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About nwstar2

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  1. Not a new idea - but thought it might be time to raise it again - particularly given that there appears to be a growing CRS appetite for coded solutions. At the moment, a small minority of players (many (if not most) of which are HC officers on both sides) perform vital, non-combat, combat creation tasks: setting FMS and busting FBs. How about awarding special points for both of these actions (perhaps linking FMS setting to within a certain distance of an AO, to achieve the desired result) - and allow those points to be used as in-game 'currency' to purchase special items, load-outs, customisations etc (such as better ammo, or a better scope for a sniper rifle, etc). The key point being to provide tangible combat rewards to players who perform the vital non-combat tasks that sustain combat. This is not pay-to-win - as the in-game currency (and resulting benefits) could not be purchased or traded. My main focus here is setting FMS and getting FBs, but this approach could also be used as a flexible tool to reward other behaviours that may be deemed worthy by CRS - such as, perhaps, joining HC (perhaps a monthly 'salary' of in-game points for remaining an active officer), guarding the bunker when the bunker is hot, flying an para plane to an AO, etc etc.
  2. Option 2 scenarios have been discussed over the years - and some of those ideas are in this thread - about establishing alternative gameplay goals (e.g. Sabotage etc) that are achievable by an underpopped side - and, therefore, assist to mitigate morale failure etc. However, I think a key issue is ensuring that the tactical goal has sufficient strategic significance so as to have the intended morale and player engagement effect (i.e. Sabotage which has material RDP consequences may do the trick, but unlocking extra supply won't matter - supply is rarely an issue for the underpopped team). A random - and not particularly well thought through suggestion for an option 2 approach (assumes 1.36 is implemented) - but just throwing ideas out as Vicatarus asked: 1. Overpop side caps a town. 2. As is currently the case, the FBs pop up for the side that lost the town. The underpopulated side will - presumably - have supply at each FB immediately - given town based supply in 1.36. This allows the underpopped side to immediately spawn at the FBs (which is important later on). 3. The overpop side receives a garrison supply in the town it just capped. Nothing special - enough for a barebones defence, not much more. 4. In order to increase the supply level in the town from garrison supply to 100% supply, the overpop side must manually resupply the town. Now, this does not involve manual resupply of a whole spawn list. Rather, create a new representative unit - each of which reflects X% of a town's supply (or a fixed number of units, to account for attrition). Let's call it a supply unit. The overpop side must drive the supply unit from a backline town to the town that was just capped. Each supply unit that is successfully driven backline to the new town increases the town's spawn list by X% (or set number of units). 5. The overpop side cannot set a new AO until the town that has been capped has been manually resupplied (i.e. By driving supply units from backline towns) to a certain threshold) or until XX minutes passes. This avoids simply jumping AOs around the map to avoid the need to manually resupply towns. 6. The underpopped side CAN set an AO on the town it just lost (which will only have garrison supply until manually resupplied). In addition, the underpopped side can use the supply that is available at the FBs to interdict the enemy supply units (i.e. Destroy the unit before it reaches the town, then no supply contribution from that unit) that are driving backline to frontline. This means that the overpopped side will be encouraged to form defensive convoys to accompany supply units, to combat supply interdiction ambushes. The underpopped side can use its distance advantage to set up ambushes. Intended outcomes: A. Content generation for both the underpopped and overpopped sides (i.e. Supply interdiction and supply defence). The 'no AO' rule in 5 above ensures this occurs, but does allow the overpop side to set a new AO after a certain period. B. Creates a new tactical scenario where the underpopped side is able to secure a tactical ''win' by successfully interdicting supply units. The distance advantage (due to the FBs) allows them to set ambushes, and take the initiative rather than being forced onto static defence (i.e. CPs and bunkers). C. The scenario also allows a potential strategic 'win' because if the underpopped side can destroy enough supply units the town supply is weakened for a counterattack in a later time period when the underpopped side becomes overpop. That said, I would expect normal RDP resupply to kick in after X period - so the town is not permanently weakened. Sure that there are 100s of unintended consequences, but some outside the box thinking - the sort of 'game within a game' that the OP was asking us to suggest.
  3. Even with the best comms in the world, AO timers are a significant constraint on the ability to set up AOs.
  4. Yep, I see no problem with HC busting an non-AO FB at a lower damage threshold, then setting the AO and the FB then becoming an AO-FB at the higher damage threshold. I don't see this as gaming at all - but the intended effect of the change. While the AO is up the FB is harder to bust - making the attack easier to sustain - which was the point of the change. We already have this position, so I don't understand how it makes it any harder. If the AO is removed, the FB drops back to the lower damage threshold.
  5. ... and/or, as has been suggested plenty of times, allow HE from tanks, aircraft, etc to damage FBs up to a threshold level (e.g. 80%). Allowing this on non-AO FBs should help bust FBs for future AOs and allow for better attacks (rather than just placing AOs where a side has FBs given the short AO timers).
  6. /signed
  7. While I like delem's idea of halving timers and supply by 50%, one important consequence of that is a significant increase in HC workload - i.e. if flags burn out twice as fast as they currently do, I can forsee heaps more flag rotations and/or a grumpy PB that HC did not rotate flags fast enough to keep up their supply. I think we should be making it easier for HC, not harder.
  8. This was the whole point of the reserve HC programme - i.e. - that the reserve HC would 'step up' when no regular HC were there to move flags, set AOs, etc. The reality - at least on the Allied side - is that most reserve HC function as full HC (except that they don't want to move up the OrBat) and, in many of the AHC reserves are the most active officers in AHC.
  9. Only if they are superior.
  10. I managed to download the borked patch, so uninstalled the full game like requested. The full download link is not working - presumably this is intentional pending resolution of issues?
