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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  
Old 04-18-2012, 11:28 AM
6S.Manu 6S.Manu is offline
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Originally Posted by zapatista View Post
yes you need that type of "wearing value", plus...

a "memory" associated with each plane as to how much it was "worn", damaged, or abused/stressed during flight (all numbers which the game already computes and records during the duration of a flight), we now just need this information to stay with the plane for a duration of time determined by:
- normal service time/hrs/days needed for a plane (usually just a few hrs, and many went on a 2e or 3e flight of the same day after just re-arming and re-fueling, with maintenance crews working overnight to service it for the next day again)
- "repair time penalty" for major structural or engine damage, with same plane being unavailable for a few days
- airfields that only have a specific number of new and ready planes available should be directly affected by the above, and not perpetually have available new lanes to respawn to. limits should be placed on availability determined by, planes ready and present, repair time needed, and rate of resupply to each airbase with new planes (as occurred during wartime)

pilots should even have a "track record", where careless pilots who damage a number of planes (or cause friendly fire incidents) are relegated to rear airfields for training purposes only, or fly other missions from other airfields that dont drain the limited supply of good aircraft from frontline airfields (for ex online the player il number could be used for this)
I agree.

About the "track record" part: some years ago I posted in Ubizoo an idea for SoW.

It was about storing the pilot's data in a main server, to keep their progress, Kills, KIA ect... with the mere purpose of assigning to every pilot a "Level" who is going to limit his access to server or determinated planes.

I had this idea from America's Army server management, where in every mission some points are added (or subtracted) from the player's total. Some server are limited to expert players by this "level"...

Of course the entire idea was around the virtual death of the pilot (after a defined number of KIA, too much planes lost ect...) being the complete reset of his stats and so finally people would fly caring for their virtual life.

Add your career and your personal planes' wearing...
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.
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  #2  
Old 04-18-2012, 11:35 AM
Dano Dano is offline
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Originally Posted by 6S.Manu View Post
I agree.

About the "track record" part: some years ago I posted in Ubizoo an idea for SoW.

It was about storing the pilot's data in a main server, to keep their progress, Kills, KIA ect... with the mere purpose of assigning to every pilot a "Level" who is going to limit his access to server or determinated planes.

I had this idea from America's Army server management, where in every mission some points are added (or subtracted) from the player's total. Some server are limited to expert players by this "level"...

Of course the entire idea was around the virtual death of the pilot (after a defined number of KIA, too much planes lost ect...) being the complete reset of his stats and so finally people would fly caring for their virtual life.

Add your career and your personal planes' wearing...
That would be cool, anything that makes people fly with a care to their virtual life and aircraft can only add to the realism as far as I am concerned.
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  #3  
Old 04-18-2012, 12:00 PM
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zapatista zapatista is offline
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the right question to ask about these high 109 losses, is why did the germans not correct this problem or do something about it to fix it ?

the answer is rather interesting, as another poster summarized it well:

Quote:
The Messerschmitt company spent much energy and money in attempting to produce an improved version of the Me-109.

The first attempt was the Me-209 with which the world speed record with set. Although it had a wide inward folding landing gear, it was a failure and only 4 were produced.

Next came the Me-309 with tricycle landing gear. The 4 prototypes not only had bad nosewheel wobble, but also swung to the left on takeoff! Despite all modifications, the Standard
Me-109G could easily out turn the 309, and the project was abandoned in late 1943.

Last try was using 60% of Me-109 parts, new wing and tail with DB 603G engine. The nose and oil cooler looked like the FW-190D, and flight characteristics were very good. The aircraft used the old Me-209 number and despite that Messerschmitt was ready to produce this aircraft, the Air Ministry cancelled all plans choosing the FW Ta 152H.

So Messerschmitt kept building the Me-109 with its bad landing gear right up untill the end of the war
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Old 04-18-2012, 12:07 PM
csThor csThor is offline
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Originally Posted by 6S.Manu View Post
I agree.

About the "track record" part: some years ago I posted in Ubizoo an idea for SoW.

It was about storing the pilot's data in a main server, to keep their progress, Kills, KIA ect... with the mere purpose of assigning to every pilot a "Level" who is going to limit his access to server or determinated planes.

I had this idea from America's Army server management, where in every mission some points are added (or subtracted) from the player's total. Some server are limited to expert players by this "level"...

Of course the entire idea was around the virtual death of the pilot (after a defined number of KIA, too much planes lost ect...) being the complete reset of his stats and so finally people would fly caring for their virtual life.

Add your career and your personal planes' wearing...
I would not want such a system. For starters I am not interested in some centralized online server keeping my data (which would be a fine tool for publishers to milk for advertizement "optimization") nor would I want a mere computer to determine what I can do with my installation and what not.

