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Author Topic: Author Needs Feedback re EECH multiplayer!
Cat
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Member # 2285

posted 05-25-2000 09:24 PM     Profile for Cat   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Gentlemen-

The Cat is going to be writing up a review of Comanche-Hokum for an online site this weekend. I don't test multiplayer-hate that feature and don't use it-but would like to address the subject in the article. Can you all post your thoughts?

Miao, Cat


Posts: 184 | From: La Florida-U.S of A, | Registered: Jan 2000  |  IP: Logged
Spawnbob
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Member # 1277

posted 05-26-2000 12:31 AM     Profile for Spawnbob   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Basically Multiplayer is seamless. There have been some problems but they are sorted by using
cohokum /cto:240 /cvc:0 Command line parameters. Both the server and the client need to do this.
Dedicated server's are implemented

with the following example to start EECH in dedicated server mode

cohokum dedicated:1 game_type:2 gunship_type:0 path:..\common\maps\map4 directory:camp01 filename:taiwan.chc

There is a file called dedicated.bat which explains the switches.

So from that command line you can edit the starting side , the type of game and the campaign.

Multiplayer Allows Skirmish and Fully Fledged Campaigns.
When u connect to a host no indication is shown, u know if your connected as the Host's game will show up in the Campaign/Skirmish Selection screen.

Once you select the Online game you will see a list of the players in a box on the right side of the screen.
Click OK and it will connect , a counter going up to maybe 300+ will appear . This depends on the Size of the Campaign/Skirmish and indicates the number of packets recieved.

Once this is done you go to the normal side selection screen. Pick your side and if it's all ok an "engage" button should appear above cancel.

Effectively everything is the same in the campaign screen apart from a chat option at the top. Here you can talk to everyone, red/blue side only, or individual players. You can also use the ingame chat of TAB 4.

Effectively you are free to play the campaign how you want if you want to all join the same flight u can. Take different missions you can.
The campaign is ongoing and is like Single Player. By saving the campaign the Host can create an ongoing war which can be resumed later on.
Human players can share Target lists.
All players must have the same patch version.

As the ability to transfer between helicopter's still exists human players can ensure that they meet by picking the right flights.

The new patch ensure's that all wingman will remain on the ground until the flight leader takes off. So human players in a flight will all take off at the same time.


Posts: 1341 | From: | Registered: Dec 1999  |  IP: Logged
Blaze
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Member # 198

posted 05-26-2000 04:15 AM     Profile for Blaze   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Cat,

first a general suggestion: I think you should just state that multiplay was not in the scope of your article, instead of relying on other peoples opinions or reports.

That said, MP is quite good.
Like Spawnbob already said, it's all seamless and you play it exactly the same way as in single play, only that some of your wingmen (or enemies :-) are now human.
There is still a slight problem with 'weapons lag', due to the networking principles in the game. 'Weapons lag' means that the clients will experience (usually slight) delays in for instance pressing the trigger and the actual weapons release. This delay should normally not exceed the ping times, however if one of the players has a rather bad connection, it can affect the whole game.

All in all though it's great fun, with the option for a dedicated server and the possibility to enter or leave the running game at anytime.

[This message has been edited by Blaze (edited 05-26-2000).]


Posts: 1556 | From: | Registered: Sep 1999  |  IP: Logged
Cat
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Member # 2285

posted 05-27-2000 05:19 PM     Profile for Cat   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
quote:
Originally posted by Blaze:
Cat,

first a general suggestion: I think you should just state that multiplay was not in the scope of your article, instead of relying on other peoples opinions or reports.

That said, MP is quite good.
Like Spawnbob already said, it's all seamless and you play it exactly the same way as in single play, only that some of your wingmen (or enemies :-) are now human.
There is still a slight problem with 'weapons lag', due to the networking principles in the game. 'Weapons lag' means that the clients will experience (usually slight) delays in for instance pressing the trigger and the actual weapons release. This delay should normally not exceed the ping times, however if one of the players has a rather bad connection, it can affect the whole game.

All in all though it's great fun, with the option for a dedicated server and the possibility to enter or leave the running game at anytime.

[This message has been edited by Blaze (edited 05-26-2000).]


That's the plan, my man.

Miao, Cat


Posts: 184 | From: La Florida-U.S of A, | Registered: Jan 2000  |  IP: Logged
Spawnbob
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Member # 1277

posted 05-27-2000 05:26 PM     Profile for Spawnbob   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
note that there is some problems with MP and the current patch but the 2nd patch which should be out soon will addresse those issues. Also is the option to capture enemy aircraft at captured bases. So it will be possible for you to fly a commanche while your mate flys a hokum on the same side. This will work in Single player as well.
Posts: 1341 | From: | Registered: Dec 1999  |  IP: Logged

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