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#61
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lol
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#62
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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... |
#63
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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. |
#64
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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. |
#65
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![]() some additional thoughts .... I) SMALLER NUMBERS OF TANKS ON SMALLER MAPS if you just need to direct one tank unit in the 1e person or to be controlled by AI (as designed in the mission) this is not to bad, eg: - direct tanks to objective, instruct how to act when meeting enemy ground forces (engage if weaker or equal, avoid if they are stronger), - what to do once objective is reached (hold position, dig in defensively , proceed to next objective etc) in il2-CoD scenario's i also suspect all tank units need a number of mobile AA guns integrated with the unit (smaller caliber AA, mounted on mobile soft skinned vehicles that move with the tank unit ) because as a flightsim (without infantry being modeled) most threats will come from the air by enemy planes constantly hunting for them. without that minimal protection any tank unit out in the open becomes much to vulnerable and ineffective once a captured objective has been held for a period of time (and if it has an unbroken supply line) the same sector/area also needs heavy AA guns (and some reenforced defensive ground artillery positions ?) being spawned automatically to reflect what would normally happen when the enemy hold a new position (normally infantry in fortified positions would hold the position with artillery units nearby), eg once captured the position is held, but the tanks stay mobile. most of this could be done with a number of basic commands and some simple automated scripts and doesnt need to be to complex, but you cant expect a tank unit to fill all those roles (be mobile offensive and defensive, and exclusively hold all stationary positions on their own) if a tank unit captures an area (town, airfield, bridge etc) and that unit becomes isolated from its supply lines, server msg's need to exist that warn the friendly side to have to supply them by air, or instruct it to withdraw (with a particular limited radius of movement until resupplied) there is also the additional potential problem that a mission on a server might have been carefully designed, but when some n00b teens join the server for a bit of fun they take over control of a specific tank unit in the 1e person, go off on their own joyride and completely change the unfolding battle plan (since there wont be 100's of tanks active on the map, but more likely 20 or so, this could be a major problem). not sure what the solution to this is. II LARGER NUMBER OF TANKS ON BIGGER MAPS but to do this in a workable way gets rather complex if you look at the main large maps SoW uses once it deals with land based maps with large front lines. you would need roughly historically correct proportional numbers of ground forces and vehicles on front lines. for example the less able allied tanks cant be matched 1:1 with german tigers, for ex in a normandy (or north africa) scenario where the larger numbers of allied tanks usually overwhelmed the stronger tiger tanks, otherwise the german side would always outperform the allied side (if you give both sides equal numbers of units) to be able to use the tanks in mission design or a dynamic campaign server with large number of units on a map and a whole front line being populated with tanks and other mobile units, we need to have the right server commands available to control them and give new orders while the dynamic campaign server keeps running its other parts of scripted events (not in a complex mission design method, but some simple AI instructions method from a purpose designed interface console which is also accessible from within in the game itself by the "server command" that setup the mission (who with a pwd can delegate it to his assistants/helpers). this would allow both sides some ability to respond (in a limited way) to unfolding events in a dynamic campaign server. might be a bit early to think that far ahead, but eventually some of this type of control should become possible as the series evolves right now at release of some of these new feature of controlling tanks and other ground vehicles, i'd be happy if the guns are accurate over the right distances, we are given some AA mounted on mobile vehicles to protect them from air attack, and we can issue some basic commands to engage/disengage the enemy forces, capture an objective and hold it, and be resupplied by air once low on fuel/munitions ![]()
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President Dwight D. Eisenhower 1953: Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone, it is spending the sweat of its laborers, the genius of its scientists, the hopes of its children Last edited by zapatista; 02-28-2012 at 03:29 AM. |
#66
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Great ideas, although a little premature i feel.
I think anyone who has played ArmA will understand how much data has to be shifted back and forth and the issues inherent with it, desync being the biggest issue. We are most likely going to be running on maps that will be much bigger than Arma Islands as well more detailed if our first map in CLOD is anything to go by. The developers will need to do something special with the code or it might have similar downsides that Arma has, and that could be problematic for a flight sim. Needless to say I think its a great angle and i hope they only include it into the game when its fully ready this time. |
#67
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This has been the developments way of business for years. They introduce new features as the system resources allow. Each addon is a approx. a couple of years down the road when the customers average system is stronger and the sim further optimized to allow more demanding features to be introduced as an option for those with systems strong enough to employ them.
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#68
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I havnt read all of Blackdog's post, but im guessing its more all arms combined tactical warfare 128 players 24 hour online war strategy action COOP dogfight with triggers pipe dreams CLOD fiction.
![]() What ever he said, i hope it comes true.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#69
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The best tank sim I played was T34 v Tiger. You might still be able to get a copy on eBay.
Having CloD incorporate a tank sim at that level would be welcome. It would be cool to play out a Blitzkrieg assault with Ju87s and Tanks working together. I take csThor points but those same 'play styles' are being played out in IL-2 / CloD in the online world now. This can be controlled some what if they make the tanks with same level of realism as the planes. For example: The Tiger I, you couldn't just put the foot to the floor and go ( ala WoT - which is as unrealistic as you can get ), the Tiger had to be warmed up and care had to be taken when selecting gears, the gearbox and drive train in the Tigers were very vulnerable and under strength-ed for the tank. I'm currently reading Otto Carius' book "Tigers in the mud", a very interesting account of Tiger Tanks in combat and the tactics used. Would highly recommend it. I for one would love to see a driver-able Tiger I in CloD, if they can match the level of realism as the planes. The offline campaigns would be enjoyable at the very least. Last edited by Codex; 02-28-2012 at 07:33 PM. |
#70
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S!
As already said, this will be great for online wars. As a SEOW player, I think it's a much welcomed feature if we are to ever have something like SEOW in CloD. In case all flight slots are taken, there still would be the ground slots (all driveable vehicles) available for the extra pilots. Depending on ground vehicle CloD's AI vehicle skill, humans taking control of tanks etc. could tip the outcome in land battles, which are very important factor in SEOWs. I don't think that many pilots would be anxious to take vehicles that are transiting far from the front, but the ones in the front might be quite tempting distraction. Quote:
Bit OT: This is also available (implemented with only airplanes though) on old Il-2 server "War-birds-FH". Relevant mod available here: http://www.war-birds.com/
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