Merlin51

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Posts posted by Merlin51


  1. 13 hours ago, catfive said:

    I can't help feel that other than tanks and heavy atgs the AB does little to nothing nowadays and I find the whole business of recapturing an entire line from remaining garrison in a town where the AB is owned by the enemy to be a little much. I know others feel the same and not asking to shut down all spawning but seriously: it was hard enough with enemy spawnables form back line flags in the past, garrisons not needing an AB to access their entire inf list to me at least seems overkill. I'd be interested to hear perspectives of others even if you don't agree!

    The depots don't give access to the whole infantry pool, they have their own much reduce spawn list, the largest part of which is plain riflemen.
    The AB carries the lions share of the infantry.

    6 hours ago, Kilemall said:

    and gives defenders time to roll up rescue FMS or armor columns like the old days.

    which of course gives the attackers who are so inclined a chance to go for some interdiction action too


  2. If the attacker blockades the garage like that, well I guess be glad the AB wasn't hot, cause that was more than enough time to cap it.
    Long as he isn't placing them so that you spawn on top of them, clip them and explode, I figure if I gave him that long to play in there, he deserves
    the be able to mess up my easy access to exiting.

     

    If the defender does it, I think he is having a bit of confusion on whose movement he is inhibiting or what he is protecting.

    Trying to block the roads or alley ways against ingress I can understand, especially when it seems like the enemy might have the force to roll right into town.
    I've seen people get yelled at in game for it, and then minutes after they removed the PPOs, in come 5 enemy tanks that would have been stopped.
    Just a case of everyone having a different opinion and not organizing together

    But the garage, I am a bit confused, we don't have any PPOs I think that are tall enough to shield a tank from in incoming shot that has the elevation to do so, and if I did, I would want to leave enough gap for them to pull out and pivot


  3. 6 hours ago, delems said:

    no more 3 story jumps

    that, we just need time to see why infantry fall like they do.
    3 story jump, preferably your ankles become one with your buttocks.

    Other than that, I like when 30 people are sniping from the depot
    because it usually winds up that none are actually guarding the capture point

    2 people like this

  4. 5 hours ago, sorella said:

    Somehow through the mists of time, those pointless infantry skirmishes seemed exciting at the time. I remember my main role was sitting in the truck (later ms) hidden behind an edge of the 'hard forest' describing the crowded action in chat like it was a massive pond hockey game gone wild with rifles and grenades. 

    At the time, they were.
    For that short but memorable period of time, it was kind of the only way infantry on both sides could come and face each other.

    Looking back, in a way is was kind of surreal.
    Here I am, in a truck, watching enemy infantry run past me, saying "Hi guys, have fun storming the castle"
    And though they could not understand, they would happily respond in area chat, and hurry on to the skirmish.
    Or parking right beside an enemy truck and waggling our doors at each other in between runs.


  5. 56 minutes ago, krazydog said:

    How was this original game financed?

    From various places, one of which was Killer mortgaging his own house as well as others kicking into the kitty, but that only gets things so far
    Then on to formal investors and the publisher, and the story of that is something for another thread.

    17 minutes ago, sorella said:

    so like we're going to crowdfund a WW2 Space Game?

    Have you been peeking into the double secret alpha screenshots again?
    Medium Bomber
    bc4wLlU.png

    Naval Base
    qZyTaPH.png

    Fighter
    MtkeJDy.png

    Aircraft Carrier (not finished)
    FGu2XE2.png

    FB under attack
    nbV8gIi.png

    AF
    kBkaz32.png

    Hatch still working on the flight model, its a bit unstable
    GpDdDDH.gif

    RDP factory
    7isPJ65.png

     

     

    1 person likes this

  6. Ian does have a point, i get what he is looking at.
    The army in the field, unless it was depleted, would kind of still be in the field.
    On capture, you could assume it would quickly mobilize its remaining forces and move to the captured location to secure it
    and prepare for the main body of the garrison.

