PDA

View Full Version : Ideas for online dogfight servers?



Jumoschwanz
10-13-2005, 09:24 AM
Some European bases dogfight servers have 2-3 hour long missions before switching maps. The norm for the majority seems to be 1-1.5 hours though.

When I want to fly a mission the right way, complete it and get back home, I am talking about spending at least an hour in the air, so on most servers I get one flight in before the map switches.
Especially servers that are striving for some realism or accuracy, aren't making the cut if they have such short missions. In WWII, missions were a lot longer than an hour, usually all day events at least.

The way it is now, if you load up a bomber and take it to 6000-700- meters altitude and head to a target, you have to start right when the map starts or you end up just about to drop your load and the map is suddenly pulled out from under your feet. You have just invested a half hour to 45 minutes for nothing.

ON a realistic/full-real dogfight server I will often take off with 75%-100% fuel load in a 109 fighter. I will use at least a quarter of this getting to high altitude and getting to an area to patrol. You can fly around for a half an hour easy before you spot a target. Again, if you don't get in right at the start of the map, you never get to finish your tank of gas before the map ends.

I have used up whole tanks/drop tanks of gas on realistic servers when the timing and luck was just right. But it is not the rule.

If an admin wants to promote realistic flying on his server, then it might help to give fighter and bomber pilots enough time to do something besides head to the nearest front/furball at low alt, and ground attack aircraft more time to complete a battle.

So are there any takers out there for a full-real server with three to five hours between map rotation? Or how about a map that would take a few days to finish the mission objectives on it? After a mission like that the results and scores of pilots, the whole stat sheet could be posted on this forum, like a newspaper telling about a major WWII battle that took place.

Servers with fast map rotation will always have more of an arcade feel and atmosphere than those with longer missions.


Jumoschwanz
Jumoschwanz

Jumoschwanz
10-13-2005, 09:24 AM
Some European bases dogfight servers have 2-3 hour long missions before switching maps. The norm for the majority seems to be 1-1.5 hours though.

When I want to fly a mission the right way, complete it and get back home, I am talking about spending at least an hour in the air, so on most servers I get one flight in before the map switches.
Especially servers that are striving for some realism or accuracy, aren't making the cut if they have such short missions. In WWII, missions were a lot longer than an hour, usually all day events at least.

The way it is now, if you load up a bomber and take it to 6000-700- meters altitude and head to a target, you have to start right when the map starts or you end up just about to drop your load and the map is suddenly pulled out from under your feet. You have just invested a half hour to 45 minutes for nothing.

ON a realistic/full-real dogfight server I will often take off with 75%-100% fuel load in a 109 fighter. I will use at least a quarter of this getting to high altitude and getting to an area to patrol. You can fly around for a half an hour easy before you spot a target. Again, if you don't get in right at the start of the map, you never get to finish your tank of gas before the map ends.

I have used up whole tanks/drop tanks of gas on realistic servers when the timing and luck was just right. But it is not the rule.

If an admin wants to promote realistic flying on his server, then it might help to give fighter and bomber pilots enough time to do something besides head to the nearest front/furball at low alt, and ground attack aircraft more time to complete a battle.

So are there any takers out there for a full-real server with three to five hours between map rotation? Or how about a map that would take a few days to finish the mission objectives on it? After a mission like that the results and scores of pilots, the whole stat sheet could be posted on this forum, like a newspaper telling about a major WWII battle that took place.

Servers with fast map rotation will always have more of an arcade feel and atmosphere than those with longer missions.


Jumoschwanz
Jumoschwanz

Schmouddle-WT
10-13-2005, 11:11 AM
On WT_Dedicated which I am an admin of, we have a timelimit for most of maps 10 hrs. It depends on number of players and their actions how long it would take. See:
missions on WT_Ded (http://www.wtigers.org/il2sc_stat/index.php?navigation=en/map/all/index.html)

Needless to say it is impossible to do create a dogfight map with ground targets being goals of the mission which could last the same amount of time with 2 or 30 players.

