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  • Posts

    • Please note that : - Players would still be able to get points even if outside range. The condition applies only when dying/despawning. - For units that need to make long runs (tanks, paratroops, boats, planes), it would sometimes be better to team-up in a new mission instead of joining an already existing-one for which the ML is far away. This is the expected consequences of such a feature.
    • Context :  Although WWIIol has a unique approach compared to classical FPS - already resulting in fear of death (single-shot death, large map running before action...) - the introduction of quick-action features killed the need to team-up and coordinate towards a target. This may worsen with fortified frus. Therefore we need features to increase the fear of death and the need to pay attention to the team.   Suggested Feature : When a mission member dies, he doesn't earn any rank points except if dying/despawning within range of the Mission leader : - 250m for infantry units - 1km for armored units, guns, trucks, boats. - 5 km for planes   Consequences: Players would somehow be invited to stick to their Mission leader.  More credits would be given to Mission Leaders paying attention to how to deploy on map in order to let players earn rank points. This would also favor specialized missions between inf, guns and armored vehicles, each keeping the ML close.
    • Context :  Although WWIIol has a unique approach compared to classical FPS - already resulting in fear of death (single-shot death, large map running before action...) - the introduction of quick-action features killed the need to team-up and coordinate towards a target. This may worsen with fortified frus. Therefore we need features to increase the fear of death and the need to pay attention to the team.   Suggested Feature : When the mission leader dies, his role is automatically backed-up to someone else (cf .makeleader command) and the ML cannot take his role back for 5 minutes. In addition, spawning at origin and FRU/FMS is disabled for everyone for 120 seconds. Finally, if there is nobody else in the mission, the mission should be closed at the death of its ML (hence losing FRU/FMS if any).   Consequences: Aside from giving real sense to existing chat tools (backup lead etc.), you would no longer see lone-leaders poping-up meaningless missions everywhere just to activate a FRU or FMS. Setting up a mission would require a capability to prepare the mission and pay attention to how/where to set up advanced spawns, as how to behave in the mission.  Mission members would also give more credits to serious ML as closing spawns would definitely hinder their actions. This would also give some time for the new ML to reorganize his troops if needed.   Extra : We need our ML uniforms back to add a new tactical layer to the game (hunt MLs!).  
    • Last weekend, I was on with squaddies and we have been quiet a bunch online. We all loved seeing an attack or defense with a lot players fighting against each other. It reminded me of the time a few years back. I keep on thinking, what players like are big battles. So how can we get big battles and not lose the momentum of the game. So I came up with the idea of reducing the AO's to one or maybe two if there is a lot players online on both sides. But to keep the fun in the game, give HC the possibility to set fake AOs. Fake AOs mean AOs that can only be seen from the other side and where HC has the possibility to set single or double EWS for a certain time. This is just a rough idea, but could bring the fun back in the game. As it makes players be more condensed on one single spot. And it will be possible to setup an AO without being seen on EWS.
    • Hi there, I am just testing the poll of the new forums. Pity we no longer can preview our posts.
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