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Posted (edited)

During several years of playing Lock on, FC and DCS i always hoped the Multiplayer would improve. The current multiplayer is good enough for me. For now i still have a lot of fun with it and these small battles help me improve and understand air combat better than the other flight Sims i played. But i always wanted more.

 

I suggested a dynamic campaign first. As you can see the post is very popular. And a lot of idea's have been brought up. Some are very enthusiastic about a DC and some don't liek the idea at all. They all have their reasons. I like it because of the immersion. Because it makes you feel part of a bigger thing. And because of the diversity in planes you see doing stuff.

 

But this is not going to be a discussion about a Dynamic Campaign again. I want to explore the idea of a feasible Multiplayer idea that can be implemented with less difficulty as a dynamic campaign, requires less resources but still give a immersive feel to it and makes you feel you are part of something bigger when playing with friends online. Something easy to get involved in as a new player. But also something that brings more team play that can be organised easy and more effective in game. And gameplay elements that makes the battlefield more easy to understand and organize plans.

 

 

Lets first forget about the technical part on how to implement this. Lets focus on the gameplay and how it should work first. Also forget about the flying stuff, bugs and tactical aspect of flying for now. We want a solid base to build on, where people can organize flight's, create and join groups, see the battlefield, plan missions and communicate with each other directly in game. It also should make it more user friendly to new players and make them stay

 

Lets start on what i think the lobby should look right now. The lobby right now is simple and could have way more features. A little bit more modern but simple look would be nicer as well. You should be able to select servers as your favorites. Make a list of friends that you can but in groups and a more nicer way to advertise your server in the player list. Details like. How many players on the server. How many on blue how many on red. List of players that are in the server and what kind of mission or game mode is being played. Keep the display of the information simple but modern in a military way.

 

When entering the server you will enter the war lobby. In this war lobby the Admin or voted Admin can select a map to play. After selecting the map a simple pre planned mission or open scenario can be chosen.

 

The open scenario i have in mind is a mostly pure Team vs Team scenario. Only Blue against Red for now. After you choose one of these scenario's you will enter a war room. In this war room you can display a lot of vital things for the MP fun to start.

The war room would display a map of the area you fly in. Your friendly units on that map and known enemy targets that are feeded to the map by your own sensor networks like AWACS, EWR, GCI and ships.

In the war room you would also have the ability to select your plane if a slot for your plane has been added by the mission maker off course.

 

* In the war room you should have the ability to join up with other players and create your own flight with some customization to call-signs and such.

* Setup radio channels if VOIP is enabled. VOIP would be really helpful to make more easy communicating possible.

* You should be able to "change your controls ingame at any time.

* You should be able to change the most basic graphics settings ingame.

* In the war room you should be tasked with a specific set of goals to reach before winning the mission. Those goals can be pre-programmed or more dynamic or even designated by a commander that is voted or not.

* In the war room planning missions with your flight should be easy. You should be able to set your own waypoints and flight height and more essential stuff for planning. Also what role your flight is.

 

But don't make it to overwhelming. Keep it simple and stupid with still enough options to make the more hardcore guy's happy to join a MP server with the more casual players. The flying, tactics and mastering the plane and instruments is the most demanding anyway. So please keep it simple for now.

 

* The war room should also be compatible with DCS combined Arms.

* You should be able to select weapons before flight. But only when entering the cockpit your weapons will be loaded on the plane.

* You should be able to choose your own hangar on the airfield :music_whistling:

* Satellite target view should be possible with known targets and objectives. You should be able to make a snap shot of those to put on your kneeboard

* Objectives can range from static to moving targets. From infrastructure to C4 to protecting air space. This all should be on the same mission to make it more divers and people can pick a task to their liking.

* When entering your plane the war room can not be accessed. So only sensors/people that can communicate with your plane will be able to provide you with info and your own radar off course.

 

I probably forgot a lot of things. But all of the above are my most important points for a good MP scenario. We need more gameplay features when not flying the plane and a more dynamic and immersive battlefield to fight on that is easy to join and get the basics but hard to master. Seriously, airquake is fun and all. But a war room kind of tool for DCS could bring so much more out of it.

This can be done on a small scale and on a big scale. It can even be used for simple missions or single player use. It can be adapted to fit any kind of mission or gameplay. Later the interface could be improved to also fit the more hardcore players. You could toggle the diffeculty of the war Easy/Hardcore with more options for planning and battlefield management and such. Maybe integrate a AWACS mode so you don't have to physically fly the AWACS. This mode could be available every time a AWACS is in the air. No need to wait for 2 years for a AWACS model.

