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      Tips and Tricks to make you a machine of warfare in WWII Online. This is where your gameplay questions will be answered.

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    1. Squads

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  • Posts

    • In this game everyhting is about roleplay and communications. The mission leader has therefore a very critical role. When leaving a mission on which we have been for more than 10 minutes, we should be asked to evaluate the leadership of the mission leader (note from 1 to 5). The latest 50 evaluations given to a ML would provide a global note that could be attached to the ML in the battle/mission tab. With such a system players could favor MLs doing real management, or just be warned to not expect much leadership. It might also improve the roleplay part of leaders. It would look like this : Note that if a ML leaves or if the leadership is transfered, it should reset timers to 0 minutes. It is important to have spend more than 10 minutes with the current ML. The ML should take his role seriously until the accomplishment of the mission if he wants to be evaluated and attract more players on his future missions.
    • The problem of FMS has been raised by different players during the last couple of days. Its impact on ingame coordination can be negative because of the current UI design.  Therefore we could add a simple pop-up message before spawning, allowing the player to chose whether he will use it or not. Notice the information about the distance-to-target compared to the origin, useful both in attack and defense missions.   If you have selected a heavy unit that cannot make use of the FMS, simply make the mobile spawn button unavailable, but still warn about it being active :
    • Another problem is that when they're camped 9 times out of 10 the mission leader just quits the mission and then followed by the other veterans, none of whom bother to pull the FMS.  Then you're stuck with a bunch of greentags wondering why they keep getting shot and the lucky one who is ML has no idea what to do and even if you explained it to them 99% of greentags don't seem to be able to follow even the simplest of instructions.    
    • Pull your FMS's or drive more than one, because this is just stupid.   
    • Interesting discussions have been raised the last weeks around the current UI, and its failure to make players understand the game mechanisms without reading 10-years-old wiki and squad guides. If I make a compilation of some ideas, I would propose this kind of new welcome screen : - (left) A complete game map overview with attack/defense objective highlighted and arrows showing the movements of units between towns - (middle) A clear overview of attack and defense AOs, followed by non-AO related missions which I would call "support missions". Notice the "balance" indication of opposing forces. - (right) A complete overview of missions having as target CPs related to the AO town. Notice the "population" indication about the division of friendly players currently involved in that AO. A filter allows extended searchs between mission. When clicking a mission, eventally zoom the left map to show the origin/target of the mission. - (right down) A chat window showing the complete chat history of a selected mission, in order to evaluate the activity and to rapidly interact with the leader or other players involved in the mission. - (upper left) two instant-action buttons refering to the current P1 objectives, and the most populated attack/defense mission of it (i.e. defense mission of defense AO, and attack mission of attack AO). Note that we should add a priority-parameter to AO's as it does currently not exist.        
    • If your spawn point is camped to hell then find another spawn point. It ain't rocket science, even for new players and maybe the vets can help them out by telling them of a good mission to join in. The game can only do so much for you if you insist on continually respawning into a bad spot. WWIIOL is a game that reward players using their initiative. If you are simply searching active missions for a busy spawnpoint you are likely to get good and bad gameplay. If you are willing to form up with teams of players and work together you are far more likely to influence the fight and have more fun.
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