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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.

View Poll Results: Should the developers mainly focus on single player?
Yes, single player far more important. 74 32.60%
No, both should have equal focus. 81 35.68%
No, rather focus on multiplayer. 72 31.72%
Voters: 227. You may not vote on this poll

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  #51  
Old 06-28-2011, 09:28 AM
JG53Frankyboy JG53Frankyboy is offline
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the reason for me for flying 100% online is to share the expereince with other players (and some of them became friends over the years in IL2) on VoiceComms !
Its not the AI, i flew mostly COOP wars (who else would fly all the 16 B-17s in a 1944 scenario over germany or the B5N over Pearl ), its just so that after a few minutes alone in front of PC screen in a cockpit i am bored to death.................

But flying in a Bomber, 150km to target and 150km back (if possible ) with guys on comms flying other bombers and escorting fighters - that makes for me a good mission.
Its the men, not the machine - as 'someone' said in the past, even when ment in another meaning, it fits for me in CombatFlightsims


A very important point is that 1C has to enable the community to MAKE the gameexperience. That is mostly the FMB (working and documentation). A few days (if not from the very first) the Hyperlobby was full of IL2 COOPs in 2001. It sure had its faults, but the gameexpereince was there !
CoD is leaving the most players here alone IMHO. I dont build mission in the moment with CoD , and that after building hundreds of missions in IL2 the last years
AND, it enable a lot of people creating singleplayermissions and campaigns. You just have to check sides like mission4today many people build missions with IL2.

Adi_Galland (head of Desastersoftware) summerized it in the german ubi form quit good: the way 1C decided to make the FMB of CoD has reuced the amouint of people able to build missions in CoD a lot in comparison to IL2.
At least it lacks documentation and who can be sure that now made expereinces (mainly with this script system) in the FMB are still correct after a few patches ?!

btw, RoF has a very similar proplem i think, a very complex FMB - but at least it has a documentation (but i dont know how good this is !).

Last edited by JG53Frankyboy; 06-28-2011 at 09:47 AM.
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  #52  
Old 06-28-2011, 10:38 AM
JG5_emil's Avatar
JG5_emil JG5_emil is offline
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Quote:
Originally Posted by Blackdog_kt View Post

The only way to successfully merge the positive points of both is to fly in a dynamic online campaign with players that will agree to do things like they were done back then even if it gives them a disadvantage. I'm not saying it doesn't happen, but good luck maintaining that on a large enough scale to have MP qualify as historically accurate in the majority of cases.

A significant number of people do fly that way in online wars but another significant number fly the way Danelov described and as such, i can't just ignore the statistic and claim MP is accurate by default. MP is as accurate as the players themselves and the mission designer/server host want it to be, in fact, even if the mission designer does set out to do things a certain way it still doesn't work out if the players don't go along with it.
Well said!

It has been many years that I played the online wars in IL2 but they were fantastic until it just got crazy competitive with people using every exploit they could in order to win. There were people reading the mission files so they could see data they weren't meant to, then there was the stupid use of smoke and landing lights it utterly ruined the aspects that I loved which was to get the best of both worlds with a dynamic campaign but with human piloted aircraft.

There is no getting away from the fact that the diversity of human pilot skill and the fact that we all make mistakes is superior to any AI but then human nature will always try to find short cuts and exploits in order to win. This is what makes flying against humans so great but so frustrating.

I think they shouldn't focus on one or the other but at the same time they should be smart. The community can and will do a better job that the devs in certain areas (missions, campaigns, online wars etc) which is why the tools must be there for them to get on with it. I think they should just keep focused on the game play aspects, FM/DM, fixing things that are broken and making it possible that both on and offline pilots can have a good experience.

So if the community is to make offline campaigns then maybe there needs to be stats and medals etc for the offliners and the AI must be as good as possible. Obviously for the onliners they need the MP to be fixed and then make it possible for wars and coops etc.
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  #53  
Old 06-28-2011, 11:04 AM
Rattlehead Rattlehead is offline
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Both are important. I don't see why it should be an either/or situation.
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  #54  
Old 06-28-2011, 04:10 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by SNAFU View Post
Well, Life is always a trade-off and so is playing this game. But in my opinion, the focus of the development should lie on the sandbox and the tools, enabling the community to provide the needs of the players - singleplayer and multiplayer. And with the new system, in which AI controlled aircrafts are more or less the backbone of the theatre, the issues to be worked out, are easy to find. Therefore I would not sperate MP here - SP there, I would focus on the common intersection of both elements.

