Slacker
03-21-2004, 20:37
If G2I is building a Dedicated Server from the ground up, maybe a few minutes of brain storming is in order.
With the Spherical World being modeled, it should take advantage of any dedicated server. Within the dedicated server client, there should be an option to connect to master servers in order to assist with processing of the Persistant World, or allow a stand alone server. The end result could have hundreds of dedicated servers within the Persistant World, allowing for hundreds of aircraft in the world at one time.
This Persistant World should allow such things as training, free flying, waging battles, and campaigns.
Here are some of my thoughts on the PW and training within that persistant world. I am still processing ideas for the client interface, battles and campaigns.
Persistent World (PW)
24/7 Operations Server available 24 hours a day/7 days a week with correct time zone modeling.
Global Operations War can be waged anywhere in the spherical PW.
Master Database All world entities should be stored in a database that is updated by any dedicated servers.
Master World Servers G2i operated servers that control master zones of the world. As more users start Child Zone servers, work is offloaded to them. All world information is stored and updated in the backend database.
Child Zone Servers A dedicated server application (x86 and linux) that will start and stop at specific times and throttle bandwidth as needed. This client connects to the master servers and controls certain zones. The Master World server should dynamically be able to move child servers where more bandwidth and server processing is needed.
Real Time Operations Air tasking orders should be dynamically generated and can also be generated by ranking officers.
Squadron/Wing Deployments The persistent server should be able to accommodate small squads and large wings. Including ranking order, promotions, medals, squadron insignias, and tail art.
Hot Zone Deployments Instant action type of deployment.
In Game Voice Communications In-Game communications appropriate to real ac operations. If broadcasts are sent over open channels then the world should hear it.
Airbase Operations Aircraft operations including civilian traffic should be modeled. This includes flight pattern operations, handoffs, ground patterns, etc
Damage/Repair Modeling Attacked targets should rebuild over a time depending on the number of deployed troops in the vicinity. Targets with large number of troops should rebuild faster than one with less.
Airbase Ownership/Deployment Airbase should be able to be taken over and ownership changed. Once rebuilt, units should be able to deploy troops and aircraft.
User information stored online All flights in the PW are tracked. Airmen are tracked by hours, deaths, kills, points, targets destroyed. Rank will be assigned as a combination of the previous. Squadron Rankings will override online rankings. (Most online Wings police themselves quite well)
Training/Check ride/Aircraft Certification The persistent world should accommodate a check rides. This includes UPT to Specialization to Instructor. See next post on Training. Training should be done offline and only check rides or demonstration flights should be done online.
Training Outline
Real world Instructor Pilots IP should perform check rides to certify airmans qualifications in AC. IP should have the ability to control the AC, menu for simulating AC failures, and be able to limit the pilots visibility.
Aircraft Qualifications All airmen will have to qualify in AC before entering combat.
Undergraduate Pilot Training Airman qualify in a trainer type aircraft (t-37, t-38) in the following areas: Basic Flight, Communications, Navigation, Instruments, IFR, Flight Departures, Emergency Procedures.
Aircraft Specialization Once the UPT check ride is complete airmen can qualify in aircraft of their choosing. The check ride will test the airmens knowledge in the following areas: Basic Flight, Communications, Navigation, Instruments, IFR, Refueling, Emergency Procedures, A-A Engagements, and A-G Engagements.
Instructor Qualifications After aircraft specialization airmen can obtain instructor wings by demonstrating via the rank point system and a check ride from another instructor. They should be proficiency in the following areas: Precision Flight, Communications, Navigation, Instrumentation, Emergency procedures. Squad/Wing commanders can appoint IP to override the inherit system.
Training Operations TO should take place in real world locations within the PW. It would be possible to have many check rides happening at once.
With the Spherical World being modeled, it should take advantage of any dedicated server. Within the dedicated server client, there should be an option to connect to master servers in order to assist with processing of the Persistant World, or allow a stand alone server. The end result could have hundreds of dedicated servers within the Persistant World, allowing for hundreds of aircraft in the world at one time.
This Persistant World should allow such things as training, free flying, waging battles, and campaigns.
Here are some of my thoughts on the PW and training within that persistant world. I am still processing ideas for the client interface, battles and campaigns.
Persistent World (PW)
24/7 Operations Server available 24 hours a day/7 days a week with correct time zone modeling.
Global Operations War can be waged anywhere in the spherical PW.
Master Database All world entities should be stored in a database that is updated by any dedicated servers.
Master World Servers G2i operated servers that control master zones of the world. As more users start Child Zone servers, work is offloaded to them. All world information is stored and updated in the backend database.
Child Zone Servers A dedicated server application (x86 and linux) that will start and stop at specific times and throttle bandwidth as needed. This client connects to the master servers and controls certain zones. The Master World server should dynamically be able to move child servers where more bandwidth and server processing is needed.
Real Time Operations Air tasking orders should be dynamically generated and can also be generated by ranking officers.
Squadron/Wing Deployments The persistent server should be able to accommodate small squads and large wings. Including ranking order, promotions, medals, squadron insignias, and tail art.
Hot Zone Deployments Instant action type of deployment.
In Game Voice Communications In-Game communications appropriate to real ac operations. If broadcasts are sent over open channels then the world should hear it.
Airbase Operations Aircraft operations including civilian traffic should be modeled. This includes flight pattern operations, handoffs, ground patterns, etc
Damage/Repair Modeling Attacked targets should rebuild over a time depending on the number of deployed troops in the vicinity. Targets with large number of troops should rebuild faster than one with less.
Airbase Ownership/Deployment Airbase should be able to be taken over and ownership changed. Once rebuilt, units should be able to deploy troops and aircraft.
User information stored online All flights in the PW are tracked. Airmen are tracked by hours, deaths, kills, points, targets destroyed. Rank will be assigned as a combination of the previous. Squadron Rankings will override online rankings. (Most online Wings police themselves quite well)
Training/Check ride/Aircraft Certification The persistent world should accommodate a check rides. This includes UPT to Specialization to Instructor. See next post on Training. Training should be done offline and only check rides or demonstration flights should be done online.
Training Outline
Real world Instructor Pilots IP should perform check rides to certify airmans qualifications in AC. IP should have the ability to control the AC, menu for simulating AC failures, and be able to limit the pilots visibility.
Aircraft Qualifications All airmen will have to qualify in AC before entering combat.
Undergraduate Pilot Training Airman qualify in a trainer type aircraft (t-37, t-38) in the following areas: Basic Flight, Communications, Navigation, Instruments, IFR, Flight Departures, Emergency Procedures.
Aircraft Specialization Once the UPT check ride is complete airmen can qualify in aircraft of their choosing. The check ride will test the airmens knowledge in the following areas: Basic Flight, Communications, Navigation, Instruments, IFR, Refueling, Emergency Procedures, A-A Engagements, and A-G Engagements.
Instructor Qualifications After aircraft specialization airmen can obtain instructor wings by demonstrating via the rank point system and a check ride from another instructor. They should be proficiency in the following areas: Precision Flight, Communications, Navigation, Instrumentation, Emergency procedures. Squad/Wing commanders can appoint IP to override the inherit system.
Training Operations TO should take place in real world locations within the PW. It would be possible to have many check rides happening at once.