
SYNDICATE full realism server
#1
Posted 10 January 2011 - 12:32
Sunday night Vintage missions continue to be popular so why not give them a try!.
~Hopefully see you there!~
Jedders
#2
Posted 10 January 2011 - 12:36
#3
Posted 10 January 2011 - 12:42
Of course on our next sortie I was Jedders fron gunner and managed to shoot our own wing of due to a slight mouse confusion issue. Thats my excuse and im sticking to it!
#4
Posted 10 January 2011 - 13:09

#5
Posted 10 January 2011 - 13:22
The Syndicate server is very much the showpiece of the RoF online community. I don't think there is another running more imaginative or smoother missions. The commitment to realistic and immersive gameplay makes it a real pleasure to visit.
Heres a couple of shots taken there recently. The second one is a bit of a favourite. Took it after an hours worth of gratuitous property damage committed sausage side. Punched through the 10/10 overcast to RTB in peace and quiet. Nice!


Just like to give a heartfelt thanks to Bliss and all who make the server what it is. Couldn't fly anywhere else!

#6
Posted 10 January 2011 - 13:26
#7
Posted 10 January 2011 - 13:28
#8
Posted 10 January 2011 - 13:30
#9
Posted 10 January 2011 - 13:51

The skin is "SC_S65JGilmour" btw. Big salute to the author, it's one of the nicest Camel skins out there.
The second shot got me thinking. I once played an offline qmb mission where I had 10/10 cloud at low level, with the balloons over the frontlines rearing up out of the mist like Nessie. It was like another world to go from the rainy, turbulent fog of no-man's land to the clear air above. One wonders how such a scenario would pan out online? I've a screenie of it somewhere. Must have a look for it.
Edit: Found it


#10
Posted 10 January 2011 - 14:32

#11
Posted 10 January 2011 - 17:31
Attached Files
#12
Posted 10 January 2011 - 17:33
Hmmm, very artistic Pushkin

#13
Posted 10 January 2011 - 17:37
SLI=choy_10=
=fb=isay(rigth)
sVist(left)
need 4 HP
cover at moon =FB=VikS
P.S Syn the best server:-)
#14
Posted 10 January 2011 - 21:25
Despite this RoF runs surprisingly smooth.
#15
Posted 11 January 2011 - 21:30
#16
Posted 11 January 2011 - 21:49
Saturday Coops would be great!
#17
Posted 11 January 2011 - 22:29

Planesets are:
SYN Frontlines Early War - DH2 vs EIII
SYN Frontlines Boomers - Spad13/Dolphin/SE5 vs D7F/D12/Pfalz D3
SYN Frontlines Turnabouts - Camel/Tripe/Pup vs DR1/D8/Pfalz D3
SYN Frontlines Noops - N28/N17 vs D5/D7
Please let me know how these work for gameplay and bugs. I won't have my desktop PC for quite a while, and it's kinda difficult to test missions on a laptop without a joystick

Thanks.
#18
Posted 12 January 2011 - 00:20
Just to officially have a post in the right thread about it. I think if Syndicate had a "co-op Saturday" in conjunction with the "Vintage Sunday" with an official start time just like the Vintage missions it would be nice to see how people find the gamestyle when plenty of pilots are on.
I like the sound of that, you definately find yourself flying differently in Co-op mode (at least I do) than the way I fly in DF mode.
Might make an interesting diversion from my usual spawn-die-spawn-die cycle. T&T used to be a great arena with some really nice co-operative objective based missions in the rotation.
I'm off on holiday in a few days, and tonights hq night was pretty much my last flying for a while (unless I can convince the missus that I HAVE actually packed everything I will need for holiday), so I'll probably not be around in the skies for a little while, but I'm definately up for some co-op sessions when I return.
#19
Posted 12 January 2011 - 00:43

Vander - they need a little tweaking though. Missions where we accomplished the objective showed as failed in the completion points page:
1. In Albatros, we destroyed all the Russian N17 and got the message but failed in stats.
2. In Dolphins we destroyed the two balloons but failed in stats.
Other than that performance has been good, it handles the AI quite well!
#20
Posted 12 January 2011 - 04:21
I think if there is a regular Coop Saturday it would draw a good crowd.
S!
HT
#21
Posted 12 January 2011 - 06:46
Saturday co ops for sure. These new missions with the AI are great. I actually cared about keeping myself alive much more. Life comes first, kills come second in co-op
Vander - they need a little tweaking though. Missions where we accomplished the objective showed as failed in the completion points page:
1. In Albatros, we destroyed all the Russian N17 and got the message but failed in stats.
2. In Dolphins we destroyed the two balloons but failed in stats.
Other than that performance has been good, it handles the AI quite well!
Thanks Taipan, I'll have a look t this.
For coop saterday, just all show up as the missions already run on a dedicated server!

