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
  #1  
Old 09-08-2011, 09:40 PM
PissyChrissy PissyChrissy is offline
Approved Member
 
Join Date: May 2011
Location: Canada
Posts: 47
Default

Here's the problem i have with the floating target dots...


Here the cluster of dots looks like they could be the same range as they are all identical in size in colour.


But here, we see that the dots are in fact at various ranges - 1km intervals.

I'm sorry, but an aircraft that is 4km away is not going to look identical to the same aircraft that's 8km away.

I find these dots kill the immersiveness. They're like these little artificial sprites floating around in an otherwise realistic looking 3D environment. They need to go.

And besides the aesthetics, these dots make it unrealistically easy to detect targets. It's almost like having a radar. It means you don't have to carefully scan for enemy planes in the distance, and it likewise makes it difficult to sneak up on people.

I think the option should be there to turn those off completely.


[EDIT]

Sorry, i guess my pictures came out a little small.

Here's a zoomed in view. Those aircraft are 4km, 5km, 6km, 7km and 8km away respectively from right to left. Yet they all appear to be relatively the same size an colour because of these artificial looking target dots. There's no way that the 4km plane and the 8km plane should look the same like that.

Last edited by PissyChrissy; 09-08-2011 at 11:29 PM.
Reply With Quote
  #2  
Old 09-08-2011, 10:11 PM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

For me personally I like it as real as you can get.

I saw a post from someone (I think it was you Krupi) that said most of the action is on the deck...that is terrible and totally ruins it for me - a beat down - nails on a chalkboard - whatever you want to call it. Perhaps if one flew knowing their life really depended on them surviving it would be different. Perhaps if you die during the mission you're out until next mission. I donno.

I like the idea you have though. But I will always favor what ever is most realistic as can be achieved in this sim.

Let me edit this up a bit. To be honest if I could fly the 1940 channel map and I knew there were 50, 60, 70+ others on the map and it was a free hunt and I didn't know where the others were and I had to l@@k for them the entire time knowing I was burning precious fuel and not seeing anyone that would be fine with me. That's the truth. That way when you are lucky to spot the enemy and shoot them down without them even knowing you were around that would be a real thrill.

Last edited by ATAG_Doc; 09-08-2011 at 10:17 PM. Reason: I am stupid and leave things out and later decide to add them.
Reply With Quote
  #3  
Old 09-09-2011, 03:25 PM
Gollum Gollum is offline
Approved Member
 
Join Date: Apr 2011
Posts: 133
Default

Quote:
Originally Posted by timej31 View Post
For me personally I like it as real as you can get.

I saw a post from someone (I think it was you Krupi) that said most of the action is on the deck...that is terrible and totally ruins it for me - a beat down - nails on a chalkboard - whatever you want to call it. Perhaps if one flew knowing their life really depended on them surviving it would be different. Perhaps if you die during the mission you're out until next mission. I donno.

.
I would suggest that each server keep track of kills and for rank to be given to each player based on how many kills one has. If you die you while on the server you loose all kills and get demoted back to basic pilot status. This would keep people from flying about as if it didnt matter. Also, if you implemented some type of plane selection limit you could base who gets what plane on ones rank.

I like playing games where you can work on gaining rank while dieing and loosing everything is a possability.

Think that would be really cool and give me a reason to use the "bail out" button.
Reply With Quote
  #4  
Old 09-09-2011, 03:33 PM
Ze-Jamz Ze-Jamz is offline
Approved Member
 
Join Date: Jan 2011
Location: On your six!!
Posts: 2,302
Default

Quote:
Originally Posted by Gollum View Post
I would suggest that each server keep track of kills and for rank to be given to each player based on how many kills one has. If you die you while on the server you loose all kills and get demoted back to basic pilot status. This would keep people from flying about as if it didnt matter. Also, if you implemented some type of plane selection limit you could base who gets what plane on ones rank.

I like playing games where you can work on gaining rank while dieing and loosing everything is a possability.

