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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 01-06-2012, 05:37 AM
ATAG_Doc ATAG_Doc is offline
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Quote:
Originally Posted by MoGas View Post
yes sure...

I see the trend too, that BLUE covers Manston (SpitII base) more, besides the H14 zone, what means Ramsgate too...
Sometimes these 2 are closed for remodeling. Started after frequent PK's by a Spitty when spawning at Pihen.
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  #2  
Old 01-06-2012, 06:21 PM
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Ribbs67 Ribbs67 is offline
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What about splitting the IIas up maybe 3 at Ramsgate and 2 where the Blenhimes spawns down by Lympne...or somewhere else further south. Just a thought..



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  #3  
Old 01-06-2012, 07:09 PM
Blackdog_kt Blackdog_kt is offline
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Blen's spawn at Littlestone, just a few miles from Lympne. These bases are already on the coast and very easy to cover for blue.

It's not a bad idea to split the IIa numbers between two bases to give them a better chance and make it harder for blue to cover them, but the selection of these bases needs some attention.

For example, if they spawn at Lypne then the IIas will still get vulched and it's also very easy to shut down any red bomber ops due to the small distance to Littlestone.

I think the main solution to this issue is more low level flak (small caliber, high rate of fire). Has anyone managed to get flak to work with sound locators or radar in the FMB? If this was done only for the low level flak, it would be enough to increase their accuracy and make vulching harder for both teams.

Mind you, i'm not against vulching mind, i'll fly either team, i might vulch and i won't complain if it happens to me. I think we just need a way to make vulching a bit more dangerous to reflect how it was in real life. If people can get organized in a group to make a low level attack with bombs and strafing runs against a well defended target, i'm fine with that.

It seems that what most people object to is a single or couple of fighters shutting down an entire enemy airfield with near impunity while lingering in range of flak, not the risk of getting bounced while having a reasonable fighting chance.
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Old 01-07-2012, 10:10 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by Blackdog_kt View Post
It seems that what most people object to is a single or couple of fighters shutting down an entire enemy airfield with near impunity while lingering in range of flak, not the risk of getting bounced while having a reasonable fighting chance.
No wonder the original BoB pilots got in trouble for galavanting off across the channel looking for kills when their main jobs were to protect their own airfields, convoys, cities etc!

Not that I don't mind having an escort when taking a Blenheim after that invasion fleet!

I think we need more people on team speak to help coordinate our activities!

Cheers
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  #5  
Old 01-07-2012, 10:18 AM
335th_GRAthos 335th_GRAthos is offline
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Originally Posted by Ribbs67 View Post
What about splitting the IIas up maybe 3 at Ramsgate and 2 where the Blenhimes spawns down by Lympne...or somewhere else further south. Just a thought..
For God's shake no, then the Blue will stat lurking around the area where the bombers take off and no bomber will survive...

The nice thing of the Blenheims now is that the airfield is far away from the main action and no blue pilot bothers to lurk around there for the shake of finding the 1-2 bombers who fly online.
The more "targets" you put near there, the more interesting you make it for blue ot lurk near there.

~S~
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Old 01-07-2012, 10:33 AM
Ataros Ataros is offline
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For some players it does not really matter which side to fly for. They just do not want to change side or do not pay attention. A script can offer an incentive to them to switch sides.

1st, number of available Spit2s and E4s can be linked to number of enemy fighters or ratio of enemy/friendly fighters. The more fighters enemy have the more good planes are available.

2nd, a delay after which a player can get a new aircraft at an airfield can be increased in proportion (or rather exponentially) to balance. E.g. 10 seconds delay if there is 10% unbalance, 20 sec delay if 15%, 40 sec if 20% etc up to 180 sec if 50% advantage or 300 if 60%.

This would naturally balance teams as everyone would make his own decision if he wants to wait for an aircraft or switch sides. No forced team change like in other games with autobalance but only freedom of decision.

Vulching which is historical but not very user-friendly in a computer game can be also mildly discouraged by adding some proportional delay in getting new aircraft.

Last edited by Ataros; 01-07-2012 at 10:38 AM.
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  #7  
Old 01-18-2012, 05:17 AM
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Originally Posted by 335th_GRAthos View Post
For God's shake no, then the Blue will stat lurking around the area where the bombers take off and no bomber will survive...

The nice thing of the Blenheims now is that the airfield is far away from the main action and no blue pilot bothers to lurk around there for the shake of finding the 1-2 bombers who fly online.
The more "targets" you put near there, the more interesting you make it for blue ot lurk near there.

~S~


Well My point was to split the IIas up instead of just having them at 1 base. While I agree with your point that putting them close to the bombers wouldnt be a good idea.... I do think limiting the numbers and splitting them up would work. Do the same with the E-4s. Or just leave them out all together like it is now. The problem is, the Reds really dont have that many planes to choose from as it is... Spit 1a is barely flyable, and the Spit 1 and the Hurri DH-50 are worthless. The Blues have a little more variety.. with the E-1 ..E-3.. 110, and the 88. Either way is fine with me, not trying to turn this into a Uber Spit II vs The Uber E-4 debate... Its just a shame, that with a sim that is undoubtably lacking in content.. some people are ok with excluding some of the content the game DOES have... Take advantage of it being in the game and find a way to make them work for both sides. Bear in mind that you can never make EVERYONE happy.... I do wish the Reds had a light bomber like the Beaufighter.. that darm Blemmy is just way to finnicky. I definately need more practice with it... S!

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  #8  
Old 01-19-2012, 04:39 PM
TomcatViP TomcatViP is offline
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The Spit IIa argument in this debate is just stupid, sry top say so. Do you realize that on such a server as ATAG is, you are pushing on the scene a plane that you agree to say that'"s his capacities allow him yo swing the balance of events by itself even it is present at 1/10th the number ?!!!

For sure it wld cure the team balance : most of us with realism in mind will get off the server.

No, as BlkDog and Thor did say, there as been always balancing issue (Sad to read you SNAFU )... and individuals who likes the challenge to fight outnumbered

My suggestion would be to makes the stats a function of the team balance with more point credited if your team is overwhelmed. For example :
- 10/20 -> each kill credits you twice as much point
- 10/30 -> each kill is credited with 4 time the amount
- 10/60 -> each kill i scredited TEN time the amount

or some kind of exponential (not so much) rules.

I can tell you that I hve in mind many stats whore that will bail out and switch side as soon as such an indication wold appear in the server chat bar

Team-Unbalance is natural (do you remind that scene of the movie "I-Robot" with the genius professor discussing teh 3 rules and why they will try to stay grouped in a stressing situation - this is true).
But Pride and EGO is also natural You'll always found both. Up to you to use it as a balancing effect

~S!

Last edited by TomcatViP; 01-19-2012 at 04:43 PM.
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