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Regarding Multiplayer Modes


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Posted

But I'm concerned that it works well because there are no runways. Everyone spawns line abreast, so there's no chance of people spawning in in front of each other and causing a pile-up. I suppose having everybody on comms and coordinating spawning and engine start very carefully would help with that. But comms can go wrong. Third party applications can fail. And how might "guests" who don't have comms join in? And should BoS be dependant on a separate comms program in any case?

I agree it can be a problem.... especially in il2 coop old style mission when peoples are spawning in front on each other... At least with a "coop-style" dogfight with limited spawning time, players have a chance to re-enter the game if a pile-up occur, and this without relaunching the game. Now, we don't know if the BoS ME will allow to spawn line abreast on the runway in dogfight mode.

TS was allways a necessity for "something structured and organised", in rep-flight and during flight and still will be.

Posted

 

How can anyone want dynamic scenarios, dynamic singleplayer campaigns, any form of dynamic gameplay and still desire coop style gameplay? That is the exact representation of static, single way to play, mission design and is boring.

 

 

As you may know (or not), static scenarios do have and advantage over dynamic ones. Everything can be organised to work to the best extent of player igname experience. In dynamic scenarios it is much harder to create this, because several elements can get out of hand. Question is why is that relevant at all, since human players influence most of the action and, what is most important, the outcome of this particular mission *and* the type and conditions in which the next mission would take place. But even with that said, online wars in IL2 were anything but static. The static element was supply sonvoys and tank attacks on camps/AFs. That`s it. Rest of elements such as recon, bomber attack, camp attack and planning was dynamic. Pretty close to real life sorties which were objective based too. If sometimes sh_t hit the fan, people had to work different routes, attack different objects. You can throw the "dynamic" word around as much as you like. You`re oversimplyfying the matter. You can create 100% dynamic experience and make it a mess to play and you can add static features to it and it will play wonderfully. The RoF mission system might function properly in WWII online scenarios or not, we don`t know that yet for sure. 777 gave us that and there`s not much choice unfortunately. Though as the BoS multiplayer scene lives on, little changes might prove to be neccessary.

For example, see what this topic has shown. Someone proposed a lobby feature for coordination. Some people said to be needless part of old IL2 system. Because it is old? Who cares it`s old as long as it works.

  • 2 months later...
Posted

Hi guys, maybe you can help me with some info , I have some questions regarding the multiplayer for someone that plays only a bomber (like me ) :

 

- what impact does it have upon the enemy to bomb the individual targets highlighted on the map ( supply dump , bridges  ) ?

 

- their icon remains on the map regardless of the fact that they were destroyed ? ( i haven't see one disappear from the mission map after heavy bombing)

 

- when you look at the teams there is a Kills/Death/Bombs statistics next to everyone . At first i thought Bombing signifies the number of bombs you land on target but i flew three missions with the heavy bombs ( two 1800 kg bombs or one 2500 kg and one 1000 kg - in the He111) for a total of  six bombs, at the end  i had 14 points . Now , that means that i destroyed 14 individual targets each worth one point  ( i bombed an airfield twice + a supply dump ) or some targets score more individual points than others ?

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