But we need more missions and I don't have the time right now…
#22
Posted 12 January 2011 - 10:15
I find that is a better arena for training also with squad members. The server runs constantly so its all good!
#23
Posted 12 January 2011 - 10:18
We would appreciate YOUR thoughts aswell, please
AAA increase, tighter administration, warm engines, only running huge mission based maps in the rotation…all of these and more will influence behaviour…
#24
Posted 12 January 2011 - 11:37
#25
Posted 13 January 2011 - 11:03
(fingers crossed)
#26
Posted 13 January 2011 - 11:12

#27
Posted 13 January 2011 - 14:33
#28
Posted 13 January 2011 - 15:12
That combined with airfields that are not too close together and at least 2 airfields per side and the majority of vulching would disappear.
While I love my DR1, the maps where it appears all seem to have airfields very close to the front and quickly descend into prolonged mass low furballs…not i'm sure, the desired effect.
+1 on Saturday CooPs but a designated start time would be necessary imho.
#29
Posted 14 January 2011 - 08:39
Saturday co ops for sure. These new missions with the AI are great. I actually cared about keeping myself alive much more. Life comes first, kills come second in co-op
Vander - they need a little tweaking though. Missions where we accomplished the objective showed as failed in the completion points page:
1. In Albatros, we destroyed all the Russian N17 and got the message but failed in stats.
2. In Dolphins we destroyed the two balloons but failed in stats.
Other than that performance has been good, it handles the AI quite well!
Thanks Taipan, I'll have a look t this.
For coop saterday, just all show up as the missions already run on a dedicated server!
But we need more missions and I don't have the time right now…
Thanks Vander,
Also today Boris and I plus a few others played a few co op missions. But the timer is too short.
Boris's Handley Page had only managed to bomb the first bridge and I was still in a dogfight with the first enemy plane and the timer ended it.
Any chance of making the timer 1 hour long? It's always possible to end it early if everyone finishes flight.
Cheers
#30
Posted 14 January 2011 - 09:11
+1 on warm engines and more AA at the fields.
As for getting rid of the smaller maps, perhaps I can add a different view. For those of us behind the time zones of Europe/US, there are usually only a few on when we fly. Case in point: today at 5pm my time (10pm EST), we had 3 pilots on the syndicate server. It was a smaller map for N17 and DII planes. We had some great matches. Larger maps would have been unworkable. Smaller maps would have been even better (since we had only 3 pilots flying).
The current mix of missions are quite good (except for the balanced/yet non historical aspect of limiting [and even deleting entirely]the 2nd most prolific plane of the war in most of the missions

#31
Posted 14 January 2011 - 11:31
On top of that, you can incorporate mission objectives whether its ground attack, high alt bombing, or recon escorts.
#32
Posted 14 January 2011 - 13:43
That said, put the two-seaters even higher. Go for 4km if it's 1917 or later.

#33
Posted 17 January 2011 - 23:33
I understand the AA around the air fields being accurate (they are too accurate I think now), but the random AA in the fields shouldn't be this accurate. It makes it so even crossing the lines is suicide.
Please lower the AA accuracy a few notches, and perhaps one notch at the air fields (they are deadly accurate now which means that you cant even get close, or wander near a base–bad for small maps).
On the bombing of Lille mission, the AA was so accurate that if you strayed off of Lille, or followed a fight, the AA would destroy you. Happened a few times to me and others.
Thanks for an excellent server!
#34
Posted 18 January 2011 - 00:38
At the same time, I wouldn't mind more maps where going lower than 2km or so over the lines is dangerous.
#35
Posted 18 January 2011 - 01:14
…the old hands flew aerobatics through it until the artillery ran out of shells…the Rookie crapped himself as his plane was thrown upwards/sideways with holes in his fuselage.
Absolutely Gav…We should be thinking twice about flying low over the Front lines.
Who killed BvR!
#36
Posted 18 January 2011 - 01:40
Low AA accuracy below 1000ft and above 10,000 ft. would be more realistic, but I dont know if the RoF engine makes any distinction between altitude.
That's beside the point, however, as the current issue (AA accuracy being too high) can be addressed and fixed on the Syndicate server.
#37
Posted 18 January 2011 - 01:41
#38
Posted 18 January 2011 - 06:32
A request - can you please remove the "cold engines" from the server title? I have a feeling people still think they are cold and they are going off to other servers instead like the Corsairs v Mercenaries.
I know that I made this mistake, when I haven't got a good 3 hours spare, I couldn't be bothered with cold engine warmups, and I generally fly inline. Rotaries are ok but not normally what I fly. So I have been jumping in other servers for shorter flights. If we fix the title hopefully can get more people back in.
#39
Posted 18 January 2011 - 06:54
#40
Posted 18 January 2011 - 07:26
If you're talking historically, 4000ft was in the kill zone.
Yeah, I was thinking that below 1000 ft. the AA was useless, and above 10,000 it was rarely close. I recall reading that, though I dont have a source to post on it.
Err, maybe I don't get what you mean. The other part of the map useless?
If the AA is left in a mode where it's deadly accurate, not just the AA at the air fields, but even the AA that is scattered around the map, then you MUST stay away from it or you will get killed by it.
That would render NML as the only place on the map that's safe from AA. Even then, if your fight wanders too close to the lines (this happened to me today a couple of times…right on the edge of NML and some random AA starts obliterating me), you're toast.
I was just making the point that AA cant be that accurate everywhere. It destroys the game entirely.
As it stands now, it's ridiculous.

As for your thought on flying low over NML, I agree. It shouldnt be suicide, but it should have *some* danger. It would be realistic if 1000 feet or lower, or something like that, being able to draw "ground fire". I know it's been mentioned often, and Naked Squirrel has made some strong points on this in the past. I know they cant put too many objects on the ground, so we may never see this integrated into the game.
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