 

Please let the future of DCS Multiplayer be rich and reach further than the status quo we have now since Lock On. Any comments or idea's? Please i would love to hear them. Lets brainstorm on what is needed and possible for a future mulitplayer enviroment without the need for a Full Scale Dynamic Campaign. We have players that can make really good missions. But we need to make them more accessible using a more gamey way. And i don't mean make DCS as a whole more gamy. That should stay hard and unforgiving.

 

 

 

The idea is scalable.

 

Lets say you have certain objectives to achieve:

 

* Destroy 50% of the infrastructure.

* Destroy 80% of the Air Defense systems.

* Destroy 70% of their Army.

* Destroy 80% of their C4

* Capture 2 main city's.

* Capture or destroy 3 Main Airfields.

 

In this scenario the AI or voted commander will have limited resources and re-reinforcements to defend the objectives. The map would already start with those objectives defended. And a certain number of reinforcements should be able to be called on and moved around the map. These can be respawned at certain static factory buildings from where they drive to a staging area or their target destination called upon by the commander. These targets would make part of the 50% of the infrastructure you would want to hit. If you hit enough factory's those reinforcements can't be spawned anymore. Or you force them to spawn in some remote factory far from the front lines. Hit enough Air Defense and C4 system and you slowly make them blind.

 

A game like this can go on depended on how many resources you have or how bad you are in defending and attacking your objectives. In such a game even supply convoy's can be a fun and important thing to hit.

 

All fighters and CAS airplanes should be players only. The only flying AI should be AWACS, Refuelers, transport/supply planes and maybe a bomber wing the commander can summon so now and than.

 

People on their own can have great fun with this as well when nobody is on the server on a down time. Some join a server already on their own and attack ground targets for hours on the 151th or 104th. Imagine you doing this with a tool like the war room behind you where you can plan your strikes and targets before the server gets busy. You can weaken some important objectives already.

 

Not massive amount of AI would be needed if you can spawn them in game at the factory's and if you have a limit on how many would be able to be on the map at all times so you can't just spawn all your reinforcements at the beginning of the game. A simple logic for a AI commander should be doable as well to keep it interesting. Not some fancy dandy super realistic stuff. That can be done by a human commander. But a AI commander good enough to give you at least a good fight and can send out supply's and reinforcements.

 

But a coop mission would be feasible as well. Create a simple interdiction mission with a pre-made plan and a certain amount of fixed or patroling defenses. You will have a small but simple mission that can be loaded into the MP war Room and if needed the routes, flights and payloads can be adjusted to meet your tactical needs for that mission if you do not agree with the mission maker.

 

Sorry for the huge amount of text. But i feel that if we don't speak up and come with some good idea's our self the MP scene will always be in the same style. Not only the planes should have love. But the game play, GUI and environment around it as well.

Edited by winchesterdelta1
Added my post form below to show in the initial post for easy reading.
  • Like 1

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Posted

sounds good, but we also need some new aircraft first

DCS: F-4E really needs to be a thing!!!!!!

 

 

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Posted

If this idea supports open world, 24/7 server 1 world, win/loss war i'm game.

 

Simple 15-20min maps w/ a rotation COD games no thanks.

 

But i do agree something needs to change.

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Posted
If this idea supports open world, 24/7 server 1 world, win/loss war i'm game.

 

+1 to this. However there MUST be some overriding 'logic' that governs the battlefield eg.

 

- constant update of where the 'front lines' are

- the need to supply troops at the front line (resulting in resup vehicle convoys, etc)

- networks of SAM/AAA

- identification/protection of key bridges, airfields, etc

 

ie. what the Scorched Earth campaign for IL2 1946 had. if you want to stop an army, stop the supply of ammo/weapons/troops/etc, which is where bridges, etc become key. You could even have taskings to deliver cargo/supplies/troops to the battlefield for helicopters (Huey/Mi8) combined with armed recon (KA50) whilst A10s/SU25s conduct CAS/armed recon/FAC missions, whilst the fighter jocks battle it out at FL350.

 

There should also be a sea borne campaign. Combine this with a 24/7 server (that goes through proper times ie. daylight/night/etc) and you suddenly have a massive war campaign.

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Posted

* The war room should also be compatible with DCS combined Arms.

* You should be able to select weapons before flight. But only when entering the cockpit your weapons will be loaded on the plane.