    When the attackers FB goes offline, it is kind of like having everyone drive back to the base, to move forward into the captured territory.

    Things are blurred a bit because the FB and the AB share the exact same unit pool, rather than the FB doing a throttled pull from the AB
    but that is kind of an abstraction for gameplay.

    Now the FMS's shutting down on completion of objective, eh i am ok with that.
    I consider them a mission/objective oriented thing.

    And the FB remaining at full capacity, well, you have to be fluid and be able to move from abstract thought to not as much abstract.
    and simply understand that you have to give units back to the main garrison that were previously teleporting to the FB at will.

    But i could see something like having the FB reset, and remain for a 10 minute grace period.
    Now by reset, i mean it adopts a subset of the spawn pool that does not refresh, leaving it with a very small limited number of units.
    Kind of like a depot that maybe has a couple tanks, handful of infantry, maybe a few towed guns, couple trucks (but only if the AB had any left of course to give).
    All the other units are assumed to be forming up for, or preparing to escort the garrison move.

    It is not enough to face off against a dedicated counter attack, but that is not it's intention, just a little force to counter the attempt to make a quick 4 man rush in
    to retake while supply is in transit, if a dedicated force comes, well sometimes war is hell.

    then you have 10 minutes to post mission, form an advanced party security patrol, that's it, 10 minutes it shuts down, the end, your people drag arse and it's wasted.

    If you can get people on the same page fast enough, even 5 minutes might suffice?

    5 min or 10 min, i would see it being wasted a lot anyway simply because it is hard to hold peoples attention to a counter that may not come but at least
    it would be an option for a small time window.


    I realize that you could do this right now, if you realize you are about to win, by getting a group to spawn up at the FB, move near town, but remain out of the attack
    and wait patiently for the last flag to clear, then run your force in to set up shop and wait and see if the counter comes or not.
    But sometimes while you may very well have the equipment, you may not have the human bodies to spare.
    And i think it would be even harder to get a group to form up yet sit out the fight, than it would be to get them to spawn quick to oppose a counter than may not even come.
    And it is hard to convince those in the fight not to despawn for their rank points and stats etc, we cant threaten each other with summary execution for failure to follow orders.

    If i am counter attacking, i do kind of want someone to fight with, i dont like so much when it feels like a softcap.
    Sure, i would like to win and capture the place, but more importantly, i want someone on the other side of the equation to play with.


  7. Kilemall is correct.
    The AO's came, and they did help with concentration as opposed to random stuff strobe lighting up and down the lines faster than you could even
    think about a reaction, but no mobile spawn trucks came with it at first, and with the heavier concentration, the life of the truck driver and passengers became very short
    You would lose the truck and the 10 or 20 guys on board and you had to start resorting to dropping them very far away, and you could simply not get enough concentration
    of infantry into the AO to have much of a skirmish, because the trucks had to run back and forth in a constant fashion they became very vulnerable with the heavier people
    concentration, and being the trucks had live infantry on board, each one down was an even bigger loss.
    You needed a very large amount of successful live truck drops or there was simply no fight outside of the tank battle, and the odds of having any kind of steady amount
    of those was very poor in the higher battlefield concentration of people, you stood a better chance of walking all the way from the FB.

    You just could not enforce enough zone of control to maintain a steady stream of trucks, and the guys volunteering to drive the trucks, were getting heavily
    burnt out on playing a 4 hour game session that tallied up to 200 deaths and nothing to show for it.
    You just could not move anything unless it was zombie time and pop was real low.

    And the defenders infantry players were not thrilled either, they would spawn in, but the only things that would survive to get near town were armored units
    and they cant skirmish with those, so they would wind up sitting around watching tanks shoot at each other and flipping coins to see whose turn it was to shoot
    the next lone EI who tried taking the long walk.

