blggles

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Everything posted by blggles

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Course, the important question is did you win?
  6. For humor and contagious enthousiasm, I vote ryman89 for crowdfunding spokesman.
  7. If fire escapes are indeed on the way back then all I can say is have fun storming the castle!
  8. 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.
  9. Yes, and Hitler's brain in a jar will lead the dark side. Or maybe in Bilton's body . . .
  10. Yeah, the open city flag idea would basically be a flag pole, ala what might be found in a city square. Certainly a boring piece of terrain in itself, but its being open brings the surroundings more into play, meaning it'd be different in each burgh. And that it might be easily camped is sort of the point, have to control the broader area to cap; area capture without needing to program the ZOC dynamics. I agree, more spread between cps, and spawns and their flags would be nice. Would facilitate this idea as well as you can't have an open flag right next to a spawn.
  11. Bridges are ZOC Capture Points My apologies for the length of this post. I trust the reader will understand when they see that it is brilliant, incisive, and could revolutionize the game! I had an epiphany a few weeks ago and wanted to share, this is what it was: in this game bridges act as capture points that effectively create Zone of Control gameplay, and lead to the type of gameplay that advocates believe ZOC will bring - more realistic, coordinated, broad based fights - much more so than the normal flag building twitch fests. Let me explain. Players have often advocated for a zone of control capture system. Clearing and holding a broad area is more realistic than one man building 'captures'. It would necessitate the type of coordination and teamplay more akin to what people expect and desire from a combined arms wargame than the wack-a-mole sort of play we currently see. Thus a ZOC capture system would be a step up from cap-the-flag for a game where the ambition is to simulate combined arms warfare. However, that may need a lot of coding and CRS' resources are limited, and one can't be certain how the resource investment would pay off. For that reason, whenever I think to suggest options for game improvement, the line of thought is towards how the desired solution might be implemented on a limited resource budget: how to get there from here without needing a complete rewrite of any major system, and ideally, how to test the idea on a limited basis to see whether it is valid. And so, as a substitute for a ZOC capture system, that might be tested without any coding at all, I wrote a post advocating an open city flag. This would be a 'flag building' that was simply an exposed platform with a flag on it. The idea being that to capture such a facility, one needs to control the area more broadly, dominating the potential lines of fire, in order that the point is secure enough for infantry to capture. One must control a zone, as it were - ZOC. The city flag was the suggested facility because it has no attendant spawn wherefrom the cappers might be sniped, and is more likely to be removed from the immediate area of other spawn points. Its capture would thus not be as likely to devolve into a silly ongoing spawn-twitch-die fest. This idea would allow a test of ZOC gameplay with minimal resources: artist makes simple object, it is designated as a flag building (there are several types, and their designation is probably a production rather than coding chore) and terrain guys place new 'building' here and there. Next a fella posted an idea suggesting a trench FMS. I looked at that idea and thought that it would make a great flag building, allowing a player to 'guard the flag' while looking out on a broad expanse of battlefield (more so than from a window), thus being more engaged in the fight, making guard duty more acceptable and desirable. As well, part of the appeal was that a trench flag would be more open than the normal flag building. Not tightly placed among other buildings, located in an area looking out on an avenue of probable enemy ingress, lower slung than the flag building and thus easier to see over and around, it would promote a more realistic, combined arms, broader based fight, as with the suggested city flag. Thus while the trench provides some cover, its relatively exposed nature would also encourage ZOC gameplay. THIS BRINGS US TO THE BRIDGES Probably because the player who suggested the trench FMS also had a post advocating for capturable bridges, I thought a bit on bridge fights and realized that they act as exposed points of capture that promote ZOC gameplay and lead to more coordinated, broader based, combined arms, realistic fights; they are in fact an actual in game example of the above ideas, and deliver what those ideas would hopefully acheive. Consider: The bridge is a structure that often must be captured/controled in order for a side to advance on their objective - the capture or liberation of a town. They divide, or are located in front of, towns, and they are at times the only way for ground vehicles to move on the enemy. While inf can swim the rivers, that is a very slow, risky endeavour, whereas the bridge is quicker and provides at least a little cover (just like a trench). An inf may swim across, vehicles may travel out a ways and cross a distant bridge, paras may fall from the sky, but the main body of an attacking or defending force generally must, or is at least attempting, to use the bridge. It is a capture/control point in the capture/recapture of a choke point, and an open/semi-exposed one at that. And what are the results? In bridge fights with good player numbers you'll see more of a realistic, combined arms, broad based battle, with a sort of instinctive coordination. For example you'll have tanks and atgs arrayed at