In 1946 there were little chances to experience tactical engagements of player groups, acting as a team as you would guess a wing or "staffel" would have done in real. Those experience were mostly restricted to coop-online-wars like AFW, VOW, SEOW and the like. AI was an integral part of this immersion, simply because you cannot fill a server with enough minded players. But that was also the setback of the system. You had to wait for the players to join and get ready and if you only have one hour sparetime to play, you don´t want to spent this hour in the lobby, waiting for the ranks to fill. Now, we have the possibility to fill a map, with randomly happening missions and I believe and I am going to test, if it is possible to build a map and missions in a way, that the lone wolf pilot, taking off to shoot something will not find his satisfaction on that server. I am gathering information at the moment, to rebuilt the english channel outfit of german and british airfields, with the correct squadrons and airplanes for time frames I set to monthes as a trade-off. So there is a map for May, June, July, August and September, on which the palyers can only take off from airfields with the plane of the squadron which was actually operating from this airfield in that time frame. I found out that it is not easy to get accurate data for the planes which were flown at the accurate time, but as I said, there must be trade offs. One problem which I am facing is, that acutally bomber airfields are not even available on the current map. The next step would be to design realistic submissions for this maps, which reflect the everyday life of a fighter/bomber pilot that days in the given constrains. And so AI is here again the backbone of the happening. The goal is to provide a server, which enables virtual squads to operate and train in a surrounding, in which flights have to be planned, lead and navigated as closly as possible to what is necessary to give the best immersion into the time simulated. Due to the wide spread theatre, the long flight times and the nature of the missions. it should be unlikely to meet a lone wolf player just looking for the next trigger action. This is what I and my squadmates are aiming at and want to realize some day. I expect such a server design to lead to a rather rarely visited server, but our main focus will lie on the chance for virtual squads to have a ground for organized flights and training with or against other virtual squads, without having to wait for coops to fill.

I also like the airquake severs for some occasionally fun-action, but I simply missed in 1946 a FR server, orientating on historically circumstances on which groups could experience an inch of immersion without having to build a coop mission, and now we have the chance to integrate coop-like missions into a server with randomized enviromental hazards, which is great and just needs to be optimized. The rest, dynamic, static campaigns for SP, Career mode etc. can be provided by the community I am sure, the developer should focus and the frame work, tools and stability.
That was exactly my point and i'm glad you explained it in more detail.

The new engine makes no distinction between MP,SP,DF or Coop, it's all based on the same underlying code, so let's just focus on the sandbox tools and the rest will come together nicely.

Like it's already been said there's a trade off in all of this: complexity is increased and to do the new features justice there's a learning curve involved with the new FMB and scripts so it will take some time before we start seeing creative use of the supplied tools, but just the fact that we can do so much more makes it worthwhile in my personal opinion.
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  #55  
Old 06-28-2011, 10:32 PM
Thee_oddball Thee_oddball is offline
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Quote:
Originally Posted by JG53Frankyboy View Post
the reason for me for flying 100% online is to share the expereince with other players (and some of them became friends over the years in IL2) on VoiceComms !
Its not the AI, i flew mostly COOP wars (who else would fly all the 16 B-17s in a 1944 scenario over germany or the B5N over Pearl ), its just so that after a few minutes alone in front of PC screen in a cockpit i am bored to death.................

But flying in a Bomber, 150km to target and 150km back (if possible ) with guys on comms flying other bombers and escorting fighters - that makes for me a good mission.
Its the men, not the machine - as 'someone' said in the past, even when ment in another meaning, it fits for me in CombatFlightsims


A very important point is that 1C has to enable the community to MAKE the gameexperience. That is mostly the FMB (working and documentation). A few days (if not from the very first) the Hyperlobby was full of IL2 COOPs in 2001. It sure had its faults, but the gameexpereince was there !
CoD is leaving the most players here alone IMHO. I dont build mission in the moment with CoD , and that after building hundreds of missions in IL2 the last years
AND, it enable a lot of people creating singleplayermissions and campaigns. You just have to check sides like mission4today many people build missions with IL2.

Adi_Galland (head of Desastersoftware) summerized it in the german ubi form quit good: the way 1C decided to make the FMB of CoD has reuced the amouint of people able to build missions in CoD a lot in comparison to IL2.
At least it lacks documentation and who can be sure that now made expereinces (mainly with this script system) in the FMB are still correct after a few patches ?!

btw, RoF has a very similar proplem i think, a very complex FMB - but at least it has a documentation (but i dont know how good this is !).
+1
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