    Tanks did try to help with the shuttling of infantry, but infantry are easily sprayed off the side of tanks and so were not terribly effective at bringing them into the fighting area

    The trucks worked at first, simply because the lines were chaos, and concentration was a rarity, usually the result of a large squad op.
    You normally stood a good chance of hot dropping right in town or very close to it, but after chaos evolved to AO and concentration, not so much
    And the evolution of mobile spawns came quickly after because the impact of the player concentration was very dramatic.

    I can not remember now if we got a truck spawn or the .msp command 1st, but we got something quick because things were not going to survive for long
    otherwise, Kilemall is not exaggerating when he says the game simply did not move, we had lots of big armored engagements, with very little infantry involvement.
    It was during that time, that you would see axis and allied people cooperatively set up otherwise pointless infantry skirmishes out between fbs in some fields or forest areas
    just to have some kind of infantry thing going on that you could actually get the infantry to.
    And there were rules, you did not kill the trucks, and no tanks, but ultimately someone would find out and bring a tank and end it.
    That would not have survived 1.5 years of campaigns.


  8. 5 minutes ago, tater said:

    Anathema to many (least in the past), but a persistent world, trying to replicate even the most coarse ww2-like warfare requires more, not less AI. Not the awful AI in ww2ol, but actual units doing what they do (at least defensively). That will be some future game, and it will be awesome.

    I doubt more combat AI would be well received.
    Logistic AI in the form of visible and interdictable supply deliveries in the form of trucks, ships, maybe even planes and garrison movements between towns, sure.

    AI tanks and infantrymen though, that move through the battlefield and come after you?
    Probably not, unless it was totally ineffective, there would always be the perception that the AI was too good, never missed etc.
    And there is also the problem of things like the AI deciding to bonzai charge bringing sudden notice to your otherwise stealthy location and such.


  9. 18 minutes ago, gavalink said:

    I just logged off due to lag (before the rage set in). Sometimes it's too bad to play and I just waste units. 

    edit- It kind of hit me that what is really frustrating is that the fps is high. I'd always associated lag with low fps.

    Your FPS wont drop until you begin to suffer bad packet loss, then you will get FPS drops and micro screen freezes
    You will usually get auto despawned at that point.

    I was having that last night, but it was my connections fault, checked my internet out of game and ping was all kinds of bad
    had to reboot my modem and go to only having one account logged in for good measure.

    You are not wholly wrong though, some games FPS and Ping do have a correlation
    Usually server oriented shooters (quake engine comes to mind) where everything you do takes place on the server, rather than on the client
    and there is little no no client side prediction etc.
    In those kinds of games, you can find that if your ping is bad enough, you can not even move cause everything you do must by synced with the server.

    On 4/7/2019 at 2:52 PM, blakeh said:

    Another point to add in regards to satchels is after 1942 the Germans covered their tanks with surface that prevented the attachment of magnetic devices.

    Zimmermit


  10. On 5/5/2019 at 10:07 AM, gavalink said:

    Hopefully, this will post. I can rarely post comments or replies due to "New posts within a short time frame are limited. Please wait 60 seconds before submitting." Maybe it's a misprint that's supposed to read 60 minutes? days? Edit: ok, I see things are posting after getting the 60-second message. Forums don't seem to be functioning too well. Edit, um, ok, things are poting in duplicate (I hid the duplicates). What's wrong with Forums? I never had this problem before.

    Did you try to dump your browsers cache and cookies?
    I would try that if you are getting that message constantly even if you have not posted anything within the last 60 seconds

     


  11. 3 hours ago, ian77 said:

    why does the defense spawn all over town?

    Because, in an attack on an established position, the defender was already in place.
    It would be hard to say "You are not here, you have to spawn someplace else" when you were garrisoned in the town to begin with?

    Now in a counter attack, the opposite is true
    Defenders are only trickling supply in and have to defend with the remains of the attacking force, or what they can speed in from the rear town


  12. 40 minutes ago, Capco said:

    So, there's a game called EverQuest.  It is a subscription-based MMORPG that was very popular in the early 2000s.  The game is still running, but is a shadow of its former population due to changes in design and development.  