  11. I got this as well, but launched for me.
  12. PART 4, LINKING CPS: One type of linking CP is dealt with in Part 3 above, being a spawnble CP that results from a link between a town that has been AO’d and an enemy town. A second type of linking CP is one that represents a link between friendly towns. Why are friendly linking CPs important? Link CPs are important, for two key reasons: 1. They allow HC to move fresh supply into a town which is under attack. 2. They allow a defender to continue to spawn into a town, even if the defending side has lost the AB – and, therefore, has no “flags” or supply in town. This is explained further below. Moving supply Each “flag” or brigade has a limited spawn list of units. It takes time for the spawn list to replenish itself. Accordingly, during a battle, the defending HC may need to move new brigades into town to ensure that there is supply for the defenders to defend with. In order to move a brigade into a town from a neighbouring friendly town, your side must: 1. Own the FB between Town A and Town B. 2. Own both “linking” CPs: Town A is next to (and links to) Town B. Therefore, in Town A there will be a CP named after Town B. In Town B there will be a CP named after Town A. These are the CPs that link the two towns; they are the link CPs. If one of these conditions is not satisfied, then HC cannot move supply from Town A to Town B. Accordingly, by capturing the linking CPs in a town, the attacking side can isolate the town and prevent reinforcements from being moved in. This tactic is often used as part of an attrition battle, where the attacker seeks to isolate a town and then eliminate (or “attrit”) the defender’s remaining spawn list. Spawning at a link CP Link CPs also serve as spawn CPs for the defending side. For example, let’s assume Town A links to Town B, that the FB between Town A and Town B is in friendly hands, and that there are friendly brigades in both towns. If Town A is under attack, it is possible to create a mission out of the brigade in Town B with the spawn point for that mission being the Town B link CP in Town A. This ability to spawn in Town A, using supply located in Town B can be useful in various circumstances. However, it can become crucial if the attack has been successful in capturing the AB in Town A. The capture of Town A’s AB (assuming it is a single AB town) will result in the brigades in Town A being “bounced” out of town and falling back. This leaves no friendly supply in Town A itself with which to attempt to defend the town and recapture the AB. But all is not lost. Provided that the defender holds the link CP in Town A and the FB, the defender can spawn at the link CP to continue the fight.
  13. PART 3, SPAWNABLE CPS: You will, whether on attack or defence, commonly hear/see references to a spawnable CP or “the spawnable”. It is important to be able to identify these CPs, as they can be crucial to the flow of a battle. What is a spawnable CP and why is it important? Simply put, if the attacker captures a spawnable CP in a town which has been AO’d, the attacker will be able to spawn troops (being a limited percentage of the total number of troops available in the attacking brigade) directly into the depot associated with that spawnable CP. This can provide the attacker with a significant tactical advantage, as it means that the attacker can spawn directly into town, rather than having to run in from FRUs placed outside of town. As a consequence, attackers will often target spawnable CPs for early capture when an AO has been placed on a town. Similarly, defenders will usually prioritise defence of spawnable CPs above other CPs which are not spawnable. It is possible to have more than one spawnable CP in town. The more spawnable CPs there are in a town, the greater the perceived advantage for an attacker, as there is an increased chance that the attacker will be able to capture at least one of these CPs. Further, more spawnable CPs means that the defender has to stretch its defence over a greater number of CPs. How do I find the spawnable? In order to for a CP to be spawnable it must satisfy the following criteria: 1. The CP must link to a town owned by the attacker which has an offensive unit it in (the linking town). 2. The attacker must own the FB (forward base or fire base) between the linking town and the town which has been AO’d (this rule does not apply if there is no FB). This is explained in further detail below. To find a spawnable CP in a town (whether yours, or the enemy’s) centre on the town in the theatre map and zoom out until you can see the other side’s towns within the immediate vicinity. If there is a road between the target town and the other side’s town then the towns are likely linked. Zoom back into the target town, click on the town name, and then hover your mouse over the CPs in the town to locate the CP which shares the name of the other side’s town which has a link to town and which has a unit stationed in it. The CP which shares the name with that linking town is a spawnable CP. As noted above, there can be more than one spawnable CP in a town, if there is more than one enemy town that fulfils the criteria set out above. The importance of FBs A spawnable CP is only “spawnable” for so long as the attacker holds the FB between the target town and the linking town. If the defender holds the FB, then the attacker will not have the ability to spawn into the spawnable CP. Accordingly, it is important (including for various other reasons no explained here) for an attacker to hold as many offensive FBs to a target town as possible, so as to preserve the ability to spawn into spawnable CPs which are captured. To determine who owns an FB between two front line towns click on the two town names on the theatre map. If the Allied side owns the FB it will show up close to the Axis town when you click on the Allied town – and vice versa.
  14. PART 2, THE BASICS OF IDENTIFYING CPS AND WHO OWNS THEM: Identifying CPs To identify CPs select the theatre map and zoom in on a town. Click on the town name. This will bring up a visual list of the various CPs in the town, identified by flags. If you hover your mouse over the CP flag, it will tell you the name of the CP. It is useful to be able to identify the name of a CP - as MLs (mission leaders), HC and other players will often communicate by reference to CP names – when asking for guards or captures, or when identifying where the enemy has been spotted. If you are in a CP, you will see the name of the CP on your HUD. You can identify the name of the CP to yourself and others, together with its capture status, by typing $here into the chat line. The CP building is usually located close to the representation of the CP flag on the theatre map. However, this is not always the case. Identifying who owns CPs Identifying who owns a CP in a town is easy. Just zoom in on the town on the theatre map, and then click on the town name. The flags on the map within the town identify CP ownership. This is self-explanatory – i.e. - a German flag means that the Axis side owns the CP, an Allied (French, British etc) flag means that the Allied side owns the CP.