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View Full Version : Idea to help orientation in online play in DF servers



Aaron_GT
04-28-2004, 03:16 AM
In servers which have external views turned off
it can sometimes be difficult when spawned to
work out where the runway is. (One of the reasons
I like the P39 and P63 is that you get a better
view to try and find the runway).

It would be nice have the option of one of:
(a) spawning directly on the end of the
runway (as in coops)
(b) an additional screen before spawn
that shows you where you are going to spawn

Aaron_GT
04-28-2004, 03:16 AM
In servers which have external views turned off
it can sometimes be difficult when spawned to
work out where the runway is. (One of the reasons
I like the P39 and P63 is that you get a better
view to try and find the runway).

It would be nice have the option of one of:
(a) spawning directly on the end of the
runway (as in coops)
(b) an additional screen before spawn
that shows you where you are going to spawn

Aaron_GT
04-28-2004, 03:17 AM
or (c) tab commands to direct you to a runway.

TgD Thunderbolt56
04-28-2004, 07:28 AM
I would like to see something like this initiated as well. It may help eliminate the cross-runway take-offs and some of the collisions at the beginning of a new map from the keystone-cops-like scrambles.

No biggie, but a nice touch nonetheless. Otherwise, I simply sit in the refly screen for a minute or so and let the runway clear first.



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Aaron_GT
04-28-2004, 01:20 PM
Yes - I've had those disasters in the initial
scramble.

Sometimes there is spawn lag (which
can be a killer if it hits you just as you
have got off the ground). Perhaps a bit like
coops some way of spawning groups of players
in an orderly manner in decent start positions,
with the net code adapted to avoid spawn lags
would be good. i.e. if the server knows when you
are going to be spawned it can arrange resources
to be available at the client end before the
spawn occurs?

To avoid the possibility of a tail dragger
not realising another plane is in front and
driving into it, I suggest that a form of ATC
that gives you a signal to start, based on
the plane ahead having left the ground, perhaps.
That could be done just at the client side.

Also it the DF spawns were in groups/waves
then it would foster going together as a team.
It's a bit like how reinforcement waves
are done in some first person shooters.

It might be a longer term idea (I don't expect
to see it in the patch) but it might be good
for future patches or BoB. Launching as a wave
for British fighters in a BoB scenario might
be almost historical.

I suppose it would require a wave frequency
and/or wave size flag at the server. (e.g.
waves always happen after a certain wait, but
will happen after a shorter wait if enough
players are waiting).

hos8367
04-28-2004, 05:58 PM
One improvement would be to let you turn on smoke while stopped and just make it rise up. You could turn it on during the scramble and avoid being hit.

Aaron_GT
04-29-2004, 10:46 AM
True, that's a good idea to help for the moment,
hos!

It would be nice to have something a little
more immersive, though.

Some more hings that might help (in addition
to the above), for BoB, perhaps:

* Being able to pull back the canopy and poke
your head out.
* Wide grass fields, and being able to take
off line abreast (spawning line abreast in
DF servers).

VW-IceFire
04-29-2004, 12:59 PM
Good ideas...

In the meantime people creating the maps can do some work to ensure a suitable level of buildings, tree's, or parked aircraft to serve the dual purpose of adding more atmosphere and allowing you easily to orient yourself towards where the runway is (i.e. a group of 3 or 4 bombers parked along the edge of the runway strip gives you an idea as to which direction the strip is and along what parallel line.

It doesn't have to be fancy or extravagant but its often never implemented.

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