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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 02-23-2008, 04:22 PM
Mogster Mogster is offline
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Very thoughtful post, Feathered. Being able to fly any or all of your proposed missions would be very realistic and they remind me of many missions flown, for real, in the past. There was actually one similar mission, very early on in IL2, involving flying an He 111 into a very mountainous 'strip' to rescue a crew that had force landed. I haven't been able to find it for several years, unfortunately, but the realistic 'pucker factor' was high. Let's hope that Oleg and his crew are reading your post and will explore the possibilities of building your suggested missions . . .
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  #12  
Old 02-23-2008, 08:29 PM
Avimimus Avimimus is offline
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I agree. Anything that gives a sense of purpose and as sense of impacting the game world is key. I also like the idea adding support for improved transport, liason, recon, ASW and SAR missions. People will build aircraft for these purposes, I'm sure of it.
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  #13  
Old 02-23-2008, 10:21 PM
_1SMV_Gitano _1SMV_Gitano is offline
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Quote:
Originally Posted by Feathered_IV View Post
Or nightfighters with AI radar operators that can actually guide you to the kill?
This is what i always missed most...
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  #14  
Old 02-24-2008, 06:08 AM
Raven2B Raven2B is offline
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Agreed 100 %

All of this is very good ideas and hope that even some comes possible. Anyway I been flying IL-2 many years (offlline but some day comes to online ...)
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  #15  
Old 02-24-2008, 09:20 AM
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Feathered_IV Feathered_IV is offline
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It is heartening to see so many people feeling the same way about this. I just hope that Oleg and the team do too.

Taking the SOE Lysander mission type as an example, certain parameters would need to be coded in to make it work convincingly. Most particularly target waypointing and ground unit AI behaviour.

Imagine this:

Having crossed the Channel in the dead of night, you bank and circle "that little field" that you were directed to in the briefing. The target has a rendezvous time (get there too early and the enemy ground units will arrive before your friends do). At the appointed time you get a flashlight signal from the from the ground. (Hidden Target Complete). You cut the motor and sideslip in. The game engine is designed in such a way that it can recognise just how close the player is to the rendezvous point when their aircraft rolls to a stop. When you are on the ground, the clock is ticking. Land close to the friendlies and there is not long to wait. The further you are from the landing point the longer you have to sweat it out. If the friendly units make it to your aircraft, you get the Mission Complete and you can get the hell out of there.

While this is going on, you have AI enemy ground units that are smart enough to detect your presence and converge on your location. Maybe they will get there first....

Similar mission building parameters can be used for air-ambulance missions or supply drops, providing the builder can vary the duration of the stay on the ground. It is a simple enough idea, but versatile and effective. It just needs devs who care enough about it to put it into practice.
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  #16  
Old 02-24-2008, 10:24 PM
IvanK IvanK is offline
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"...Land close to the friendlies and there is not long to wait. The further you are from the landing point the longer you have to sweat it out. If the friendly units make it to your aircraft, you get the Mission Complete and you can get the hell out of there."

This alrerady exists within the Bellum On line war code and is used for On line pilot rescue.
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  #17  
Old 02-24-2008, 11:59 PM
-Sulan- -Sulan- is offline
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If we'd only get enough scripting possibilities when making missions (I believe Oleg has stated that we'll get some "triggers/events") we could make some more interesting single and coop missions, if we can script events in dogfight missions also would be very cool...
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  #18  
Old 02-25-2008, 01:15 PM
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6S.Maraz 6S.Maraz is offline
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Quote:
Originally Posted by Feathered_IV View Post
But really, don't you think there should be more to the future of air combat simulations than just cookie cutter dogfights and dropping a stick of bombs? Do you really just want to play the exact same pair of missions all over again for another five to ten years ?
Agree... reconnaissance, rescue, transport, "liaison" missions...

Maraz
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  #19  
Old 02-25-2008, 01:42 PM
Jaco Zito Jaco Zito is offline
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Default Totally right

Yep, I hope Oleg and is team read this post. From all the suggestions users gave, this is the most important. If Oleg wants to hook people as hard as IL2 Sturm he should deffinitly consider unarmed/recon/support air missions. They are to me as important (and cool) as armed missions wheter dogfight or bombing.

Btw this is my 1st post .. great community and great game! Hi all!

Big Jakes
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  #20  
Old 02-25-2008, 08:02 PM
Deovis Deovis is offline
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@ Feathered_IV

If you want full immersion with all the features you described in your post, play WWIIOnline or Warbirds...but you have to pay to play in a campaign!
So...do you really want that Oleg read your suggestions so that we have to pay every time we want to play a mission online...as in those games?
Anyway I hardly hope Storm of War will develope in a better way in time than IL2 series introducing some or all the features you suggested!
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