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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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#1
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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.
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#2
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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. |
#3
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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. |
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