various points along the river that, even when under no direct, coordinated command, by reading the map, and observing the combat, tend to space themselves with reasonable judiciousness, going where they see a gap, or a need for their unit. You'll have an lmg, riflemen, and snipers covering the bridge, others covering one side of the city or another, mortarmen shelling the opposite side of the bridge, planes strafing and attacking along the enemy's shore, and of course inf charging the bridge itself to cross, defend, repair, or destroy it. And a bridge, while effectively a capture point, is not a spawn; it does not involve camping unless an FMS has been placed nearby. In this game the fight over a bridge is my favorite type of battle for a very simple reason: in a bridge fight I feel like I am playing a wargame in all senses of the word, I'm involved in a broad and coordinated effort, whereas when I am charging, capping , or defending a flag building, I feel like it is just a game with ww2 weapons. Bridge fights are much more immersive, they have a much more realistic feel. Of course a single inf might sneak across the river and cap the spawn or AB and end the fight to cross. Or a bridge battle might turn into a boring stalemate. But in general, this 'capture point', straddling the waters that lie between an army and its objective, leads to the kind of play that ZOC advocates propose: a more realistic, combined arms, coordinated, broad based fight. Thus the bridge is effectively a semi-open, capture point which in fact leads to the kind of gameplay to which the ZOC, the open city flag, and the semi-open trench flag would aspire. It is an actual, in-game example of the above ideas, and it works. It delivers the kind of gameplay for which most players have expressed a desire; the kind of gameplay most seek when trying the game. It is proof of the aforementioned ideas. IT IS PROOF!!! ITS ALIVE!!!!!!!! Thus was my epiphany, realizing that the bridge acted as this game enhancing style of capture point, which I ultimately realized is not at all surprising. As with so many things in life, capture buildings and zones of control are not disparate entities, not nearly; they exist on a spectrum. A flag building is in fact a ZOC, it is just small, and is enclosed by walls and a roof. If you remove the walls and roof, and level the floor to the ground, voila, a small ZOC of the traditional sort - a designated area. What removing the walls and roof does gameplay wise is to increase the involvement of the surroundings, and the units therein, in the fight. One may cover, defend, or attack the zone from many points. Thus when the zone is exposed, it is effectively broadened. Bridges often must be captured, and their exposed nature regarding both object and placement, creates an extensive zone that must be controled, thus, in point of fact, not merely in effect, they are ZOC capture points. Further, consider what happens when you expand the zone to contain a very large piece of terrain. If you are required to oust all enemy from that area you will inevitably find yourself involved in a mole hunt. You will sweep a copse, the nme will see you coming, move to the other side of the bush as you pass, and you will not capture because one inf, who controls nothing, is sneaky and gamey enough, to thwart you. It will be a silly waste of time, and not at all what most players are looking for. On the other hand, with a small exposed area designated for capture, you cannot hide, you must fight, you must fire on the enemy, whether it is from the ZOC or its surroundings. Which raises the question as to the ideal ZOC. Is it the large broad section of town or country, somewhat arbitrary, or the small area situated at a crucial point vis a vis its surroundings. I think the small exposed point may actually be better for gameplay. Consider Warthunder: Its ZOCs are not generally huge, usually exposed from this and that angle, and almost always from above. It is an area to fight over that does not define the limits of the fight in the manner of an enclosed flag building, rather it defines a battle's centerpoint. You must cap the small area to win, players will thus inevitably collide, yet you must control the surroundings in order to cap the small area. The above ideas of open, and semi-open flags are thus not merely less resource intensive replacements for ZOCs, they are in fact ZOCs, and may even be better for the game than broader areas of capture. This game might stand to benefit greatly from more 'bridge fights', that is, from more fights over bridge like, capture points. Luckily, the idea of open and semi-open flags is not onerous in its implementation, and may in fact only take the work of artists and producers, and not necessarily a whole lot of that. It also would not take a wholesale change to any part of the game; it could be implemented on a small scale. There are several different types of flag buildings; replacing one does not mean all must be changed. Such flags may be strewn in limited quantities about the map as a further test of this idea's validity. More 'bridge style' flags, is thus an ideal sort of proposition for ww2ol in its current state of restricted development capacity: it affects a central element - the nature and flow of battle - in a potentially very positive manner; it is relatively low resource; and it may be implemented on a limited, testing basis. Its a win, win, win baby! In implementing this what would CRS have to lose? A little time perhaps, which admittedly they don't have a lot of. But in the least they would gain a trench, a sort of defensive and potential PPO object players have often requested. The desired gameplay results might not pan out, but it almost certainly wouldn't break things, after all, bridges don't break the game, and in my opinion enhance it. And so, again in my opinion, making some exposed capture points would be a great idea to try.
