company (for Germany and Britain that would be 15 tanks), and even that is already questionable (given the problems with higher player numbers on servers and the general limit of 128 players). All I could potentially envision is essentially what WoT does - putting 30 people on a map against each other. Just that we - in CloD I mean - can have AI artillery and AT-gun support as well as 88mm guns on the german side (if they're there). One danger I see is that people won't take anything but the best armored and armed tanks, even if they were not that numerous (thinking of Mathilda and Char B1 in 1940, thinking KV and T-34 in 1941). ![]() |
#2
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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... |
#3
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#4
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Reality teaches us everybody wants to fly the best plane. Quote:
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#5
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#6
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/mazex
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