Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #21  
Old 02-24-2012, 07:56 PM
David Hayward David Hayward is offline
Approved Member
 
Join Date: Dec 2010
Posts: 1,183
Default

Quote:
Originally Posted by binky9 View Post
But nothing specific about what everyone knows needs to get fixed? Damn.

binky9
He said that they are still working on it.
Reply With Quote
  #22  
Old 02-24-2012, 08:04 PM
ATAG_Bliss ATAG_Bliss is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,156
Default

Quote:
Originally Posted by binky9 View Post
Being one of those that did pay attention to the updates, I remember several things that were fairly obvious more than 2 years ago, and I still haven't seen some of them.

The weekly updates still seem to me to be bones thrown to the pack to keep them happy. Mind you, I like CoD as it is, and fly it 3-4 times a week. I just want weekly updates that talk about what is coming next month, not next year, or in the next sequel.

binky9
I don't believe you Can you name some please?

The majority of old updates I remember seeing were clearly labeled WIP or Alpha version. And the missing features not in IL2COD on release (for stuff they said would be included) was talked about in an update before the Eastern release of the game.

I don't ever remember something being promised ever, just that it's being worked on. So please hook me up with these "fairly obvious" things that weren't discussed in an update as WIP/Alpha. Links would be nice. I've thought I've seen every single update for this sim. Maybe not.
__________________

ATAG Forums + Stats
Reply With Quote
  #23  
Old 02-24-2012, 08:57 PM
mazex's Avatar
mazex mazex is offline
Approved Member
 
Join Date: Oct 2007
Location: Sweden
Posts: 1,342
Default

Quote:
Originally Posted by csThor View Post
If realism and historical accuracy is your goal then not at all. For starters who's fluid in tank tactics 1939-45 style? Hardly anyone. Would players stick to these tactics? Nope. Can historical strengths and weaknesses be depicted? Nope.
Well,after playing multiplayer flight sims since F29 Retaliator on null modem cable I think I have seen historically correct tactics a handful of times... How many times in IL2 do you see Spits in tight vic formations looking only at the nearest wing? How many times do you see a wingman stay in formation for more than 1 minute when a battle starts? It sure happens, but in reality a wingman that left his position to chase a smoking He 111 3000 feet below more than once would have a hard time getting into the plane again accept during September 1940...

So a bit of kamikaze tank battles with people leaving the formation to go over some ridge in plain view of the enemy would not fall completely out of place?


/mazex
__________________
i7 2600k @ 4.5 | GTX580 1.5GB (latest drivers) | P8Z77-V Pro MB | 8GB DDR3 1600 Mhz | SSD (OS) + Raptor 150 (Games) + 1TB WD (Extra) | X-Fi Fatality Pro (PCI) | Windows 7 x64 | TrackIR 4 | G940 Hotas
Reply With Quote
  #24  
Old 02-24-2012, 08:57 PM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Here I posted my proposal on how to include basic tank gameplay http://forum.1cpublishing.eu/showpos...&postcount=142

If you have ideas please post in that thread. I am sure the devs are looking for them. But they have to be realistic and cost efficient i.e. simple. The more complex ones can be done by the community when SDK is out.
Reply With Quote
  #25  
Old 02-24-2012, 09:12 PM
Ailantd's Avatar
Ailantd Ailantd is offline
Approved Member
 
Join Date: Nov 2009
Posts: 290
Default

Please stay on topic, this is only for proponsals about HOW and WHY they could integrate tanks in the game. Not for arguing against doing it.
__________________
Win 7 64
Quad core
4Gb ram
GTX 560
Reply With Quote
  #26  
Old 02-24-2012, 10:27 PM
planespotter planespotter is offline
Approved Member
 
Join Date: Sep 2007
Posts: 446
Default

Why not do as CFS3 campaign style, which was terrible in CFS3 but which maybe could work with ground forces modelling in COD? You would have a moving front line with 'strong points'. The game would auto generate ground forces on both sides and a strategic AI would move them toward strongpoints, based on distance from their own strongpoints, reinforcements, resupply lines etc, it is not too complicated code.

So the player would have a choice of missions how they would play, to support the ground forces take specific strong points, maybe you bomb the defences, maybe you bomb the enemy tanks.

And if youre tanks are being attacked, you do the Ctrl F1 into the commander tank and dig in or evade the air attack. Or you can jump into your aircraft near, and defend your ground forces that way.

If you are success, the front line moves, if you are fail, the front line retreats.