Jumoschwanz
10-13-2005, 12:55 PM
Then there is the question, why have a scripted server at all?

In the first few years on IL2, there were not any scripted servers. We would just go on a derver with a map, fight like he ll for as long as we could stand it and called it quits. The AAA would respawn every 20 minutes to give the ground attackers something to do, and as long as the server was up there was a constant supply of fighters and bombers to tangle with.

I am sure the software to make scripted servers possible is a neat toy to play with. But just because it is there does not mean it is a good idea to use it on every single server that is up. Many of the old pre-scripted servers were very popular and would be busy almost 24-7. They would just switch or switch maps once every few days or even weeks.
This was cool because you could, over time, learn the map very well and become more proficient on it and try different strategies over a period of weeks.

I am glad to have all the servers up that are up. We are lucky to have a very wide variety to choose from. Last night on Hyperlobby, I counted 38 servers with no-one on them at all, and I have quite a few more servers on "ignore" that were probably empty too. Also at any given time there can be as many players just sitting in the lobby as there are in servers.

It sure would be nice to have more packed servers to fly in, often for any given difficulty setting; easy, normal or realistic, there is only one or two servers with any population at all, more than four or five players.
I have been having a blast on Spits_vs_109s lately. It isn't perfect, but it is the only full-difficulty, no-icons server on HL that ever has any population with any regularity. The settings on it are great, but it has really fast map rotation and there is so much junk on the airfields that I saw someone quit last night because they couldn't navigate their way to the airstrip to take off!

Observations...........

Jumoschwanz

VVaFFenPanZZeR
10-13-2005, 01:25 PM
Thats what I like, long @ss missions, somtimes on the weekends, a mission takes all day for me.

I wish, if we bailed, a chopper came and got us, then we could go from the chopper back to the fight.

EyeoftheChicken
10-13-2005, 02:28 PM
Try a COOP, or an online war like VOW, SE, Czechwar, etc. If you want to contribute to an effort, the online wars are dynamic and I think most keep pretty good stats on your successes and failures, which often provides a bit of motivation to, at the very least, stay alive.
The COOPS offer a chance to jump into a meanigful mission with out much in the way of commitment.
Sounds to me like your time would be better spent in one of the above options.

RAF74_Poker
10-13-2005, 02:29 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VVaFFenPanZZeR:
I wish, if we bailed, a chopper came and got us, then we could go from the chopper back to the fight. </div></BLOCKQUOTE>
A chopper ??
If you were red, then surely you'd hopw to be picked up by the resistance, and then walk a couple hundred miles over the pyrenees to Spain, and then home ??

TgD Thunderbolt56
10-14-2005, 06:50 AM
All of the Warbirds of Prey servers are full real (i.e. Spits-vs-109's and Zekes-vs-Wildcats) and the 'clutter' on the airfields is to encourage all the peeps to use the runways instead of the cross-field launches prevalent on so many other servers that result in crashes and unintentional TK's.

As far as scripting goes, I like it (though there is a happy medium) as it sets a goal, encourages teamwork and gives something other than the feel of a test server that some of the older non-scripted servers had.

I'm obviously not trying to convince you of anything or explain something you're already aware of. I too like some of the longer mission times as they allow for many other aspects other than high altitude bombing. Sometimes, it's a matter of timing.


TB

Freelancer-1
10-14-2005, 09:59 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by EyeoftheChicken:
Try a COOP, or an online war like VOW, SE, Czechwar, etc. If you want to contribute to an effort, the online wars are dynamic and I think most keep pretty good stats on your successes and failures, which often provides a bit of motivation to, at the very least, stay alive.
The COOPS offer a chance to jump into a meanigful mission with out much in the way of commitment.
Sounds to me like your time would be better spent in one of the above options. </div></BLOCKQUOTE>

http://forums.ubi.com/images/smilies/351.gif A BIG fan of VOW2 here. Some of these missions are seriously long. 20 to 30 minutes just to get to alt in some of the escort missions.

Not for everyone, but if (when) you tire of the arcade like DF rooms, sign up and give it a try. Really feels like a sim and not a game.