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Everything posted by Kilemall

  1. I think under differing conditions then 'normal' flaws in the system can be revealed, particularly with WBS where more then usual are logging in or out at different times at higher numbers. In particular sampling rates and average mean times can be different for SD vs. cap timers, they seem to ramp up or down at different times, and I'm not sure I trust the counting mechanism in the first place. It was the problem that drove off Karellean when SD was the only mechanism. Also, a high percentage of air guys can skew the results such that you can show overpop and be underpop in all your ground battles.
  2. What should a 1940s Belgian town be laid out like given our current building set?
  3. I appreciate the point of 'it could be missed here' and I suppose it's not a 'good look' to be demanding responses so quickly, so a little more patience I guess, although having a live fund raiser underway made me think the Rats would be watching these threads closely. My apologies for that aspect. However, this is a question that affects the fundraiser itself and given the short amount of time left to it, needs to be addressed here IMO. The point of posting here is so everyone knows the answer and may make informed decisions. It's why 98% of any suggestions and dealings I have are done in forums rather then in personal/support communications. This question in particular is germane to the value proposition of the various campaign support levels, and posted here means effectively a CRS commitment/decision either way.
  4. This was NOT a rhetorical question, I'm expecting an answer.
  5. Well this is where history and military science clashes with entertainment and game.
  6. Question for Rats, I did not use my account starter perks from last campaign and wondering about now- do these accumulate and are usable in the future or do they have an expiration date?
  7. There isn't cohesion cause the game didn't teach cohesion via drop spawn mission and forget, spawn point gets capped/destroyed/flipped and the ML and spawners are separated and players go find another mission to spawn at. 20 years of coded organizational misconception has a toll on learned player behavior.
  8. This is the sort of thing I have been arguing for all along under the rubric game tools. The crying need is for AO/DO Commandeer screens that show the designated commander all the mission leaders pointed at his objective and where their spawns are. AO/DO commander doesn't get Godvision and see everyone on his side on the map, but would know who to contact for each mission and where to direct players to go to get to something fast.
  9. I don't have a precise range in mind, but long enough for patrolling ships or planes to detect and attack and linkup space for incoming protecting DDs. Something like 30m away from the coast at TT speeds. Side benefit is that you would generate a deep water point to fight over, would-be invaders would need to clear the forward buoy space prior to TTs spawning in.
  10. Eh. Reminds me of NFL rookies perfecting their TD dance, while Hall of Fame guys just trot off cause of course they scored. Act like you've been there before.
  11. I'm not touching it until they have a fully working system. If I drop off, so be it.
  12. I disagree.
  13. We don't know, the saucy woman has covered up her elbows. Damn straight, and harms the value proposition of that subforum and the sub in general.
  14. Tier 43?
  15. Well Tater you can say the same about FBs and FMS, even the 'onsides' version you are promoting. But if FMS is acceptable, then consider a similar seagoing version. I would call it an FB for Forward Buoy- a spawn point marked by a buoy out there, that freighters spawn at with whatever trucks and tanks loaded, drawn from the naval brigade. Maybe FMBs too. The destroyers would still spawn back at the ports, they have the speed to get on station, that would be something like the requirement of tanks to drive from ABs/FBs rather then FMS.
  16. I thought of historical constraints as the new spawnlists and voted accordingly. Game balance would appear to be a better descriptive for what you seem to be discussing. If you conflate the two, that the new historical point value lists inherently create balanced lists, I will have to vehemently disagree.
  17. One thing that is NOT straight- is that Pay Now going to need to be done every month?
  18. One of the continuing issues is the idea that subbing is P2W. Which generally speaking is not true, you have to still earn rank to spawn the whatever premium stuff. So maybe you highlight Pay 2 Rank or P2R, it's just an opportunity to power up but you still have to earn your way there.
  19. The rest of it is reasonable, but I'm pretty sure the line stops at new hats. I think the game engine has a hat budget and naval ones will break it.
  20. They were given ladders to get in, but they didn't get ladders to get out safely, that's why our tankers don't leave and take risks rather then certain death touching the poison. Very consistent.
  21. Historically tanks and ATGs were coated in contact poison and so this is accurately modeled.
  22. Several equivalences, above all unearned movement of supply to avoid fighting except at point blank urban fights. One player operates both so other players don't have to, and take less manpower to defend/attack. Puts emphasis on the individual instead of the team.
  23. That is NOT what makes it gamey, it's the tactical equivalent of JWBS.
  24. Armor numbers got nothing to do with the six years and everything to do with a combo of 'give em what they want' with having a tank on tap, iconics, and those historical lists, where the efficiencies achieved in historical production means everything but the newest chassis will get cheaper to make and so more are available for the same budget. Historically there were many more tanks made later on in the war, but they were getting destroyed AND forces not concentrating them as much as the blitzkrieg 10 panzer divisions. A firepower/game role budget is more the ticket, for a game.