* You should be able to choose your own hangar on the airfield :music_whistling:

* Sattelite target view should be possible with known targets and objectives. You should be able to mkae a snap shot of those to put on your kneeboard

* Objectives can range from static to moving targets. From infrastructre to C4 to protecting air space. This all should be on the same misison to make it more divers and people can pick a task to their liking.

* When entering your plane the war room can not be accessed. So only sensors/people that can communicate with your plane will be able to provide you with info and your own radar offcourse.

 

We can do almost all of those in single player with the "Mission Planner" function before you click Fly. So in other words, you want that functionality in MP. Then if the server just ran one big mission, there you go. :)

Posted
If this idea supports open world, 24/7 server 1 world, win/loss war i'm game.

 

Simple 15-20min maps w/ a rotation COD games no thanks.

 

But i do agree something needs to change.

 

It should be able to i think. The idea is scalable.

 

Lets say you have certain objectives to achieve:

 

* Destroy 50% of the infrastructure.

* Destroy 80% of the Air Defense systems.

* Destroy 70% of their Army.

* Destroy 80% of their C4

* Capture 2 main city's.

* Capture or destroy 3 Main Airfields.

 

In this scenario the AI or voted commander will have limited resources and re-inforcements to defend the objectives. The map would already start with those objectives defended. And a certain number of reinforcements should be able to be called on and moved around the map. These can be respawned at certain static factory buildings from where they drive to a staging area or their target destination called upon by the commander. These targets would make part of the 50% of the infrastructure you would want to hit. If you hit enough factory's those reinforcements can't be spawned anymore. Or you force them to spawn in some remote factory far from the frontlines. Hit enough Air Defense and C4 system and you slowly make them blind.

 

A game like this can go on depended on how many resources you have or how bad you are in defending and attacking your objectives. In such a game even supply convoy's can be a fun and importent thing to hit.

 

All fighters and CAS airplanes should be players only. The only flying AI should be AWACS, Refuelers, transport/supply planes and maybe a bomber wing the commander can summon so now and than.

 

People on their own can have great fun with this as well when nobody is on the server on a down time. Some join a server already on their own and attack ground targets for hours on the 151th or 104th. Imagine you doing this with a tool like the war room behind you where you can plan your strikes and targets before the server gets bussy. You can weaken some importend objectives already.

 

Not massive amount of AI would be needed if you can spawn them ingame at the factory's and if you have a limit on how many would be able to be on the map at all times so you can't just spawn all your reinforcements at the beginning of the game. A simple logic for a AI commander should be doable as well to keep it interesting. Not some fancy dandy super realistic stuff. That can be done by a human commander. But a AI commander good enough to give you atleast a good fight and can send out supply's and reinforcements.

 

But a coop misison would be feasable as well. Create a simple interdiction mission with a pre-made plan and a certain amount of fixed or patroling defenses. You will have a small but simple mission that can be loaded into the MP war Room and if needed the routes, flights and payloads can be adjusted to meet your tactical needs for that misison if you do not agree with the mission maker.

 

Sorry for the huge amount of text. But i feel that if we don't speak up and come with some good idea's ourself the MP scene will alway's be in the style. Not only the planes should have love. But the gameplay, GUI and enviroment around it as well.

Go in close, and when you think you are too close, go in closer.

Posted (edited)

Something that really immersed me in Arma 2 multiplayer was Warfare BE. I think something like that wiuld be cool. I would like to see massive combined arms fighting across the whole map. Give 1 player on each side a commander role which would play kinda like an RTS. EDIT: pretty much what winchester described. Just want to work with real people on the ground too. Like if ARMA 2/3(w/ ace ) became a module to DCS.

 

I would also like to see the tutorial missions expanded and moved into multiplayer. I like the idea of doing training similar to real life with friends.

Edited by Scoggs

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Posted (edited)

I think the ability of a commander to spawn or deploy units during battle would be nice. I know spawning is kind of a gamey thing, but currently battles have a finite number of predeployed ground units, which means once all of the targets are destroyed the mission has to be restarted, and it feels kind of rinse and repeat.

 

Basically, to make a much more dynamic battle experience, players should be able to spawn in aircraft at any airbase their coalition has controlled for a sufficient amount of time instead of just the predetermined ones, and ground commanders should be able to deploy ground units at these bases (or other specified locations connected to supply routes) so they can then advance onto the next base.

