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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#35
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I agree with Bewolf. We can't force people to fly a certain way, only provide incentives. Incentives means dynamic outcomes, which means we can have either one but not both:
1) We force people to fly a certain way and recreate the battle itself 2) We "nudge" players to fly in a realistic manner by giving them incentives, but naturally the battle will take a different course each time, according to what the players do. From that point on, it's a choice of what the server admins want for their environments. Quote:
Theoretically speaking, even if the RAF fuel reserves are hard to get to on the base and they have the historical amount of fuel with an non-historically low amount of players (so more than enough fuel for everybody), the blue team could hit the fuel supply lines (AI ship and truck convoys) and the main storage areas (refineries, etc in industrial areas) and still strangle the red team out of the game, or vice versa. At some point the amount of fuel on any field will be low and it will need resupplying, attacking those resupply convoys will prevent topping up the tanks and effectively close down the field. That's especially true if most of the team is busy flying furballs between Calais and Dover and the other team is bombing targets of value. But of course opinions differ. You prefer to fly the BoB itself and there's nothing wrong with that. I would prefer a more dynamic nature to such a campaign so that players can influence the outcome, that's why i would code it that way if i ever got to it. Come to think of it (and thanks for the discussion, this is how ideas come along Even if we had a server with 100 players on every night, they are still few compared to the size of a real air force. So, having the historical number of aircraft and pilots on each side might mean that there's 150 available aircraft and 70 virtual lives available to each player. If on the other hand we adjusted the amount of available planes on the server to match that ratio with the given server population, it would be much more realistic (ie, it's a scaling issue). Quote:
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