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About blggles

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  1. 15 years ago or more I wrote my most responded to post which was titled "Spawning Multiple Units, the Answer to Everything" or something to that effect. Got like over 100 responses, though I might be misremembering. It would be great for having ready defenses, and you might be able to have pure kill-the-enemy gameplay, rather than flag capture.
  2. Can you eat gouda during lent?
  3. Make the church tower the capture object. The way I play and enjoy the game is by avoiding the bloody flag buildings. Don't care about victory, its a game, the object is to have fun. I will cap if asked or its urgent, but otherwise, fugget about it.
  4. That content is not allowed.
  5. The gameplay (in particular the spawn and cap rules) promote absurd, ahistorical, unimmersive, ragequit inducing, gameplay that is a far cry from what players expect when they think about the "virtual battlefield", thats just a fact. There it is, CRS doesn't have to do anything about it, its their game after all, but there it is.
  6. ITS A TRAP!!!!!
  7. Was just addressing jwilly's concern of dynamic spawning to reduce spawn camping, and how to do that with the tech that is there or will soon be. If I'm an ML who got his sherman out of town to the rear, and there are no nme close, why can't the armor in my garrison spawn off me? That kind of thing.
  8. The game does have the ML spawning capacity, and it does keep track of friendly and nme locations, and they're working on proximity AOs, coding wise it might not take too very much work to create something interesting along those lines.
  9. And if you top off the above with persistent defensive missions (believe they were once in game before brigades) for each garrison, from each depot, and lemkeh's idea of the trench FMS, then you could actually have prepared frontlines outside of town that have to be dealt with first.
  10. As far as addressing battle density, and ei everywhere, attacking from every direction, and the coding resources all booked, here is one possibility to consider - proximity capping. Proximity AOs are being worked on correct? You apply the same 'so many troops within a given area code' with adjusted numbers, and distances, for capture. You make it requisite to have a certain percentage of your troops in close proximity to the target flag to cap or initiate capture. Then things are not near so squirrelly, you don't have to watch your back so much, and capture is effectively a squad op. Add to that the simple idea of the open flag/trench flag/Zeebee's defensive position flag, and now with a proper defensive position looking out on the battlefield being the point of capture/attack, or an open area that must be broadly controlled, and the necessity to mass troops to initiate capture, you have something that much more approximates a war.
  11. Course, the important question is did you win?
  12. For humor and contagious enthousiasm, I vote ryman89 for crowdfunding spokesman.
  13. If fire escapes are indeed on the way back then all I can say is have fun storming the castle!
  14. What I've dared, I've willed; and what I've willed, I'll do. Where is Ahab when you need him? Well, I guess waiting for Godot ain't so bad if the company's alright.
  15. Yes, and Hitler's brain in a jar will lead the dark side. Or maybe in Bilton's body . . .