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Kilemall last won the day on February 1

Kilemall had the most liked content!

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About Kilemall

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    That's the way, uh huh uh huh, I like it
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    Not quite Dallas TX
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    Anti-Tank Gun

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  1. The original term for the truck turning into a spawn point is MSP, for Mobile Spawn Point. FRU only came in with the infantry dropped boxes.
  2. I don't give a crap about WarThunder or World of Tanks or H&G, far as I'm concerned they are coddling nurseries of twitch suck. You talk big about all this money but are blowing off the very evidence that is before you about what would happen with improved pay camo, and the stats guys too. I won't be bellyaching, they will. And, they pay for a lot more subs then just me, and certainly more then you. Just as importantly, there is only so much graphics 'budget' and memory they have. If the Rats opened up to full graphics card capabilities AND 64-bit memory AND multicore I think they could handle a certain amount of custom skinning, but all that will lose players too that don't have machines up to snuff. It's not always a straight line to go to even a middling 'reference machine' of performance requirements when losing 20% of your subs could be crippling, which badge/decal buys would not cover or at least be revenue neutral. I think they will need to pony up and do the full 64-bit/at least 2016 cards spec for other reasons eventually, but this revenue stream has a fair chance of not even offsetting losses if done in the next year, and it would be inadvisable to do it strictly for new skins. Decals? Oh ya, that's all gravy and should be able to do very fast, probably more a backend pay thing to code then the actual implementation/graphics cost overhead.
  3. Yes, if careful choices are made with pop neutrality and a balanced palette of equipment is made available, the voice comms are fast tracked and new players get hit up with some very quick 'get the game' material early on. Probably the most fruitful time to get players hooked into voice comms and understanding what they are getting is the one time not used at all- during the initial download process, with Steam/website initial downloading. URLs built into the game menus that can launch answers to questions, things like that. A lot of deep fixes needed with game org tools, but that doesn't fit your quick fix criteria.
  4. This is dangerous waters, as now you effectively contractually obligate to an X set of toys for Y price, which can greatly hinder later options in spawnlists or packages.
  5. The problem that guys like you NEVER get is that if you crank it up so the 160 Axis guys go to 200 cause DAMN SO MUCH FUN OVERRUNNING UNDERPOPPED ALLIES YUKYUKYUK and Allies 130 drops to 65, then you were at 290 players now 265 and you lost players even though the overpop side gained. Then if it continues, the Axis guys notice eventually that the number of targets drops, and they unsub. Same thing happened in reverse with Allies being the overpop and beating on Axis with overpop and no adjustment especially during the first couple years of full brigades. This is the Cycle of Suck, and why the pop neutrality elements needed to be in years earlier.
  6. Spawn timers, maybe. Cap timers no. And dynamic weapons, whew, that can be gamed.
  7. You understand that every paint job added on would have to load at gametime right? Rats have badges which you get for being subbed at certain points in time, being a longtime player, going to a con, etc., those are the custom B/B1 on a shield, drinking buddies on a plane tail, etc. A few hardcore squads ponied up undisclosed amounts of money to get their own badges. Otherwise the tanks, vehicles, planes get unit badges representing the brigade they are from. Those are smidgeny little files and not a lot of them, so that's a thing that could be done. But a full paint scheme means likely a new model or at least skin, a lot MORE money to produce and QA and more memory usage when we really need terrain updates and the like. Plus, you think people go nuts now on forums with unfair this and that, being able to pick say a better camo tank will literally change the game and definitely is P2W. Which would lead to rage quitting. So, badges worth it, skins likely not.
  8. Is there going to be an American's column? Won't be of much use ultimately if we don't have that.
  9. Merlin, will you be acting on this very strong suggestion?
  10. FRU placed off the FMS, which becomes a separate mission, and no AT works. Either FB or FMS goes down, all FRUs tied to them go down and close missions. It's like Gophur's fallback FRU. People still have to drive the base FMS forward and so earn the placement and maintain it, but it can reasonably be placed in a survivable location beyond 1km and still have all sorts of little FRUs 400m or intown. Absolute no to dropping overpop cap time cost in that case- overpop will be far better equipped to maintain their FRUs in this rules regimen. Minky, combined arms 360 security in the real world with enough eyes and weapons to see and at least fire/communicate enemy presence is a different matter then our sparse per km frontages. This along with 'it's a game' is the outstanding issue re: 'modeling' combined arms warfare. We're just always going to only approximate or use game shorthand. So both towns and attacking FRU/FMS and armor are going to be unusually vulnerable to stealth, and stealth will be stopped cold with enough set eyes and/or not enough firepower once attackers or defenders gain position. Right now that requires tanks. We should have artillery too, the fact that we can't further unveils the true gameplay cost of the nodal spawn fortress design. All the camping in either direction is a desperate clawing to get that firepower position superiority and various timer/EWS mechanics to allow a battle to organically develop before it's over. Most suggestions of the OP's nature are attempts to escape the cage of 'game' and get to a mutual maneuver/fire battle. I wouldn't pee on the goal even if the mechanic proposed has problems.
  11. Merlin, everyone is gonna be all over you to fix this and that. But keep in mind, I think a LOT of town design was predicated not only on the unique tactical puzzle principle, but also the flow of the map, how easy or difficult a particular town or towns should be to attack from X direction. This is particularly important to pay attention to since you are going to 1.36 TBS, terrain is likely to loom larger the less that local ToE brigade supply can overwhelm a particular spot. You could seriously imbalance the map more then you might think with TBS going in. I strongly strongly strongly recommend you talk to Doc about this specific thing, or you may find yourself constantly altering catchup to fix unleashed problems you never knew could exist.
  12. On the LONDON question, I'm assuming all capitals..... are capitalized. Pretty typical realworld map standard.
  13. So what do you want, an even chance for everyone that includes your play but includes others that might disrupt your play? Or guaranteed your kind of play? And I wasn't arguing get gooder anyway, interesting you went that direction. I was saying it's a harsh combined arms realm that wasn't intended to be easy for anyone, even if some equipment choices combined with game design ends up favoring one side or another, culturally or actual capability, and the real challenge is organizing to overcome. It's a very human game, always has been, and therein lies it's glory and it's Achilles heel.
  14. I think my answer is implicit in my post- scissors guy idea of fun is not paper's idea, etc. What I see over and over again is that people want their rockplay or whatever and don't seem to be willing to accede or at least live with different play intruding upon their idea of fun.
  15. We get that about every 1 in 3 campaigns often going long to finish the campaign, weeks of S76 and Tiger is not a new thing.