Think that would be really cool and give me a reason to use the "bail out" button.
Yes it would and this is a good idea m8

As long as the kill is credited even if you bail out which Im hoping wont be far away..

gaining rank like that would be an excellent idea
Reply With Quote
  #5  
Old 09-09-2011, 03:45 PM
Gollum Gollum is offline
Approved Member
 
Join Date: Apr 2011
Posts: 133
Default

Quote:
Originally Posted by Ze-Jamz View Post
Yes it would and this is a good idea m8

As long as the kill is credited even if you bail out which Im hoping wont be far away..

gaining rank like that would be an excellent idea
Yes kill should be given for aircraft that dont make it home safely. Bail out feature would either determine you lived, captured, eaten by shark based on where you land. And you might start seeing people shooting parashoots to finish off pilots.

Sweet.
Reply With Quote
  #6  
Old 09-09-2011, 03:52 PM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

How do you keep people from playing below 300m or lower? Huge map and everyone is in the size of a postage stamp like a swarm of bees. How about you crash / die / bailout over enemy territory you're out until next round and that could take as long as it takes. Hours, days, maybe a week. Depends on the operation.
Reply With Quote
  #7  
Old 09-09-2011, 04:34 PM
Gollum Gollum is offline
Approved Member
 
Join Date: Apr 2011
Posts: 133
Default

Quote:
Originally Posted by timej31 View Post
How do you keep people from playing below 300m or lower? Huge map and everyone is in the size of a postage stamp like a swarm of bees. How about you crash / die / bailout over enemy territory you're out until next round and that could take as long as it takes. Hours, days, maybe a week. Depends on the operation.
I don't understand the first part of this. as far as the second goes, I would'nt like it because I fly with friends. If I died I wouldn't be able to play with friends for a week? there arent enough servers for this either. 3 deaths and I wouldnt be able to play online for a while...
Reply With Quote
  #8  
Old 09-09-2011, 05:09 PM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

Quote:
Originally Posted by Gollum View Post
I don't understand the first part of this. as far as the second goes, I would'nt like it because I fly with friends. If I died I wouldn't be able to play with friends for a week? there arent enough servers for this either. 3 deaths and I wouldnt be able to play online for a while...
Hi

No that was a little harsh. I would say that if you had a time out period you could adjust to however long you want it it may make people think twice about deck hugging since altitude is life and you're at a disadvantage low.

No not a week I know but something you can set as a means to bring more realism to those that desire it. Once you're down you're out!

Team A has players low to the grown and soon get swallowed up by fighters for the other side...then their air defenses are gone. Bomb away.

Air supremacy.
Reply With Quote
  #9  
Old 09-09-2011, 06:35 PM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

When you were shot down and done with you didn't come back during the same mission usually probably never happened ever - and to do it here - shoot someone down and they just spawn again in air or close by and you have to deal with them again is just silly to me.

You want to achieve air supremacy to destroy airfields, infrastructure and all the other cool things that come with dominating your opponents. Not fending off hordes of players you just downed a minute ago again coming at you interfering with all your hard work and planning

What's the point of doing recon and taking photos of bases when you count 20 bombers and 50 fighters on the ground and you plan up a strike on the enemy airfields at 3 locations and hope to destroy them and not be usable again. This happens in the real world. You take it out its broke it doesn't magically get repaired again soon and they're off to go play again.

That is where flight sims and I part ways.

Last edited by ATAG_Doc; 09-09-2011 at 06:40 PM.
Reply With Quote
  #10  
Old 09-10-2011, 12:15 AM
ATAG_Doc ATAG_Doc is offline
Approved Member
 
Join Date: May 2010
Location: A brothel in the Mekong Delta
Posts: 1,546
Default

I believe if this were real and you bailed it wouldn't be very quickly you were up and at it again not within a few seconds or even minutes.

You're out and now the other side is less 1. This would suggest a better strategy are in order to high cover your mates. I am more in favor of better organized team play with goals + results - win or not.

They work their butts off to make CoD look and sound as real as it does and you read all the complaints and others quoting plane and weapons specs. Then you get on a full real server with complex engine management enabled and you fly for 20 minutes only to end up in some random spot in a fur ball just feet above the deck.

As I said this is where flight sim MP tends to take a huge detour for me.

Last edited by ATAG_Doc; 09-10-2011 at 12:18 AM.
Reply With Quote
Reply

Thread Tools
Display Modes

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 07:38 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.