  12. Wonder if CRS would object to players doing a crowdfunding campaign, in consultation and coordination with them of course.
  13. I'd like to see how much $ the idea of ww2ol 2.0 could garner through crowdfunding. The idea is still a fantastic one.
  14. I know thats a joke, but after a lot of thought over the years I actually don't believe in having any sort of direct capture mechanism. Currently, supply travels through the towns and cities, so one has to somehow capture these. However, that doesn't mean there have to be flags, or even a ZOC grid of any sort. Rather, one might capture towns by eliminating nme positions, and setting up one's own. This would be achieved via what I like to call a ZOI, or "zone of influence". As a group advances they project a zone of influence, akin to what is being worked on atm with poximity AOs. When an army's ZOI moves over an nme position, it cuts off resupply to that position, and may limit spawning to a certain time period or number of units, thereby reducing camping. By overrunning the position and killing the nme there you disable the position. You can set up your own positions as you move along, limited by proximity to nme positions. When there are no more nme positions around an objective, only friendly, it belongs to you. Dunno if something like the above could be implemented with the current flags&AB town setup, but whatever the idea, I think the area between towns that have no FBs is probably the most fertile ground for the advancement of spawn and capture mechanics, for things like player placed FBs and other positions, and the testing of novel mechanics in their "capture".
  15. CRS,^^^SPAWN AND CAPTURE EQUALS MONEY!!!!!!!!! From Majornoob in another thread "in my case, I got sick of you guys ignoring gameplay, mostly the spawn system and toe."(his reason for unsubbing) Myself, I stopped subbing regularly over a dozen years ago because of spawn and capture. I was here for hoped for realistic battlefield dynamics and saw that it was not a priority to create them, and so left. I hate the cqb capture silliness as well. I would sub if there was a plan to get away from that, just a plan laid out, even if it were a five to ten year plan, accounting for low resources and all. Just a plan, one little step at a time. The gameplay here has always been self-defeating. If you want to win the game you must engage on the game's terms, cap-the-flag cqb, moling etc. It is a tragic situation because no game in the history of gaming would benefit more from a more evolved spawn and capture system. WW2ol can't compete graphically and such with the competition, but it has the potential to beat most of the rest for gameplay. If it had a more realistic flow of battle the potential for immersion is tremendous. I swear there is a psychological block involved in spawn and capture development. It is one of the basic elements of a game; here it defines how people will attack, defend and gain territory. But it is more abstract than units, graphics, maps etc., so its importance is less clear, and it is also an unknown. Better graphics and more units are an obvious plus, gameplay changes, you don't know where they're going to lead. Yet spawn and capture rules are every bit as fundamental an element to achieving that realistic battlefield experience players are looking for here. Build it and they will come, as the above players' commentary testifies, a facade will not do. Honestly, very best of luck CRS, but if you do not address this issue, the game will never reach its potential, not close, and will continue to slowly fade away. You might want to start with something simple like open flags. Just feel the need to repeat myself: CRS, SPAWN AND CAPTURE EQUALS MONEY!!!!!
  16. I think manifesting overstock might be interesting: overstocked planes, and other vehicles perhaps as well, remaining as PPOs in the game world. You bring that spit9 or db7 from a back base and despawn it at a forward base, it manifests parked on the edge of the field. Then nme can bomb or strafe it. You can have overstock, but you have to keep it.
  17. Its a bit of a stalemate now, but there have been a lot more captures than I've been used to seeing, even if it is only a back and forth atm.
  18. There are three kinds of lies: lies, damned lies, and statistics - Benjamin Disraeli.
  19. Maybe the heat is for the howitzer, and light artillery - 75mms all around - are on the docket?
  20. I wish it was attack the nme instead of the flag, then you would only have to guard yourself, which is easy. Should model flags sticking up from the infantry's back, fluttering over their heads, then capping the ei is capping the flag, and everyone's always guarding, problem solved.
  21. Who cares, lets make soup!
  22. Did shermans ever really use the m66 round? I ain't the most knowledgeable, but that just feels kind of wrong. Is there a clearly documented source? Maybe I wasn't around when it was referenced.
  23. Add knife kill stat. And allow gambling. Put 5 dollars in pool for campaign or tier, can choose pool for honorable players, top ho gets 10 back, maybe more depending on how many enter, no one else gets any, CRS gets the rest. People who obviously cheat still collect but are brutally shamed in forums. CRS uses the extra loot to model the p-47. Blggles rules the sky, is top fighter.
  24. Hey, look at that. Cool.
  25. One would expect, but its gotta get dirty, muddy, dusty out there. The optics on the weapons just don't feel like there's glass there. Maybe as they improve the graphics engine they can add an effect or two that makes one aware.