 

This could also tie in well with DCS:Heavy to drop supplies at newly acquired bases or rapidly drop troops at the front. (It can take hours to advance ground troops between bases, so being able to paradrop troops and mount infantry on trucks for rapid advances important)

Edited by VincentLaw

[sIGPIC][/sIGPIC]

Posted

One word: EDGE. It's estimated to be out this year, we'll see. Interface overhaul is due for a very long time, and I'm sure they know about that, albeit I don't expect to see it before EDGE is out. Until then, not much we can do, since we don't really know what the engine is capable of.

Posted

Excellent ideas! +1.

 

 

* In the war room you should have the ability to join up with other players and create your own flight with some customization to callsigns and such.

* Setup radio channels if VOIP is enabled. VOIP would be really helpfull to make more easy communicating possible.

* You should be able to "change your controls ingame at any time.

* You should be able to change the most basic graphics settings ingame.

* In the war room you should be tasked with a specific set of goals to reach before winning the mission. Those goals can be pre-programmed or more dynamic or even designated by a commander that is voted or not.

* In the war room planning misisons with your flight should be easy. You should be able to set your own waypoints and flight hight and more essential stuff for planning. Also what role your flight is.

...

* The war room should also be compatible with DCS combined Arms.

* You should be able to select weapons before flight. But only when entering the cockpit your weapons will be loaded on the plane.

* You should be able to choose your own hangar on the airfield :music_whistling:

* Sattelite target view should be possible with known targets and objectives. You should be able to mkae a snap shot of those to put on your kneeboard

* Objectives can range from static to moving targets. From infrastructre to C4 to protecting air space. This all should be on the same misison to make it more divers and people can pick a task to their liking.

* When entering your plane the war room can not be accessed. So only sensors/people that can communicate with your plane will be able to provide you with info and your own radar offcourse.

 

AKA TANGO-117. DCS Modules: most of them, proficiency: only a few at a time. The most crucial aspect of a simulator is its realistic physics and precise aerodynamics, accurately reflecting all flight conditions. 

Posted (edited)

This kind of gameplay would make all the modules worth to have and become signifanctly importend in utilizing them in MP. Human supply and attack choppers could have a great time while also helping significantly in winning the game. KA-50's recons could help in finding and attacking enemy supply routes. Instead of fly from A to B and Attack at D and return. They could be dispatched to guard a certain high risk frontline base or something. Wouldn't it be fun if you would have combined Arms and you could hop into a exsisting unit on the map and have fun four an hour or more driving a tank in a convoy or protecting some high value targte like a Airfield, factory or importend bridge. This would make it certainly interesting for other CAS planes like A-10's and SU-25's. Brings a entire new dimension of danger to their mission.

 

From this simple concept a very interactive but intense and easy to understand gameplay can arise that can also become very complex when team work gets involved with a real commander.

 

Also as a feature in the war room i would like to ad the function to change your skin for your flight so you can disinquise between teams and or squadrons. The first team that pics a skin would make it unavailable for the others outside that team.

 

 

 

 

 

 

Did some editing to the text above.

Edited by winchesterdelta1

Go in close, and when you think you are too close, go in closer.

Posted
AFAIK in current engine it's not possible to change skin during runtime. That is' date=' you have to select it before the mission is loaded up.[/quote'] Fortunately ED has access to the source code of their engine.

[sIGPIC][/sIGPIC]

Posted

I'm talking more about when EDGE comes out. The Multiplayer needs some love for a while now. I don't know what the possibility's of EDGE will bring. I want to bring idea's to have a fun, simple and immersive multiplayer mode in DCS when EDGE and new maps are out. You could even design maps for game modes like this. The map makers can than be more free and creative in choosing locations and how big they should be.

Go in close, and when you think you are too close, go in closer.

Posted
AFAIK in current engine it's not possible to change skin during runtime. That is' date=' you have to select it before the mission is loaded up.[/quote']

 

You can change textures of an object "on the fly" in game, it's entirely possible and already implemented in certain areas. The feature to change liveries in-game just isn't present. Maybe in the future.

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Posted
What was the point of that post' date=' anyway?[/quote']The point of my post is that if you get an engine license (especially if the engine is closed source) and some engine limitation prevents you from implementing a feature, then you are pretty much out of luck. Since ED developed their own engine, they can patch problems as they encounter them.

 

Blaze is right though, this is mainly a user interface and network issue. The client would need to communicate texture info to the server (which probably doesn't happen right now). At worst, the way aircraft textures are loaded might also need to be altered. I would guess that this can be done without even touching the EDGE code.

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Posted

Would this be considered talking to myself? :P

 

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