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gavalink last won the day on September 15

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About gavalink

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  1. When talk of having garrisons started, I never envisaged garrisons strong enough to mount offensive operations as we currently have.
  2. IMO, side switching squads results in one "pity" campaign after another. One side wins 3 in a row, let's switch sides to give the losers some victories, if we do it for 3 campaigns it won't be seen as a pity campaign. Rinse, repeat.
  3. How about ovepop tags visible to the underpop?
  4. No mobile spawns for the overpop side (extending to no fb spawning for extreme imbalance}.
  5. I've never really been concerned with balance, you just go with it (and I am in the anti-AO camp). My concern is about play experience regardless of winning or losing. I'm not trying to fix the population problem, just improve game play. If the overpop side rolls the map in TZ3, why does it really matter if there is 1 or 2 minimum AOs? The map is going to get rolled anyway.
  6. Is this an example of a thread being highjacked? Just curious, I really don't post stuff that much but I keep running across the term reading the forums.
  7. Then why not a minimum of 4 AOs in your terminology (2 AOs in everyone else's terminology)?
  8. But when each side's AO is the opposing town, from a side perspective it's 1 AO and 1 DO. No feigns or diversions, just straight up headbanging on a minute section of a "300,000 sq km battlefield". It seems a waste of space not to have access to it (and maybe somewhat false advertising).
  9. If I told you that, CRS would take this post down too. So this is re-worded from a previous post in positive language.
  10. When there are 2 or more AOs
  11. I miss the impenetrable forests. It'd be nice to have enough rocks and boulders placed in some forests (Ardennes region) to prevent vehicles from moving through them.
  12. Variable AI. What if extra AI were deployed for the underpop side?
  13. Here's my idea again: 1. When a campaign begins, the first time a player enters the game, the side he enters on is his 'official' side for the duration of the campaign. A. If a player switches sides during the campaign, he is subject to friendly fire from both AI and other players for the duration of the campaign 2. After a pre-determined time at the beginning of a campaign, maybe 24-48 hours, new players joining the campaign afterward are subject to the following restrictions: A. The new player may join the underpopulated side and be under the same terms as 1 and 1A, But if the new player joins the overpopulated side he is automatically subject to friendly fire as in 1.A