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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles.

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  #251  
Old 08-22-2009, 07:43 AM
Adonai Rifki Adonai Rifki is offline
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First, allow me to say that this is my first post, and so far I am enjoying the community. Secondly, I have read up to page 18 currently, and I am continueing to read on. But I needed to post my suggestions before I forgot them a third time. So if this has already been said a couple times prior, I give you my apologies.


Quote:
Originally Posted by Xx RTEK xX View Post
Arena Mode
8 players(human) engage the AI on one huge map which contains 2 friendly air fields, and one carrier surrounded by an escort fleet. Enemy AI are on regular patrol routes at various altitudes. Enemy has 2 airfields defended by anti air cannons which the buildings and the air defenses can be destroyed.

Objective of Arena Mode is for friends to take off from the main airfield and rid the skies of all Germans, and destroy all the enemy bases. Players are limited by fuel, and ammo so cooperation among teamates is critical to survive, in order to refuel and rearm, players simply land at a friendly base and re-up, then take off and get back into the fight.

Simulation Control Scheme OPTION
RS-looking around
LS-Pitch/Roll
LB-Throttle Down
RB-Throttle Up
RT-Yaw Right
LT-Yaw Left
A-Guns
B-Bombs
X-Rockets
Y-Zoom
Dpad Left-Landing Gear Up/Down
Dpad Right-Map
Dpad Up-Command menu .......at which point UP/DOWN/LEFT/RIGHT on the dpad will determine wingman commands
Dpad Down- Bail Out
I think someone might of been playing Over-G for the xbox [or whatever it was called under the original name]


Suggestion for the controls, to be added on. The R3 button, could function as the "track target" as well. Just moving it around would allow players the ability to look, while clicking it down would allow the tracking. And perhaps to allow the zoom, have it so that when an aircraft is centered relativly infront of you, it will automatically zoom in.


As for someone else's post about R1 and L1 being eject [or something along those lines]. I would suggest keeping it as the D-pad down, while making L2, and R2, the brake ability. Or possibly, a Chromehounds inspired suggestion. Holding down the select button for 3-5 seconds, could function as the eject.



Now, for the repeated belly landings, subject. I have a solution that might be able to influence score/points, and the landing issue. In the game Metal Gear Solid [online], you are awarded points for stunning enemies, or killing them. Why not have it so that a kill would result in a +2 point increase for your teams score, and give the killed pilot a 5 second respawn or something along those lines. While just downing a pilot [Either by belly landing, or him ejecting] Will give your team a +1, but allow the shot down pilot either an immediate, or shortened respawn... It would also give some incentive for pilots to try and eject, rather then being killed.


And unfortunately I forgot my previous suggestions, so I will probably make a second message later... Anyways, thank you all for taking the time out of your day's to read my message, and I wish you all a good day.




-Edit- Just a little addition... part of the reason I want the belly landing is because some friends and I would attempt to go bob-sledding down a mountain in the Russian bombers [the ones that looked like boats]. We just found it highly entertaining, to cut throttle, land on the slope of a mountain, and to try and slide our way to the bottom without crashing.

Last edited by Adonai Rifki; 08-22-2009 at 07:57 AM. Reason: Addition
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  #252  
Old 08-22-2009, 01:43 PM
PF_Lizard PF_Lizard is offline
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OK, this thread is clearly very popular and bloated, but I thought I'd throw my suggestion onto the stack!

I'm unaware of whether custom button mapping will be included so if it is, I apologise. If not, can we please swap Rudder and Throttle about on Aviator layout? I'd prefer more accurate analogue rudder, and a toggle throttle; that is, I hold R1 until it reaches 90%, I let go and it remains at 90%.

Also, the planes do seem to blow up very easily. I mean, at 30mph, would a plane really explode like that? OK, occasionally they are heavy so there's a fair bit of force at 30mph, and there's likely to be a fire etc, but I've seen so many planes go up whilst trying to slow down from that wretched 31mph!

Seriously, almost perfect game so far, but trying to slow your plane down below 31mph is near impossible using aviator controls. even holding throttle at a constant say 19%, slowly clocks down 1mph every say 500 yards, but suddenly, at 30mph, BAM! you're over? Is it auto braking or something?

I understand I'm basing this on the demo which doesn't necessarily represent the final game. So again, apologies if button mapping will be included.

Thanks
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  #253  
Old 08-22-2009, 02:56 PM
lazyboy_se lazyboy_se is offline
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Quote:
Originally Posted by PF_Lizard View Post
I'm unaware of whether custom button mapping will be included so if it is, I apologise. If not, can we please swap Rudder and Throttle about on Aviator layout? I'd prefer more accurate analogue rudder, and a toggle throttle; that is, I hold R1 until it reaches 90%, I let go and it remains at 90%.
+1 The rudder really needs to be assigned to an analouge button.
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  #254  
Old 08-22-2009, 09:16 PM
kharvick292192 kharvick292192 is offline
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Quote:
Originally Posted by Pup View Post
Just tried the PS3 demo, already had the game on pre-order anyways.. but loving it so far.

I know a number of people have already mentioned control configuration already, seemingly for the gamepad.. but I would like to see more options for the Joystick config.

