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#31
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So .................. you have a working CooP mission on the Channel Map, like the other maps in CoD that work as a CooP, without scripting it to make it work as a CooP ? As far as I know you are unable to host a CoD type CooP on the channel map, I didn't know it had been fixed by 1C Team. All we ask for is a CooP interface like the IL2 1946 one so we can host our CooPs as we always have, we dont want powerful scripting to make a CooP we don't need it. Most CooP hosts make missions that last 30-40 mins lots of action and variation of target types. I can host 4 missions an hour with every one exactly where they should be at the same time putting the mission historically/hysterically (which ever applies), without flying for hours looking for something to shoot at. CooP has its place in CoD just as much as the current Moving Dogfight Servers that are on Steam. . Last edited by KG26_Alpha; 04-14-2012 at 09:36 PM. |
#32
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It was really not a smart move on the part of MG not to include a standard CO-OP and extensive documentation on how scripting could evolve your experience beyond the standard CO-OP...this would have allowed a comfortable level of familiarity and playability while allowing people to explore the new features.
Couple this with HL support from the get go and i think there would be at least 5X more online players than there are now.
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#33
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It is unclear as a whole if 1C will be albe to provide an online environment that comes with steam. One thing is certain - it needs to resemble the tried out Hyperlobby system Jiri Footjasek gave us. I don`t mean the same 100% - I mean in general way - for hosts to be able to make quick missions, for players to be able to jump in slots and choose their ride, for squads to be able to gather up, choose thier tactics. I myself see nothing wrong with the new system other than it seems too futuristic. And Droz, I know what you mean dude. It would be wonderfull to have say a dedicated server that for example simulates an entire theater of operations in real time, dynamically. So the AI trains and convoys go their way, resources are transported to their destiny on a destined path, tank and bomber units are making their way on an offensive run. At the same time, players would just jump in a such world, performing organized or unorganized CAS/patrol/Jabo/bomber flights from aerodromes positioned on their historical spots on the map of the theater of operations. Squads would make their coordinated flights with others, return to AFs. At this point players would exit the server, gather up, check the tactical map and make more sorties. Or just land, refuel and go back to battle. Now given the current CloD stance, do you see that happening any time soon? I don`t and that is why I want old style coops. Quote:
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#34
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Yep carguy, i remember a fair few VEF missions like that, didnt take away from the immersion or fun though.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#35
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When you watch a movie.. Any movie. When an actor has to travel from point A, to point B, the movie does not follow the actor's every move. Instead, you see buddy jump into his car, drive around the corner, and the next scene is buddy arriving at said destination. Otherwise, our movies would be 5 hours long and well, I don't need to say more. In the coops that we speak of, we are talking about getting rid of that "wasted" time. Maybe not wasted to you, but to some (alot that I hung out with), we enjoyed that quick action and got more "bang for our buck" in one evening. Another thing is, is when pilots get shot down, they know that within 10min or so, they'll be back with the group again, attempting their organized attack that they've been sent out to do. Time spent here or there, is more precious to some than others. Edit* Don't get me wrong. I DO appreciate those flights that you speak of aswell. But it's always nice to have your choice between a nice restaurant and a fast food joint. Last edited by JG26_EZ; 04-14-2012 at 11:02 PM. |
#36
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It doesn't take anything but the current ability to play a 'coop'.
The ONLY difference between a dogfight and coop mission in IL2 was the ability to multicrew an aircraft. The inability to have moving columns and AI aircraft is a nonissue as with mods, in IL2, you can have moving columns and AI aircraft in a dogfight server. What in CLoD keeps you from having a Multiplayer Coop experience as you had in IL2? I just don't understand. Everything I have ever done with Coop mission in IL2 I can do with CLoD, and even more. If anything, CLoD is more powerful than any coop mission could ever think of being in IL2. Again, thinking there is no 'coop' mode in this game is extremely short sighted. @carguy. It is possible, entirely possible. This game releases an eventlog with every mission, iirc. Like every 'coop' from IL2, the server ends. You then would upload the eventlog to a parser and it updates, like in SEOW or something like that. The same thing here. I just don't see the difference. I'm going to take Ghost Skies as an example. We play missions for 1.5 hours. 100's of units move throughout the mission, we have mission objectives for each side, and then the server ends at 90 minute mark. MUCH like a coop. Coop missions are usually over when the hosting player is done. It creates an eventlog with everything that happened during the mission. Ghost Skies uses the 'dogfight' server so we have the ability to have up to 100 players instead of the 32 that it's limited to with coop (or 64, can't remember). I just don't see the difference really. Last edited by droz; 04-15-2012 at 12:03 AM. |
#37
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I'll never understand why developers shoot themselves in the foot. Don't try to fix something that isn't broken is all I'll say. I just expected this to be like IL2 as far as coop went and I feel they have really made a big mistake with this one. All I ever wanted out of the game was better graphics and damage models.. Can someone tell me if that is a lot to ask when you consider we have the hardware support such things?
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#38
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#39
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Instead they seem to have felt the need to reinvent the wheel in a lot of cases. ![]() The positive point is that the GUI is being redone for the sequel. So I think NOW is the time to really put the pressure on and make sure that the devs build in a suitable interface for co-op use.
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#40
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