    I played EQ for a good many years, from it's release until they released EQ2 and everything began to go down the toilet.
    In calling it a shadow, you are being quite kind, it is a terrible joke of it's former self.

    I have seen project 1999, they do a very good job of trying to maintain and emulation of EQ at it's pinnacle.
    In a way, i dont understand how SOE did not slap them with a C&D simply out of utter embarrassment, but i think SOE sold off EQ.

    When the Verant branch owned EQ  it was a lot like here.
    The verant devs would appear in person, in their forums, as well as in game.
    That went away when Sony rolled Verant back under its main control and got rid of all the Verant guys.

    But what they offer as EverQuest now (Retail, not p1999), makes even the end of days 2004/2005 period look like a dream.
    Sure, it is free, but if you ever played it in it's heyday, or even watched old game videos of it, you would see that it is pretty much a joke.
    A bad one.

    1 hour ago, Capco said:

    Part of me wonders how good this game could play with a completely free server and volunteer-only Dev team.  

    Well, you are halfway there.
    If you know an eccentric Howard Hughes type who wants to trust fund the maintenance operation and bandwidth for the host
    and take care of a few small legal things, you could get the other half.

    3 people like this

  13. If everyone despawns, which yea it does happen some times or a lot, fortunately the units go into the towns garrison
    so at least someone can snatch them up.
    It aint much, but is at least better than empty handed.

    Sometimes towards the end, i will go and roll a truck from the soon to become rear town's ab to the soon to become front town.
    When the FB shuts down, it does not affect the fms set from that truck.
    Sometimes no counter attack comes and the effort is wasted, but once in a while it pans out as useful.
    But yea, it would be nice if there was a grace period as the in field army transitions to the garrison, would be a bit easier


  14. 6 hours ago, delems said:

    You all missing the point - it should take a DAY (if not days) to rebuild a bridge.

    I know our game is an abstraction, 40 is just way to low; 80 is still ridiculously low, but better.

    cant say if 80 is better, but I can tell you this.
    No amount of satchels will put the bridge back up in any amount of time, if you insists on it staying down.

    hit it with a bomb now and then, spray the engineers with some MG fire, or some large HE rounds, straf them etc.

    It is only easy to repair one when no one opposes you, and if no one opposes you, even at 80 satchels, the bridge can come back up in a few minutes.


  15. 5 hours ago, delems said:

    And just now, allies repaired bridge in 5 min - that's bogus.   No one can rebuild a bridge in 5 min

    Change wrenches required to 80.

    you can, you just need more than one guy and a truck\crate
    also how much damage remaining on the bridge comes into play

    wrenches amount is same for everyone, there is no side specific setting


  16. 4 minutes ago, delems said:

    Not only that, 99% of the bridges in game aren't tactical or strategic in the way the game mechanics are currently setup.

    On the other hand, 99% of the bridges actually blown up or defended ARE of direct tactical or strategic import.
    Most bridge activity in game centers directly on either keeping someone out, or attempting to get someone in.

    If one is trying to retain hold of, or take hold of dinant, one would worry about the bridge into dinant, rather than the 80 bridges in paris, right?

    I think you may have started after objectives came about?
    There was a time, for a bit, where you just hit stuff, any stuff, no objectives at all.
    When you hear old timers talking about strange snaking and curley cue front lines and balloon pockets 20km behind the lines, they are talking about that era

    Quite a few people found it was not terribly fun to be crossing a bridge in your groups convoy, to see your own planes come overhead
    and rain bombs on it, landing you down in the river, which kills you if you are a vehicle.

    And sometimes it happened by accident, your bombers where trying to light up the town for you and one too many carpet bomb runs
    got close to the bridge and dropped everyone pressing across it into the drink.

    And you will always find a few, that given the opportunity, will become big male body parts, and make it a career profession
    to screw something up