biggles4

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About biggles4

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  1. Might have been interesting to try and deal with this by evolving the FMS tech: extend the range to 2, 3, 4 towns away, make them persistent, in a flagless town switch capture to dealing with the nme FMS', allow them to be swapped between brigades, etc. One step at a time of course. It seems to me a sort of fallow ground that could be used to experiment with mobile spawns, see where you could take them, both for offense as well as defense.
  2. Would like a bloody stump update with screens. Thanks!
  3. All the better!
  4. As they do now, and as they would with the OP's idea. Best answer to this problem is making the spawn and capture rules as close as possible to real life: modeling the battlefield with the accuracy given the weapons and vehicles. Until then though, this is clearly the most brilliant, realistic and immersive manner of addressing the OP's concerns.
  5. Here is what you do: allow one AI avatar to be dropped (as with the offline clones) in each capture building. He is not dangerous, he'll be reading the map. When nme units enter he gives a shout "Enemy!" or alternately "Feinde!". The cappers naturally kill him (he drops like offline clones), but now those in the neighborhood know someone is there and can respond as they see fit. If you put an AI in the building you won't have to guard, and if you snipe the clone through a window you won't have to worry about alerting the defense. Though, there ought to be a thud when the defense-bot falls. This might also be considered an early test implementation of persistent units, which would have profound, far-reaching implications for future gameplay. Thus the idea is not only simple, elegant, realistic and immersive, but also has a great depth of potential and as such ought to be implemented asap.
  6. I don't particularly like the airborne idea as presented either, however, if there were a join in flight for paras, with a limit on the number based on the plane's capacity, I think it would add to the fun and keep the action flowing without being too gamey, and be good for the game. If need be, could put a limit on the amount of time join in flight would be open in order not to have the circling, para, clown car.
  7. And should anyone wish to know what actually happens to a brit tank when nuked: https://io9.gizmodo.com/the-atomic-tank-survived-a-nuclear-test-then-went-to-w-1542451635 Spoiler alert: it happily drives away and later serves in combat, very staunch piece of kit.
  8. Ah, was the bushes, not the trees, musta misremembered. Well, if the forests are handcrafted, then add more grass, fallen trees, stumps, rocks, and make some pine forests. Easy, right? Wonder if in fact the forest trees could be placed algorithmically similar to the bushes, might make terrain building quicker. Game might use too much cpu power laying them out though, I suppose, especially when moving quickly through the air, as there's a lot of trees in the big ones.
  9. One idea I posted a long time ago that I believe might be doable would be to vary the algorithms used to place certain objects. I believe that, for instance, the trees in the big forests are placed via algorithms. Using a variety of algorithms, as well as objects, in different parts of the map might liven things up just a little: forests like we have now over here, more pine trees over there, some with more glades perhaps covered in grass, others with more stumps and rocks, yada.
  10. The best thing they could possibly do to make this game play like a war, and not like a grand match of cap-the-flag, would be to evolve the MS tech, until all spawning is from player prepped positions. With that you wouldn't even need any sort of capture mechanism, just rules regarding supply lines.
  11. Those did make it harder to see inf, and even though very simple had a certain 'desolation of war' sort of charm.
  12. No. But you will get a horse to pull your flak. A horse for the big flak, and a pony for the little flak. Its historic, look it up! The Germans not only used horses, their leader was a horses [censored].
  13. If all the players under you are colonels, that means you have no privates.
  14. Could have the Maus and the Tortoise, just like in Aesop's Battles.
  15. Yeah, I think the FMS takes care of that. The FMS being set by truck, a very vulnerable unit, also means that one needs to exercise a certain control over the area, or that there is at least no enemy presence, in order to set the spawn. One problem with cap points in the field is that they wouldn't change, whereas FMS' are player placed and so always varying. Imo the best way to take the battle outside the city, would be to make persistent defensive FMS' with persistent PPOS. These would have to be dealt with by attackers before hitting the city, or setting their own FMS'. They'd add variety, and would take the fight into the field. Not sure how you'd do that, but I seem to remember there being persistent defensive missions back in the days of town-based supply. With persistent defensive missions, FMS' attached to those missions could perhaps persist as well, and so you'd have a sort of defensive front line out in the field.