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-   -   If Land > Refuel, Re-arm, Repair is implemented...How long should each stage take? (http://forum.fulqrumpublishing.com/showthread.php?t=26714)

robtek 10-04-2011 03:53 PM

Quote:

Originally Posted by salmo (Post 343835)
You've obviously never tried to RRR with the enemy over the airfield :-P IMHO 5-10min is way too long. RRR times should be a token representation of the delay required to RRR. In my experience, most players want to RRR as quick as possible & get back into the air. However, if you'r silly enough to get your engine shot out, then should pay the penalty (wait for it to be repaired).

Well, there is the difference in the gaming-style here,

starting again to get a fleeing opponent is waaay too arcadish for me. (for ZOOM)

(Btw, that is not 1946, overheated here is usually a forced landing!)

If i have survived a dogfight, damaged or shot down a enemy and then have brought my plane home, thats success for me.

Having then flown my crate in a way, that it is still fit to fight after SMALL repairs, refuel and rearm, that is the dot on the i.

Of course that works only when, i.e. the statistics are reset with a refly.

Chivas 10-04-2011 09:31 PM

RRR has great immersion potential, far greater than hitting refly, and far more realistic. It will also probably be an option, that it you don't like it don't use it. As far as times are concerned this can easily be adjustable to suit anyone or any server. No flight sim has animated ground crew yet, and I believe this is the feature that COD will be implementing at some point in the future.

salmo 10-04-2011 10:14 PM

Quote:

Originally Posted by cheesehawk (Post 343840)
I don't quite understand the fascination with the RRR function, especially if non-realistic times are used. What's the advantage of this over simply "Refly?" (even though there's not an actual "Refly" button anymore). Is this just a holdover from 1946 for you guys?

The facination comes when (as Sven says), you're limited to a certain number of aircraft, forcing you to try to save your airframe. I build Zuti MDS missions with RRR with a small number of better performing planes (say 6 spitfire IIa's) and when they are all gone you are left with an unlimited number of lesser planes (say spitfire Mk1's).

Without such restrictions, some players just fly until they are shot down disregarding the need to save their life or their aircraft (very un-RL like). Forcing RRR on players changes the way players play the mission. I like RRR for most mission types ! But there is no reason why you can't have both worlds, missions with & without RRR.

Sven 10-04-2011 10:38 PM

Quote:

Originally Posted by salmo (Post 344058)
The facination comes when (as Sven says), you're limited to a certain number of aircraft, forcing you to try to save your airframe. I build Zuti MDS missions with RRR with a small number of better performing planes (say 6 spitfire IIa's) and when they are all gone you are left with an unlimited number of lesser planes (say spitfire Mk1's).

Without such restrictions, some players just fly until they are shot down disregarding the need to save their life or their aircraft (very un-RL like). Forcing RRR on players changes the way players play the mission. I like RRR for most mission types ! But there is no reason why you can't have both worlds, missions with & without RRR.

This is genius. If the player wants to keep his aircraft he has to protect and fight for it, (some planes can respawn more times then others ) this would create some good dogfights with more true to life aspects I would guess. On servers which have this system RRR will be awesome.

robtek 10-05-2011 08:59 AM

My idea is to motivate the players to fly in a more realistic way.

Caring for their virtual life first, their steed second and then, with a little space, to have success against the enemy.

Of course, the overwhelming majority will join the obligatory, endless Spit vs. 109 furball, but maybe there are enough people who find that also boring.

hc_wolf 10-05-2011 09:23 AM

Can I just say.. This is the longest running thread I have raised... AWESOME!

But it is fantastic to get everyones views on the topic while we wait for the next patch.

I really hope we can get RRR in and then I can get to implementing into my dynamic online missions so you can use the same plane and up your scores.

I think if you have RRR then you need to also have a deduction in points to punnish people for the following:

-Exiting out of planes and just re-spawning (not bailing out)
-Getting a fresh plane via respawn if you damage one on take-off or at airfield or in a radius.
-Not bailing out during dogfight
- Maybe strafing enemy spawn points.

I look forward to seeing all this and everyone elses suggestions. You will really be able to have long server missions where England v Germany.

Chivas 10-05-2011 05:42 PM

There should be RRR at any base that has the equipment and personel to do so. The aircraft didn't carry enough ammo to do much damage to a bomber formation. You could attack them on there way into the target, land rearm, and attack them again on their egress from their target area. The time it takes for the RRR should be user selectable so it could suit most peoples simming enjoyment. Of course On-line this would be set by the server.

I believe the developers are working on an animated RRR, which will be finished and implemented at some point in the future, after bugs and other features are fixed.

salmo 10-13-2011 10:20 PM

Quote:

Originally Posted by Chivas (Post 344463)
There should be RRR at any base that has the equipment and personel to do so. The aircraft didn't carry enough ammo to do much damage to a bomber formation. You could attack them on there way into the target, land rearm, and attack them again on their egress from their target area. The time it takes for the RRR should be user selectable so it could suit most peoples simming enjoyment. Of course On-line this would be set by the server.

I believe the developers are working on an animated RRR, which will be finished and implemented at some point in the future, after bugs and other features are fixed.

I think Zuti has it about right in IL2-1946. He's setup two options. (1) RRR irrespective of base setup objects & (2) RRR only if certain objects are present at an airfield. For example, ...

Refuel - you can only refuel if there are fuel drums of fuel tanks present at an airfield. The closer you park to the object, the faster the refuel rate. If the enemy destroys those objects, you lose the ability to refuel at that base.
Rearm - As above for ammo box objects
Repair - As above for the workshop building object.

He's even taken RRR further, by allowing mission builders to specify the amount of fuel, ammo & engines available at each object. Again, when you've used up all avalable fuel/ammo/engines you lose the ability to RRR. Here's the kicker though. Mission builders can also designate truck convoy objects or ships to carry specific amounts of fuel/ammo/engine parts & when a ship arrives in port or a truck convoy arrives at an airbase, the RRR objects at the base are replenished.

41Sqn_Stormcrow 10-13-2011 10:31 PM

Implementing wait times: I think best way to empty a server ;)

Skoshi Tiger 10-13-2011 11:10 PM

Quote:

Originally Posted by JG53Harti (Post 343775)
Yes, just refueling. But you need also new ammo and sometimes the aircraft must be repaired ;)

On spitfires, when they started to use the canvas strips to feed the colt brownings through the lower pannels apparently they could rearm the guns in 10 minutes.

Damage and repair is a completely different matter. Either the damage would be superficial and as pilot in command you'ld need to decide if it was worth your life taking off or time to get a new plane.

In a realistic senario hopefully it would be possible for pilots to be penalised for not following the taxi ways when heading from the runway to the rearming point. Extra damage to undercarrage, radio going u/s due to all the bumps, sights getting knocked out of alignment etc!

Cheers!


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