SNIPER62

CORNERED RAT
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Everything posted by SNIPER62

  1. By the way, we have a Development write up for revamping the current multi-crew system we have now. It includes many of things yall have brought up. We just gotta get that far since we've got bigger fish to fry atm.
  2. Page added: https://stats.wwiionline.com/enemycontacthistoric.php
  3. why do you hate snipers?
  4. A while back I watched a video, from back in the day (wish I could find it again), that was about flak set ups during WW2 and how they were set up to be control from a single coordinator. They would detect inbound bombers then coordinate flight alt, heading, etc and then work with different flak batteries along their flight path. I always thought this would be a neat thing to add into the game. Like yall mentioned above, a single player can control a number of flak guns from multiple towns.
  5. A system of Victory Points does sound interesting. I know Doc did mention it years ago as a means to replace not only RDP bombing but other aspect of the strategic side of the game. There are a few issues with your method though. How do you tell the difference between the plug being pulled (ie. on purpose), a CTD, an auto-depsawn, a computer crash, a power outage, an internet outage, a server crash, a server coming offline for maintenance or any other real life thing that would cause a player to not make it home? You're going to penalize an entire side for every single player that is flying a bomber and has any of the above? Should a player even take off if they might have to leave do to some unrelated thing prior to RTBing? Remember, an axis RDP run can last up to two full hours (form up, time to target and time to RTB). How do you tell the difference between a plane lawn darting (ie. on purpose) and them running into a tree or the ground while trying to evade an interceptor or their joystick locks up and they can't pull up or the game freezes while they are trying to alt tab back into the game? Your proposal has the possibility of telling players, "if you can't RTB you WILL be helping the enemy to win the map". If a player cared about that aspect for their side, they would never take a bomber up, it's too much of a risk, and instead they would only fly fighters as they don't have these limits applied to their RTB status but they can help their side if they shoot down bombers. If I'm half way to target and I find out I won't have enough time to play in order to make it to the target and back home, what should I do? Do I save my side from losing points or do I make to target, get bombs on target for some self gratification all while knowing my side will pay for it? Also, how do you apply this to only RDP bombing? Meaning, how do you designate that this bomber is specifically doing RDP bombing compared to CAS over the front? Mission types? Well, why can't those mission types be set up and then used to fly over the front or the other way, create a CAS mission and use it for RDP so you're not penalized? Oh ya, this also doesn't solve the main problem that this thread was meant for. As the front line move east or west, it becomes easier for whichever side is winning to attain more victory points as their flights to the factories get closer compared to the opposite side getting farther away.
  6. The items you sent to HATCH, more proof that we did discuss your communication, are not items that can be resolved within 30 days. I know you don't understand the development cycle that we go through for every release, but things don't work that way. ps. Anyone has yet to post in the Hangar's Issue master thread.
  7. The new campaign will start tomorrow.
  8. That's being discussed currently.
  9. I was wondering this also. I recognize the name but don't specifically remember them to a T. I do recall the old team setting up scenarios every once in a while on the Training/Event server, like one that played out a specific RAF raid to the mainland that roughly had 50-100 bombers/fighters meeting 50-100 LW fighters over the channel. It was quite impressive as us bombers all had different leads all leaving from different AFs in England. Found this in the above linked thread.
  10. Do a full uninstall and reinstall. If the problem persists, contact http://support.playnet.com.
  11. It didn't make this Maintenance Release but it continues to come up and is a major issue. I believe hatch and xoom have team members looking into it right now.
  12. Pretty neat, to them. I also think it further proves the point that those graphics heavy type games are unable to compete with a large persistent game world like ours and thus are just another shoe box shooter game.
  13. You've got to remember that RDP bombing effects the resupply time for what it takes a killed unit to return to the spawn list and it doesn't limit the total number of units within a spawn list. So, for example the current resupply timers are set to 15 hours. With RDP bombing, one side has the ability to double to default resupply timers which means if the Axis bomb the French to 50% damage, that means the entire French forces have a 22.5 hour resupply timer for units that are lost in battle. If the Axis continued to bomb the French to 100% damage then the French resupply timer would be 30 hours to resupply units that are lost in battle. So, in your example, if the Axis bombed the French to 50% damage could the Allies just swap out that town's Garrison with a British or American Garrison in order to get fresh supply in? That's not really how it works. Whenever the Allied HC manually changes a Garrison in a town, the Garrison is changed out but there is a penalty for how long the supply trickles back in. The timer is the same as the RDP resupply timer. The Americans use half of both the British and French total sum of their RDP output. Meaning, if the French are bombed to 100% damage, then the Americans have a 50% damage rate for their resupply.
  14. Every single player can come up with bugs that THEY would like to see fixed. There are actual on going fixes happening for some of the specific items you've listed. Just because you don't see them doesn't mean they aren't being look at or worked on. You wouldn't believe how many issues, features and updates are ticketed and just waiting for someone's time to look at them. The issue is the complexity of some of these items is beyond just changing a few things around to fix it and the developer's time. We're volunteers and we do not do this 8 hours a day, we can only work with what we are able to do. Sorry if that's not quick enough for you. There are players that have requested the ability to bomb FBs again and they have been asking for it for years.
  15. We do have it and it is on the list of "things to do".
  16. Other than the M1919 LMG, which shows 90% complete and stuck at the animation phase, I don't think any of the other stuff is even on anyone's lists of "things to do". Did a RAT post those items for this year's roadmap? The roadmap is there for a reason, it's what the plan of attack is for the different items that are on it. So asking about random ideas is sort of pointless. https://www.wwiionline.com/community-news#dev-roadmap
  17. Again, what are you talking about? .du then .ne (like scking said, this is pointless for Garrisons)
  18. No, that means there are St0-23 du to there being many towns that start with "St.". Your script was used, with minimul alterations to deal with "."s in town names. I think the confusion is that there's a difference between the unit code, that's used with .commands and the nickname. Unit Code Full Title Nickname GsnAnt0 Antwerp Central Army Garrison GsnAntwerp Central0 GsnAnt1 Antwerp Central Navy Garrison GsnAntwerp Central1 GsnAnt2 Antheny Army Garrison GsnAntheny0 GsnAnt3 Antwerp South Army Garrison GsnAntwerp South0 GsnAnt4 Antwerp South Navy Garrison GsnAntwerp South1 GsnAnt5 Antwerp South Air Force Garrison GsnAntwerp South2 GsnAnt6 Antwerp South Airborne Garrison GsnAntwerp South3 GsnAnt7 Antwerp North Army Garrison GsnAntwerp North0 GsnAnt8 Antwerp North Navy Garrison GsnAntwerp North1
  19. The eventual goal of getting to a WWIIOL 2.0 is still there but there is no current work towards it at this time. Take a look at the current Roadmap to see where the current goals are. https://www.wwiionline.com/community-news#dev-roadmap
  20. Where are you seeing this? I just logged in and checked and confirmed what I'm seeing in the database... GsnHue0 and GsnHue1 The reason you cannot depend on using the short codes is stuff like this, GsnSt23 which is St Martin-Osmonville Army Garrison.
  21. It's not been looked into yet but it is on the long list of things to do.
  22. The wiki does get periodically updated every once in a while by players. In order to keep all information up to date and fill in all the missing areas, it would basically require someone to do it full time as a volunteer. The game is so vast and there are so many specifics to different things, it is a pretty big project. Last year's KE/HE audit dealt with both round penetration and shrapnel.
  23. This is all sort of a moot point as we will be moving onto the New UI soon and these will hopefully be a thing of the past
  24. You'd need to ask @HATCH about information like that as it's not publicly available at this time.