And lastly ... You can jump through endless hoops, try intricant schemes and develop complicated systems and you will still fail to make people fly with more regard to their virtual life. You will not be able to change the majority nor should you even try - the only solution is to find likeminded people and play with them.
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Old 04-18-2012, 12:12 PM
GraveyardJimmy GraveyardJimmy is offline
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Originally Posted by csThor View Post
I would not want such a system. For starters I am not interested in some centralized online server keeping my data (which would be a fine tool for publishers to milk for advertizement "optimization") nor would I want a mere computer to determine what I can do with my installation and what not.
Out of curiosity, how is that really different to steam?
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  #6  
Old 04-18-2012, 01:15 PM
6S.Manu 6S.Manu is offline
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Originally Posted by csThor View Post
I would not want such a system. For starters I am not interested in some centralized online server keeping my data (which would be a fine tool for publishers to milk for advertizement "optimization") nor would I want a mere computer to determine what I can do with my installation and what not.
Obviously it needs to be a server setting: like the VAC protection... you can disable it

Quote:
Originally Posted by csThor View Post
And lastly ... You can jump through endless hoops, try intricant schemes and develop complicated systems and you will still fail to make people fly with more regard to their virtual life. You will not be able to change the majority nor should you even try - the only solution is to find likeminded people and play with them.
Of course, this is the solution I'm using with IL2... The only "great" problem is that it's difficult to meet new players even if have your same interests.
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A whole generation of pilots learned to treasure the Spitfire for its delightful response to aerobatic manoeuvres and its handiness as a dogfighter. Iit is odd that they had continued to esteem these qualities over those of other fighters in spite of the fact that they were of only secondary importance tactically.Thus it is doubly ironic that the Spitfire’s reputation would habitually be established by reference to archaic, non-tactical criteria.
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Old 04-18-2012, 01:26 PM
PLebre PLebre is offline
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It's a beta patch. It could be release, for a large universe of people (PC's) test, and find possible bugs.
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  #8  
Old 04-18-2012, 02:00 PM
41Sqn_Banks 41Sqn_Banks is offline
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Originally Posted by 6S.Manu View Post
I agree.

About the "track record" part: some years ago I posted in Ubizoo an idea for SoW.

It was about storing the pilot's data in a main server, to keep their progress, Kills, KIA ect... with the mere purpose of assigning to every pilot a "Level" who is going to limit his access to server or determinated planes.

I had this idea from America's Army server management, where in every mission some points are added (or subtracted) from the player's total. Some server are limited to expert players by this "level"...

Of course the entire idea was around the virtual death of the pilot (after a defined number of KIA, too much planes lost ect...) being the complete reset of his stats and so finally people would fly caring for their virtual life.

Add your career and your personal planes' wearing...
It might be difficult to use the data from several servers, but a single server or multiple servers from the same hoste (e.g. REPKA, ATAG) could log the flight hours of each player and have a script that causes random aircraft failures with a increasing chance for every flight hour. It's more difficult to log the misuse or overheating of the engine (this would require a lot of server cpu time), but simply logging the flight hours would be very easy.
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Old 04-18-2012, 03:02 PM
Stublerone Stublerone is offline
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I do not think, that extended global stats would be good for such a game and shouldn't match to the communities nature. Like in every casual game it only adds different classifications of players, which indicates who is a good or bad player. And even if you do not really want to see it, u will get influenced by this data. I do not like the idea, that this happens here and a pilot, which u normally like due to his efforts to the comunity or something else, would be excluded from an event due to his skills.

Sure: U always try to balance a game, but to take statistics into consideration is the wrong direction in this community.

Even in other games the raid to be the best or achieve every gimmick is somehow motivating, but stats always have influences on a comunity. And although everyone should know it better and knows, that stats are not always saying any truth, u will soon see clans just getting pilots with top stats.

I see it in WOT, where they referred to stats to build the best performing clan, but now, they see, that they have to have a much closer look caused by various circumstances. But many people still think to be better than others. Now, u see professional clans firing their "best" players, cause it was just a statistics interpretation fault.

I hope, that such a global statistic will never reach the sims. Stats in an event to provide some guys a medal is okay. But not a complete performance check of the player.

Last edited by Stublerone; 04-18-2012 at 03:15 PM.
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  #10  
Old 04-18-2012, 03:31 PM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by Stublerone View Post
I do not think, that extended global stats would be good for such a game and shouldn't match to the communities nature. Like in every casual game it only adds different classifications of players, which indicates who is a good or bad player. And even if you do not really want to see it, u will get influenced by this data. I do not like the idea, that this happens here and a pilot, which u normally like due to his efforts to the comunity or something else, would be excluded from an event due to his skills.

Sure: U always try to balance a game, but to take statistics into consideration is the wrong direction in this community.

Even in other games the raid to be the best or achieve every gimmick is somehow motivating, but stats always have influences on a comunity. And although everyone should know it better and knows, that stats are not always saying any truth, u will soon see clans just getting pilots with top stats.

I see it in WOT, where they referred to stats to build the best performing clan, but now, they see, that they have to have a much closer look caused by various circumstances. But many people still think to be better than others. Now, u see professional clans firing their "best" players, cause it was just a statistics interpretation fault.

I hope, that such a global statistic will never reach the sims. Stats in an event to provide some guys a medal is okay. But not a complete performance check of the player.
+1. Stats are better for campaigns.
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