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About carlz

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  1. I don't know about any TOE issues, but I saw some unbelievable leadership, teamwork, and perseverance in this comeback. Kudos to Axis leadership!
  2. I think building more bridges into the game is a great idea. Using fancy mechanics to distinguish ownership isn't needed. If you can get to the other side of the bridge without own it.
  3. 1) A UI that includes a ready room to organize missions before spawning. This will give mission leaders the opportunity to brief team members on the mission goals, assign duties, ordinance, rally points, contingencies, and other factors that build teamwork and quality play. 2) Add strategical objectives like bridge, top hill, crossroad and more. Completed the objectives and you can launch assault /ao on the town. This will make the game much more realistic... 3) Add additional personas that support the logistical aspects of the game...AE, Medics, Specific Combat Engineers, Radar Techs, Transport Operators, etc... 4) Visible Supply by means of AI Trucks, Trains, and Cargo Ships. 5) More goal oriented rank incentives (rather than killing) that measure the true contributions of field operations. AE, Mission success ratios.
  4. I'm a noob at gaming engines and only play WWIIOL, so hammer away if this is a silly question... Would switching to Unreal build in some capacity to address several of the long term wants and needs of this game? Ae...Poly-crewing, Visual Supply, Ocean Depth that will allow subs, limitations on bomb tracking that makes high altitude bombing useless, etc?
  5. The reason squads started pulling out of the game is because CRS at the time started an overt effort to diminish squad effectiveness in favor of catering to the instant action FPS market which they thought would draw in more players. As a consequence they lost the role playing and social aspect of the game that kept many individuals drawn to the relationships they had formed. Many subscribers would log in every night and perform seemingly mundane duties simply to reinforce their "team". Members of a squad would maintain memberships even though they could not justify paying for the actual time spent doing game play, and family members who did not enjoy or could not master FPS combat bought subscriptions because it supported the squads overall success. The trap became that those instant action FPS's were never satisfied with how quickly they could attain personal success and without the role playing aspect of the game to reinforce the lowered graphics, weapon development, and software development of newer games quickly moved on. Older players who were drawn to the original concept of strategic game play were dismayed and disgruntled. I am excited at many of the recent developments that the new management has put in place. I think they "get it". WWIIOL has enormous potential even without the latest graphics and weapons array. But, if the goal is to develop leaders, then providing the correct tools and objectives is paramount. Mission Leaders need a purpose and making more small objectives in which to utilize tactics towards the overall strategy goals in the game will be a great start. To be good leaders they need the organizational tools to organize groups of mission members towards those objectives. an enhanced UI that offers mission leaders an opportunity to brief members, detail maps, rally points, set communications, assign duties and ordinance, offer contingency plans before spawning would not be difficult to build and would be a great start in developing both leaders and long term players.
  6. Building an airfield should be so much more than just spawning from a single truck. Factors like the terrain and flight path should be taken into consideration. It would also be great to get transport planes involved to add some additional roles for them. I would love to see equipment paradrops added to the game. There should also be a risk factor. Let these forward fields get overstocked with the risk of losing any equipment placed there.
  7. Some great ideas....YET, what is really needed is a better UI for Mission Prep that allows Mission Leaders to prepare his team for the combat situation. It does no good to know you have an LMG or ATG nearby if there is no coordination. This is a must have to develop leadership and squad formation that leads to active memberships. Currently, missions operate like herding cats. Ready Room - A place where the mission leader can assemble the team before spawning: - Brief the mission purpose. - Get mission members familiars with the terrain, possible cover, AI placements, other threats, etc.. - Review the experience levels of his team. - Assign objectives. - Assign Ordnance. -Assign communication channels. - Communicate contingencies and rally points once the mission has been accomplished or compromised. Another Huge map improvement would be to let mission members remove old map icons. Every time a tank rolls by it looks like a platoon of tanks on the map. Mission members could color code Enemy icons when they have been killed so that other mission members are still aware of a threat in that area, but aren't lured on wild goose chases.
  8. So...for the sake of historical accuracy you want to introduce native troops. Does that mean the allies would be aggressors or would you keep them behind the Maginot Line? For that matter, the Italians didn't formally join the frey until after Hitler had captured Paris in June of 1940. But, just for the sake of argument let say that the winning side was able to turn the captured countries forces into a usable asset- What would it do for gameplay to add a force multiplier to the winning team? I think this idea needs a lot more thought.
  9. Isn't the idea of belonging to a squad to inspire teamwork? And...if you can overstock from a rear town, isn't that the definition of teamwork. I came from a huge squad but I think incentivizing larger squads at the expense of smaller squads and lone wolves will be problematic. Add more supply to rear towns and let squads use their social skills and resources.
  10. Let's get polycrewing to fill all the vehicles positions before we even think about getting out.
  11. One of the keys to increasing team play is to add a "Ready Room" option to the UI where Mission commanders can brief the team, coordinate ordinance and mission responsibilities, and work with HQ to coordinate with other missions on an overall strategy. This doesn't take anything away from those that want fast action. Yes, right now most players are fast action freaks because that's the way the game has been promoted for the last 6-7 years. But if CRS wants long term consistent membership, then building comradery and squad relationships is the way to go.
  12. Hmmm...Just like RL.
  13. If it were up to me they could get rid of all the tracking software and rely on kill reports and scouts to find out where the enemies strength was.
  14. Been out of the game for a while but with all the new activity and development going on it seems this may be the time to bring up a lot of the old ideas that were passed by. I'm an old fart who grew up on WWII TV and movies and it really seems like the "Band of Brothers" game play that builds comradery and game loyalty is really missing due to the emphasis on twitch game play and huge battles. But it need not be. We could have both with some tweaks to a separate mission spawning interface. First and foremost would be adding a new in mission organizing tool to the UI. This would require a Ready Room where teams (squads or any affiliated players) could organize before spawning. Mission Leaders could have communications control, access to mark-able maps to allocate member duties, ability to request ordinance load outs so the team was adequately prepared for the mission at hand, ability to link mission objectives with other mission leaders so too coordinate air, sea, or armored units, and change missions in the field so that a well oiled team could experience the fog of war and make attrition meaningful. (Members killed would need to re-spawn a separate mission to link up to the existing mission). This would involve a one time mass spawning of mission members as dictated by the mission commander. Another aspect of this is that it adds another tactical tool to High Command who could be involved in the approval of these missions. I'm sure others might have so great ideas to add.
  15. 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.