Multiplayer Servers

Across IL-2 and other sims there is a phenomena in multiplayer server lists where, if sorted by player numbers, there will be a few viable servers – maybe two to five servers with viable numbers, at peak times, and worse at dead time zones, yet also vast numbers of empty servers.

Clearly there’s no shortage of servers – excess capacity you could say, but not nearly enough players to fill them all. To remedy this I recommend the following key concepts for every server.

If you’re running a server – make sure it has these attributes, for the good of all players and for the popularity of your server.

Terminology note: “Map” in this context means the placement of ground features, such as airfields, objectives etc. A big map is one with these spread far apart and a small map is one with airfields and objectives placed closer together.

Problems to overcome:

  • Excessive transit time to combat, 
  • Cant find combat,
  • availability of ME262,
  • Server culture,
  • expectation of finding combat
  • More on WW1
  • More on Tanks

Server map design

  • Ensure a player can takeoff and fly to a combat zone where there is a high probability of air to air combat in no more than 3 – 7 minutes. ie from takeoff to the zone of combat we want 3 to 7 minutes. On a actual game map, that is 3 grid squares distance. Keep in mind that when players are shot down, they need to fly that distance again. If the distance is 15 minutes each time, then most session time is wasted in transit flights. In a session where you are shot down 4 times, you could spend 1 hour just getting back to the zone of combat and perhaps 4 minutes each time actually in combat.
  • Look at your graph of player numbers over a weekly cycle. Ensure your maps are big on high popularity times and smaller MUCH smaller on dead popularity times. Principle: The Combat World must shrink if the player numbers are less. This solves the problem of Cant find combat, for players who are awake when the servers are dead. The maps you rotate on a popularity cycle need to reflect the expected player numbers. Often there are two opponents only on a server, but they never see each other let alone get into a duel, because the combat area is too vast to cater to 2 players only. The concept of cycling big or small maps as per timezone, is one of the most important things a server can do to maximise popularity. Players also begin to expect combat even in low usage times and will pile into your server more often than others, having greater confidence of finding combat on your server.
  • Match the map size to the plane speed. WW1 servers need to have small maps in peak popularity times, and even smaller maps in dead times. Again 3-7 minutes transit flight time to the zone of combat. Pilots need to have the confidence in your map design that they can get on your server any time and find a fight. Time, Speed and Distance relating to WW1 planes is very different than WW2 planes. Consequently everything’s gotta be closer together in WW1 maps.
  • The ME262: The 262 is very hard to find anywhere on multiplayer servers. You should try to find ways to increase the numbers of 262s available on your maps, because hardly anyone gets to fly them online. The ME262 is the most discriminated against planes in all the servers, but there should be a way to keep a steady availability of them throughout most Bodenplatte maps.
  • If your server gets popular, it will face cultural challenges. The best possible guiding principle with your server’s culture is that the competition takes place in the air/arena, and not by means of complaint.

 

  • Expectation of finding combat: Principle: Pilots will flock to the servers where combat is most likely. This is probably a virtuous cycle where more begets more.
  • More On WW1:  Combat is often hard to find in general, and also hard to find at the proper altitude. Very often one spots planes at high altitude far above, but with no hope of reaching them. Often I climb from around 2000 feet to around 17000 feet (which takes 15 – 20 minutes) chasing an already high-up opponent (who doesnt know Im there) and I finally get to the same altitude and if Im lucky I can catch up and horizontally close the few kilometers gap and get close enough to initiate combat………………………………………And then I fire and the opponent ends up quickly descending until the fight finishes much lower, often on the deck! This is a VERY COMMON EXPERIENCE on WW1 servers and it sux big time. You should come up with ways to keep the combat zone below 10 000 feet – preferably below 5000 feet and certainly not at 17000 feet. I dont know how but for a popular WW1 server you need to incentivise lower-altitude flying. There is a reason why pilots often fly up to 17000 feet in there WW1 planes and that is because the WW1 planes if left to their own devices will climb. Vast majority of pilots dont apply constant forward stick pressure…..So they end up climbing to insane altitudes. WW1 planes are naturally aspirated and operate strongest at sea level. Theres no performance advantage at 20000 feet etc. Three-dimensional combat zone containment is particularly important with WW1 servers owing to the above factors. I often tried to start combat by intentionally firing a flare or my guns at an opponent who is very far above me or far off in the distance and flying away, knowing that my plane is slower than theirs and I simply cant catch them and that they have absolutely no idea that I am there. These are common problems on WW1 servers and these are the main reasons for failure of WW1 servers. If you run a WW1 server: Address these things and see the difference! The bluntest and most immediate instrument to improve WW1 servers is making smaller maps. Its very simple to do and there’s nothing more effective than that.
  • More on Tank servers: 3 to 7 minutes drive to get into the combat zone, no Ai tanks, dont forget to add AAA protection for the tanks: Suggest a ideal tank server is on the Prokhorovka map only, has 5 tanks on each side and 5 aircraft on each side. Emphasis on smaller vehicle numbers, as that makes it all work better and smooth. This tank server idea, the aircraft are in support of tanks and not so much the main event. Tanks can be attacked at the spawn point, however you have strong AAA guns protecting the spawn point.

Other success concepts

The above points were the most important. Below are some more concepts that are less important, but still important.

  • Don’t use Ai aircraft for anything except static objects on target airfields. the unsatisfactory attempt to always provide combat by adding Ai planes, actually results in pilots ignoring perceived Ai combat in servers and saving the Ai stuff for single player. Same goes for tank combat – I dont want to fight Ai tanks in a multiplayer server. Principle: The main reason for multiplayer is to avoid playing against Ai opponents. Multiplayer best for human opponents, Single player for (particularly for new combat pilots) practice against Ai opponents.

If you run a server and you implement these things, your numbers will improve and that really is the bottom line.

Go ahead and put these concepts into practice and I wouldnt be surprised that if you do, yours could easily become the most popular server.

This article is from my IL-2 How to and tips section of this website here: IL-2 How to and Tips

Multiplayer Servers

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