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      1.35.9.1 Released (August 18th - 2017)   08/18/2017

      1.35.9.1 is our pre-release game update. It is currently being released to our organic (current) player base only to verify everything is working as intended. Please review all normal game play elements and conduct basic testing. Above all, we need your feed back. If there are any issues that are NEW and broken, please use the .bug report with details. In depth issues, including how to reproduce the problem, should go to our Testing & Bug Reporting forums with screenshots and text based procedure / expected out comes. If you have the latest version you can patch automatically, or go to the downloads page and download the full update if you have an old version or need a full new install.

carlz

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About carlz

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  1. If I remember correctly, maintenance issues were a lot more prevalent during day 1. I love the idea of adding additional role play to the game for greater immersion and team play.
  2. By the look of the pic, only half the soldier needs to be modeled.
  3. 20,000 man battles are a little overblown as a goal of the game. Bigger isn't always better. Big battles destroy much of the intimacy and impact players enjoyment. Now, if AI platoons could replicate the opposing sides manpower balance and be introduced on a limited basis to level the playing field during peak periods of imbalance it might be worth all the huge amount of development time it would take to work the bugs out. Bingo! This adds a whole new level of game play and has been needed for a long time.
  4. Great Post! This kind of play offers a very needed aspect to the game that would help bond players to squads and offer some context that the other million FPS games don't have. But all this is mute until players have a way to organize before spawning. We need a UI with a Ready Room that allows squad leaders to organize team members, assign load-outs, tasks, transportation, etc.. - because doing it in the field is like herding cats.
  5. I have been away for a while and there seem to be a lot of positive developments taking place. Seems as if the developers are trying to roll back systems to reintroduce less FPS and more team oriented game play. Kudos! One of the biggest loses for the game was when CRS became adversarial with squads to accomplish the brigade system in order to place higher dependence on HC. Now that supply will be changing back to towns, it seems as if player organized missions and squad play will be more important than ever. We could really use some tools that will allow for more organization. These include a "Ready Room" style User Interface where Mission Leaders can pre-plan and communicate tactical sequencing, team member roles, ordinance load-outs, transportation logistics, rally points, comms, and many other tactical and logistical aspects that make game play successful and fun before spawning and being immersed in battle. This also includes better Mapping and Visual Communication Tools both during mission briefings and in the field. Do we have anything planned for this?
  6. I agree. It should take some coordination with multiple trucks which add to team play...
  7. LOL- Why would someone spawn a medic to draw fire when they can spawn an infantry as a free account and actually shoot back? There currently isn't any penalty for killing anyone in game. Killing a medic would be no worse than shooting a para and we have no penalty for that?
  8. QFT- It's really not about the impact that a medic class itself would have on the battle, but the global reality that expanding roles outside of warriors would be good for the game. In RL only a small percentage of soldiers actually see combat. Expanding roles within WWIIOL lends itself to creating more immersion and authenticity. This holds true for many of the logistics functions that could be programed into game play. If we are looking for authentic representation of a WWII experience, medics are a good first step. What's good for the game is expanding the player base so that we can afford more developers to make the toys we know are missing. Be honest - How many times have players significant others commented on "Your always playing that dumb game and we never have any time together"? Adding additional roles for non-combat personnel could have a proportionate effect on 2nd accounts. Same could be said for individuals who may be too young or elderly to contribute to a effective combat role. The additional roles don't have to be as nurturing as a medic but need some sense of purpose that contributes to the war efforts such as engineers do in combat. If there is any doubt that subscribers would be drawn to these activities take a look at the success of the SIMS games which have virtually no goal other than to sustain their character.
  9. No reason a text channel with map icon coordination couldn't be set up to simulate this same feature using player based observations much more authentically. Now that we have destroyable PPO's, the widespread use of radar to stimulate air activity can be channeled to produce ground targets that better reflect the actual use of WWII airpower.
  10. Great Ideas! Here are some oldies but goodies-
  11. Dropping Acurate Bombs from 5-6 K isn't child's play. In Real Life a hitting a moving Bomber at this altitude with Anti-aircraft was a calculated uncertainty. Rather than reinventing the wheel with coding or adding more AI, why not add some player based high altitude AA guns based on the German 88 and British QF 3.7-inch AA with player adjustable mechanical timed fuses and wider diffusion patterned ballistics. This would add a new dynamic to the game by modeling existing technology. https://en.wikipedia.org/wiki/Anti-aircraft_warfare
  12. Dropping Acurate Bombs from 5-6 K isn't child's play. In Real Life hitting a moving Bomber at this altitude with Anti-aircraft was a calculated uncertainty. Rather than reinventing the wheel with coding or adding more AI, why not add some player based high altitude AA guns based on the German 88 and British QF 3.7-inch AA with player adjustable mechanical timed fuses and wider diffusion patterned ballistics. This would add a new dynamic to the game by modeling existing technology. https://en.wikipedia.org/wiki/Anti-aircraft_warfare