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#3525593 - 02/24/12 04:09 PM
Re: Reflections on Multi-player
[Re: Bandy]
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meh
Hotshot
Registered: 07/12/04
Posts: 7280
Loc: NW Alabama, USA
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In wwi planes communicated with hand signals, plane movements and various other things. We currently only have a few hand signals.
WWI Pilots spend most of their day practicing signals, getting to know their fellow pilots, learning the terrain, memorizing emergency procedures and flight plans. It was their job and their lives depended on it.
We today play this as a game. As such no one is going to spend 4 hours a day practicing communication techniques and memorizing the terrain. We also do not have any form of ready room to share our plans, photos or maps. 4 hours of preflight time is compressed into the 30 seconds before you click fly and 99% of the pilots out there are only looking for a bit of fun and do not take this so seriously.
So the environment is nto the same from wwi to a game about wwi. Why would you expect people to treat it any differently?
I would go even further and say that squad communications in flight back there were better than communication over team speak now for most squads.
Instead of everyone in the squadron knowing the map, plan, plane recognitions, basic and advanced flight techniques and hand signals for communication it all comes down to the flight leader generally. That one flight leader can not spend all day printing maps and trying to explain a flight plan to pilots for a server that rotates to a different map every 30 minutes. Instead you have to generate what would have taken 4-8 hours in a matter of minutes and explain that plan to your pilots in even less time.
To cope with that change most people just log into team speak and explain what they are doing in flight while climbing out of the aerodrome.
WWI is not anything like a WWI sim and the limitations of the sim mean that you can not use historic methods of communication because people do not have the time give RoF a full time job's worth of hours. Maybe you feel differently about it than I do but I find the argument ridiculous.
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#3525609 - 02/24/12 04:32 PM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 07/26/10
Posts: 1236
Loc: Wishing I was in the La Cloche
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Well, I can see both sides so don't find it overly ridiculous. It does provide a tremendous advantage to gaggles of friends who come online together; but would it have been equivalent/the same as WWI methods of communication? Don't kid yourself.
That said, it is just a game (although layered on a very realistic flight simulation and environmental engine), and perhaps we're just jealous of those who can 'get it together' and fly as a hyena pack.
Off to give it another go! It is super addictive. I lasted a really long time this morning (it is a day off, kid in school, why not?), almost running out of gas before the left-hand spin of the Camel let me down...
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4x2.66 GHz Xeons, XFX 4870 1 GB, 11 GB DDR2 RAM, Win7 Pro x64, 120 GB OCZ Vertex2 (MLC, Sandforce) 26" VIZIO 1920x1200, Logitech FF 3D Pro, CH pedals, Track IR4
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#3525624 - 02/24/12 04:53 PM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 01/05/01
Posts: 454
Loc: Hilo, Hawaii USA
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Our group began flying cooperatively in the days prior to voice comms. This presented HUGE challenges: 1. Meeting online pregame. 2. Communicating pre-flight (before entering the mission). 3. Communicating during the mission. 4. Communicating post-flight And, if connection was lost by any player (remember, these were the days of dial-up connections for most people), communicating with those still inflight while you sat at desktop trying to figure out why your game crashed. We used ICQ, server lobby text chat and ingame text chat, but these solutions were less than ideal. Voice comms solved those daunting problems. No, having "radio comms" is not realistic, but when I sit in front of my computer here in Hawaii, and fly with others half a world away, hand signals are bit hard to interpret  Best wishes.
Edited by LeadTurn_SD (02/24/12 04:55 PM)
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#3525640 - 02/24/12 05:34 PM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 08/06/11
Posts: 876
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CONS
1. Low level dogfights/recon planes/bombers
2. Use of comms, teamspeak/ventrilo Yes, most fights always seem to be in the weeds, though so far I've had a few good encounters higher up, that of course ended up low... What have you against recon and bombers? That seems a strange thing to look upon with negativity. I think I ran into a bunch of huns using TS last night, they were all over me like a pack of hyenas. Should have know better and escaped vertically as I was in a Tripehound and they in Albs. but foolishly decided to try to even the odds. Reamed me a new one they did and not so much as a S! If I may shamelessly engage in stereotyping, I think there are real cultural differences between how the opposite sides approach RoF... (and I'm not talking about our wives...) No I meant recon planes and bombers flying low to the ground. I've had some multiplayer matches with higher up fights but never at the altitudes historically flown.
