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sydspain

Supply should be reduced

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Merlin51
8 minutes ago, delems said:

No, I mean as population grows, add nothing but rifles for a while IF supply seems low - so we get better auto/rifle ratios.

If the pop continues to grow, then sure - say increase each item by 10%.

OH, i got ya, i think?
Dont boost spawn pools across the board due to any steam influx, but do boost bolt rifles numbers if the influx is enough to cause
a big supply deficit ?

Kind of sounds realistic.
You could play a great gag when the russians come in, give one guy the rifle, the other the ammo
just have to code in picking up the rifle or ammo when the other dies :) 

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delems

Still so much supply it's sickening.  Too much supply in flags, way to fast of RDP, way to fast of RDP repair.

And the move timers are terrible.  15 min is absolutely ludicrous; to be moving divisions around that fast....

JWBS at it's worst!  mata would vomit with such fast moving flags and this new JWBS.  Should go to 2 hour front line and 1 hour back line for army.

Then move air and navy timers to 12 hours frontline, 6 hours backline.

 

Edited by delems
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SCKING

only way I see longer timers is if AOs can only be set next to a town you have a brigade. Otherwise we will just have soft capping all over the map by both sides

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delems

*** air cant be front line

Yes it can, when you pull it off frontline to backline :), then the 12 hour timer would apply.

 

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Blkhwk8

Issue with that is when server reset so do fallbacks for air and naval

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B2K
On 8/26/2017 at 9:23 PM, delems said:

Still so much supply it's sickening.  Too much supply in flags, way to fast of RDP, way to fast of RDP repair.

And the move timers are terrible.  15 min is absolutely ludicrous; to be moving divisions around that fast....

JWBS at it's worst!  mata would vomit with such fast moving flags and this new JWBS.  Should go to 2 hour front line and 1 hour back line for army.

Then move air and navy timers to 12 hours frontline, 6 hours backline.

 

Gotta pick your poison

- there's either a faster backline timer allowing for a side that's had the line penetrated to recover.  

Or

- There's a longer backline timer where one the line is broken it can't be recovered from. 

It's impossible to have both. 

Your suggested timers would make it nearly impossible to advance the line, though they would bring attrition into play a lot more often. 

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saronin
3 hours ago, B2K said:

Gotta pick your poison

- there's either a faster backline timer allowing for a side that's had the line penetrated to recover.  

Or

- There's a longer backline timer where one the line is broken it can't be recovered from. 

It's impossible to have both. 

Your suggested timers would make it nearly impossible to advance the line, though they would bring attrition into play a lot more often. 

Attrition is a problem due to the ability to warp flags into an active AO. It is a local problem for ground brigades . The rotation of supply makes attrition a non factor. Fix that problem and you have attrition again. 

Air brigades should have stacking limits and extremely long movement timers. 

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monsjoex
1 hour ago, saronin said:

Attrition is a problem due to the ability to warp flags into an active AO. It is a local problem for ground brigades . The rotation of supply makes attrition a non factor. Fix that problem and you have attrition again. 

Air brigades should have stacking limits and extremely long movement timers. 

Town based supply fixes rotation :)

Issue with long move timers for air is that maintenance sets fallback to none so you need a carefully thought out deployment before server goes down.

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sg1

When you have 2002 graphics, some pretty lol infantry lag, nothing new ever and continue to charge a premuim monthly subscription...you better at least get something right like the basics ie..command and supply. 

A legit supply system is the basic fundamental that shapes gameplay beyond this cracker jack boxed boredom you have been slinging for over a decade now.  How the game has lasted this long makes me quite sad considering where it would be today had it been developed correctly.  As my version of the game ended development in 2004, it would been heavily based on the concept of visual suppy.  Sea transports, railroads, trucks coming from factories and storing supply in those wonderful depots every town already had.  My next step would of been completing the map to include Italy and Russia, the rest of France, England, Germany

Someday the tech will allow someone else to actually create ww2 online in that vision and then add more planes..

 

Love 

Oj

 

 

Edited by sg1

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Merlin51
6 hours ago, B2K said:

Gotta pick your poison

- there's either a faster backline timer allowing for a side that's had the line penetrated to recover.  

Or

- There's a longer backline timer where one the line is broken it can't be recovered from. 

It's impossible to have both. 

Your suggested timers would make it nearly impossible to advance the line, though they would bring attrition into play a lot more often. 

Could just do moves based on distance and let the chips go as they may?
No timers, just travel distance?

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matamor
On 8/26/2017 at 10:23 PM, delems said:

Still so much supply it's sickening.  Too much supply in flags, way to fast of RDP, way to fast of RDP repair.

And the move timers are terrible.  15 min is absolutely ludicrous; to be moving divisions around that fast....

JWBS at it's worst!  mata would vomit with such fast moving flags and this new JWBS.  Should go to 2 hour front line and 1 hour back line for army.

Then move air and navy timers to 12 hours frontline, 6 hours backline.

 

You bet sir.

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