I have a Saitek Cyborg Evo, and none of the settings worked for me. At best my throttle level controlled the rudders and twisting the stick (usually for yaw) controlled the throttle. I read that another Saitek user (X52) has the same issue. Also the main trigger switched cockpit view, so essentially the current options are not viable at all for my Saitek joystick, so will have to stick to the gamepad for the time being.

Cheers.
I agree with this post as I have the Logitech Force 3D Pro. I tried the configs that come with the demo, with the thrustmaster 1 config being close (throttle was throttle, twist did adjust rudder, hat switch looked around) but the trigger was the 11 button and not where it should be assigned. It would be nice for additional configs for other joysticks, or just a screen where you can assign it yourself. Thanks for making an enjoyable, realistic WW2 combat sim for consoles, something that has been lacking for quite sometime.
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  #255  
Old 08-22-2009, 11:57 PM
PF_Lizard PF_Lizard is offline
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I know this is probably a nightmare for the devs, but I would love to be able to use my own skins.

I remember asking the Wipeout HD team and they explained what a nightmare that would be lol But flight sim fans are pretty hardcore and I'm sure many of us have experience painting the UV maps and keeping file sizes down.

A long shot I know... it's their fault for making it so close to a PC sim! Now we want it all!
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  #256  
Old 08-23-2009, 12:19 AM
fuzzychickens fuzzychickens is offline
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We need a poll for some of the possible additions.

I second the eye-toy for head tracking - this would be huge.

Tracking targets with analogue sticks is cumbersome/disorienting and the combat would feel so much more natural if the eyetoy was supported.

Actually, I'd pay for eyetoy support. Seems to me like developers have simply ignored what can be done with that thing - PD will change that with GT5, but seriously, all the developers must be too chicken-youknowwhat to develop new ways to experience games.

Hopefully NATAL will cause some activity and Sony and MS developers will do these things more often.
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  #257  
Old 08-23-2009, 02:46 AM
Reverend_Ed Reverend_Ed is offline
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Hi Anton and devs,

I'm sure you guys are probably already past Gold, and let me state that I also design multiplayer games for the Playstation (Zipper) so I know this is also a much-requested feature but I have to add my voice to those begging for co-op multiplayer

For me, competitive multiplayer is a nice distraction, but the meat in some of the greatest MP flight/space sims has been the ability to fly as a squad in campaigns or instant-action missions. Even if the Strike gametype could support AI for the other team I'd be over the moon. The fantasy fulfillment for me, and my co-workers (some of whom are veteran developers from Dynamix) and friends is flying as co-ordinated squadrons in the big battles, or against waves of bombers and their little friends.

Anyway, maybe DLC? . Played the demo last night and I was hooked. Haven't been this excited to buy a console game since forever -- fantastic job you guys.
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  #258  
Old 08-23-2009, 05:16 AM
Irishmandkg Irishmandkg is offline
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Quote:
Originally Posted by Reverend_Ed View Post
Hi Anton and devs,

I'm sure you guys are probably already past Gold, and let me state that I also design multiplayer games for the Playstation (Zipper) so I know this is also a much-requested feature but I have to add my voice to those begging for co-op multiplayer

For me, competitive multiplayer is a nice distraction, but the meat in some of the greatest MP flight/space sims has been the ability to fly as a squad in campaigns or instant-action missions. Even if the Strike gametype could support AI for the other team I'd be over the moon. The fantasy fulfillment for me, and my co-workers (some of whom are veteran developers from Dynamix) and friends is flying as co-ordinated squadrons in the big battles, or against waves of bombers and their little friends.

Anyway, maybe DLC? . Played the demo last night and I was hooked. Haven't been this excited to buy a console game since forever -- fantastic job you guys.
The SOCOM and MAG Zipper? The old Socom games where fun, but the new one sucks. MAG is awesome though!
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  #259  
Old 08-23-2009, 10:01 AM
merro merro is offline
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To the Devs:

After the demo was released this week i checked boards all over the net about some feedback from the demo.
Guess what:
You hardly find any threads about il2.
People who did play it, liked it, but still this game is not being recogniced much from the gaming community.

The only good thing about this would be, that there will be a small hardcore base of players online, no kids, no problems.

BUT: Bad sells = maybe no support, ´cause you guys dont make enough money with this franchise.

Why did you not put a little more effort into marketing?
This game is still hardly known out there, and that is sad, since the demo alone is awesome!
I am aware that a "sim" game draws a smaller crowd of players to the franchise, but there are many players out there, which where looking forward to a game like this (me for example )

I still hope that more previews/reviews (positiv!!!) pop up the next two weeks prior to launch.
Otherwise this game will not sell too much i am afraid!
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  #260  
Old 08-23-2009, 11:42 AM
Riceball Riceball is offline
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It's nothing new that the game is not widely known. But most who care for this sort of game should know about it by now. Most, not all. I do know anyone who is looking to DL a demo on XBL will see BoP as the second most popular demo after Batman.

Consoles have been sorely missing games such as BoP. So even a small, loyal following can support it. Just imagine all the DLCs that could be made. I think we could get new DLC every other month or so and most of us here would happily buy them all.

And word will spread soon enouph. For my money, there is only a few more games coming this year that I will buy.

Last edited by Riceball; 08-24-2009 at 04:15 AM.
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