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#3525747 - 02/24/12 08:24 PM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 05/24/01
Posts: 1092
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@Bandy, My view is that the fighting is often in the weeds as people want the most from their limited time online and additionally it is not fun to spend 10-15 minutes climbing to altitude to be shot down withing the 1st few minutes of being there; again and again and... I love high altitude fights as the planes really do start to distinguish themselves as well as requiring more flying. But nearly all the online missions require you to take off so we are always at the weeds. Pro's Some great people online The madness of combat that currently only comes from humans Not being the only target; though sometimes I do wonder  Con's Snipping at long range Long range shots cause more damage than close range Missions that cover the front line so that it is difficult to see other aircraft which makes for boring Missions that include AI bombers that do nothing of value Missions that do not have the AI bombers waging a war so as to make the player have to defend their resources or help attack the enemies So many Camels and DR1's Virtually no-body online and this would be OK if the offline missions were no so canned
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#3525772 - 02/24/12 09:37 PM
Re: Reflections on Multi-player
[Re: Bandy]
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Senior Member
Registered: 04/11/02
Posts: 3600
Loc: Keller, TX
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Another con, for me anyway, is that I often find myself flying for a half hour without meeting a single airplane. I'm always in the wrong place. Also, AI pilots don't use head-on attacks as much as humans! A collision almost every time. I don't why more people aren't on-line. It really is too much fun. I don't really play off-line at all.
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"From our orbital vantage point, we observe an earth without borders, full of peace, beauty and magnificence, and we pray that humanity as a whole can imagine a borderless world as we see it, and strive to live as one in peace." Astronaut William C. McCool RIP, January 29, 2003 - Space Shuttle Columbia
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#3525856 - 02/25/12 02:31 AM
Re: Reflections on Multi-player
[Re: Bandy]
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Junior Member
Registered: 01/04/12
Posts: 58
Loc: Providence, RI
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I love the multiplayer and I am part of a squadron myself, but I have a couple of nitpicks now that we are all airing them out.
1.) The silly tendency for pilots in some servers to expect to fight only one other person and they whine when a passerby gets them first, some of us use TS and don't read the chat box, nor are we going to ask if it is okay to bounce you, they have a duel server for a reason and I wish people who just want to duel with each other would use it and clear the air for team play.
2.) the whining in general, sniping is bad but worse if it happens to you, keep your eyes peeled and it becomes a bit less likely however. I cannot understand why vulching is considered bad when you can easily overcome it by using teamwork, on top of that, if you find that the enemy has pushed you to your own aerodrome, well, that is kinda like vulching but it was your fault as a team.
3.) Limited aircraft selection based on "balance", this is absurd to me, we spend good money on these crates only to find that our Bristol or Pup is not welcome. I cannot seem to wrap my head around the arbitrary judgment some of these aircraft get when they "seem overpowered" or "require a FM review", this is not Call of duty, balance is based on skill and not the machine, you can kill anything with anything in this sim.
There we go, my little venting spell is over, sorry if this came off as harsh but I needed to let it all out.
Other than these things (kinda minor in the grand scheme), I love the multiplayer, it is one of the best communities I have ever had the honor to play with online.
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#3525909 - 02/25/12 07:25 AM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 07/26/10
Posts: 1236
Loc: Wishing I was in the La Cloche
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Well, I had a really good time on the Oceanic server this morning. Cheers fellows! Thanks for letting me visit and be a target for you all, though I gave some back, occasionally.  There were just a handful of us, and guys who like to fly high (altitude). We didn't have any issues with finding each other, though yes it did take some time. Maybe it is a generational thing... older farts with time on their hands, youth who just want everything right away... Go fly an iPlane. EDITED reactionary statements, apologies for any offense...
Edited by Bandy (02/25/12 09:59 AM)
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4x2.66 GHz Xeons, XFX 4870 1 GB, 11 GB DDR2 RAM, Win7 Pro x64, 120 GB OCZ Vertex2 (MLC, Sandforce) 26" VIZIO 1920x1200, Logitech FF 3D Pro, CH pedals, Track IR4
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#3525977 - 02/25/12 11:05 AM
Re: Reflections on Multi-player
[Re: Master]
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Senior Member
Registered: 12/22/02
Posts: 3904
Loc: Wisconsin, USA
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WWI is not anything like a WWI sim and the limitations of the sim mean that you can not use historic methods of communication because people do not have the time give RoF a full time job's worth of hours. Maybe you feel differently about it than I do but I find the argument ridiculous. Whoa there. Not trying to make an argument about it. I was just asking a question as to why people use TS on this sim. I've not played online with this sim yet and was curious as to whether anyone out there actually tries to maintain some sort of simulation of those communication issues from WW1. I can see the signal commands in the sim are limited and not everyone understands what the flares mean...plus the fact as you and others have stated...that servers out there not really conducive to long, planned combat operations. I guess what I'm asking is are there any online squadrons or flying buddies who play "co-op" alot together and limit the use of teamspeak while using the ingame handsignals and flares?
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#3525980 - 02/25/12 11:09 AM
Re: Reflections on Multi-player
[Re: Bandy]
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Member
Registered: 06/20/10
Posts: 518
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The RoF multiplayer community has long demonstrated that it has little concern for history or realism. The fights are typically on the deck, people shoot each other down from incredible distances, and if you question it there are those who actually think it's alright.
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