I'm not such interest in FPS style tank against tank battles that is for World of Tanks, but for tanks to work in a simulator like this, it would needs to be of strategic purpose.
Reply With Quote
  #27  
Old 02-25-2012, 01:33 AM
Bounder! Bounder! is offline
Approved Member
 
Join Date: Jun 2011
Location: UK
Posts: 129
Default

The obvious thing that springs to mind would be some sort of capture the flag based system for ground forces much like the battlefield series - you'd need to occupy key points on a map for a set amount of time and hold out against opposition ground and air forces. I only really see ground units working in a dynamic campaign where upon each new mission the ground units are tasked with taking / defending key points on the map - capturing forward positions would advance the front line, win extra munitions and replacement aircraft (and tanks), perhaps extra AI squadrons deployed very much like the dynamic campaigns in IL-2 original series.

Map design will be key to enhancing ground battles. There should be a number of targets within reasonable reach of ground forces to allow epic battles - I doubt anyone wants to spend hours driving a tank across fields between bases / targets; this can be easily be sorted through mission design.

Along side well designed missions / tasks for ground vehicles (as well as well designed playable vehicles themselves) I do think a properly modeled ground environment is essential if the developers are hoping to draw in a significant number of non flight simmers to play. World of Tanks aside, there are plenty of games that currently offer tanks and planes in one environment (plus infantry in many cases) and do this pretty successfully e.g. battlefield, arma, flashpoint, modern warfare, the soon to be released dust 514 etc etc. Hopefully, they will have looked at what makes these games successful and what features are suitable and achievable in CoD. Without an environment designed for ground combat e.g. an environment with destructible buildings, vegetation you can't drive through but is destructible, reliefs in the landscape suitable for cover / ambush, chock points, strategy, etc etc, I'm unconvinced ground combat in CoD wont be anything other than a novelty for flight simmers (much like air combat is for FPS). The formula does work successfully in other games, lets hope it can be successful in CoD.

Last edited by Bounder!; 02-25-2012 at 02:04 AM.
Reply With Quote
  #28  
Old 02-25-2012, 01:56 AM
machoo
Guest
 
Posts: n/a
Default

The only good missions if you have vehicles in multiplay would be short missions that last about 5min. Team 'A' starts in a convoy heading to a fixed location Team B is starting the bomb run approach. Team A just needs to defend as much as possible , Team A attacks.


I can see it failing as you'll have the freedom to drive wherever and you will all be spread thin with random tanks everywhere. not fun.
Reply With Quote
  #29  
Old 02-25-2012, 03:41 AM
JG5_emil's Avatar
JG5_emil JG5_emil is offline
Approved Member
 
Join Date: Jul 2010
Posts: 331
Default

Quote:
Originally Posted by machoo View Post
The only good missions if you have vehicles in multiplay would be short missions that last about 5min. Team 'A' starts in a convoy heading to a fixed location Team B is starting the bomb run approach. Team A just needs to defend as much as possible , Team A attacks.


I can see it failing as you'll have the freedom to drive wherever and you will all be spread thin with random tanks everywhere. not fun.
Yep that's why infantry and other things would need to be included to play it as a tank sim otherwise you'd just have a load of tanks roaming round.
Reply With Quote
  #30  
Old 02-25-2012, 03:47 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

For the question asked in the thead, i'll provide my ideas tomorrow because it's 6:30 am and i've had quite a few drinks

I'm just posting for a little friendly heads-up here.


Quote:
Originally Posted by Ailantd View Post
Please stay on topic, this is only for proponsals about HOW and WHY they could integrate tanks in the game. Not for arguing against doing it.
I urge everyone to respect the intent of this thread and stay on topic. The way i see it, the topic is "give me some cool ideas that will give us flyboys better gameplay by having non-flyboys drive some tank units".

If any of you guys want to talk about whether tanks should be included at all in the first place, you're welcome to do it. Just start a separate thread and have a go at it and i'll be glad to move posts from this thread to the new one.

Please respect the original poster's intent and topic. Ailantd, if you need any help just give us a shout: no PM, just post in this thread so that other moderators can also see it if i'm not online. Just post "moderator request: please move off topic posts to a separate thread" or something like that, one of us will see it sooner or later and separate off-topic comments to a different thread.

I'm not out to "punish" anyone and moved posts or split threads are not punishment, i just want to make sure that each thread serves its purpose so each one of us can find what we're looking for with ease: one thread to discuss gameplay ideas for ground units, another thread to discuss if we even need those units and so on.

Let us know if you need some forum management to facilitate this, by posting in this thread and requesting the appropriate changes. Cheers
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:56 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.