XOOM

Your opinion: 1 Feature, 1 Fix (ONLY)

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If you had only 1 Feature, and 1 Fix for the game, what would they be and why?

Keep it simple, understandable, productive and not game breaking. Illustrations and presentations welcome.

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Fix? Get rid of the brigade system and put in town supply.  I know you can't do it right now, but it's the biggest fix I can think of that would help the game. 

Feature?  Extend the visual distance for most units. Right now you can't see enemy infantry from farther from 700m when you are a tank/ATG/AA gun. Same for planes bombing which brings the slow level bombers like the blen and 111 down too low and makes them too exposed to enemy AA.  Maybe this counts as a fix as well lol. 

2nd feature: AI supply convoys. Maybe train convoys...truck convoys...?  Not at a predetermined time, but maybe at random to make people scout and put a bit of time in. It'll ramp up the air war. 

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Feature:

Proximity AOs, set when x number of hostiles gets within x distance of a town. Cannot be more than two linking towns distant to a current AO to simulate the possibility that maybe a brigade is moving from town A to support the fight in town B, but they were given the go-ahead to hit this target on the way to the rendezvous or disrupt lateral supply from reaching said AO. 

 

Fix:

For the TOEs system: A garrisoned supply in every single town on the map; at least a depot's worth of supply without armor. No more softcaps. Maybe a "flag" in each town, but only named for the town, and according to ownership -and again, a depot's supply spawn list.

 

 

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Feature:  FBs/supply depots without fixed locations (current FB model/current "supply tents" model so no new objects needed ingame)

  • can be placed anywhere there is enough room (flat area)
  • will allow supply to "move through" them to increase supply to a town or area (supply depot = supplies and FB = transportation for supplies)
  • must be protected or percentage of area supply (nearest town/towns) will be lost
  • larger supply depots can supply more equipment - needed when multiple units moved into area

 

Fix:  Expand air game - increase number/type of aircraft and mission types ingame (later tier bombers/new bombers/new fighters/cargo planes(?))

  • more roles (escort fighter/fighter-bomber/fast (tactical) bomber (aka German schnellbomber JU-88/Me-410 and British Mosquito)/heavy (strategic) bomber)
  • with WWIIOL's physics-based system, realistic flight models will bring more flight sim enthusiasts into the game
  • cargo flights can increase equipment (small arms) in towns running short of supply

 

My 2¢

 

 

 

-Irish

 

 

Edited by odonovan1

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"Fix? Get rid of the brigade system and put in town supply."

This!

As for feature:

Implement the ammo and gun audit.

 

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Feature - Area capture implementation of area capture system that is not CP building based, there need to be battles over terrain and set ups in towns, holding bridges, x roads, important buildings (see below), important hills etc. More of the map and towns need to be fought over with proper tactical set ups of lines of attack or defence.

Fix- eneterable buildings and destroyed state of buildings. Make all or most buildings eneterable and multistory with windows. I do not know why buildings such as RR stations etc got closed and why climbing ability was removed. The town battles, mainly city are kind of 1 dimensional, everything is happening at ground level and only on the road paths, there are no battles for blocks, bildings. There was also a previous destroyed state of the current city blocks, which added some tactical spice, but this was also removed. That needs to change to spice up the game, things like the RR building should be turned into fortresses by players, they are usually positiioned well, roof view is awesome. These main buildings in towns should be fought over not ignored by the players, combined with area capture, this should improve battles from a tactical sense. City battles should require a tank and infantry working together moving to clear building by building, x rroads being defended heavily and cut off, not the current open run through large ally ways that is in now. 

 

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Fix:  (I'll copy Moz)  Extend range at which infantry are drawn/seen.  Bombing at an altitude that allows the use of the actual bombsights should be an option for bombers.

 

Feature:  Change factory repair timers from current 4% per hour, to 2% per hour. 

 

Not resupply timers but factory repair timers.  The rate at which factories (and/or bridges) auto-repair.  Right now, factories auto-repair too fast and massive bombing efforts are mitigated within a few hours.  Changing factory repair timers will bring lingering damage of factory bombing for both sides, enticing more to go up and bomb/intercept every day to keep the damages high.  And bring back a bit of the Air War.  Resupply timers can be adjusted accordingly to match any supply needs/issues.  Thank you!

Edited by forrest
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fix: town supply

feature: more variable weather (it rains much more in Europe than it does in game...!)

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QuikFix: Scoring. 3 pts for downing a fighter? This should be a 30-minute no-brainer.

Fix: Increased visible range.

Feature: High(er)-definition terrain with natural obstacles that impede wheeled and tracked vehicle movement to a much higher degree while offering infantry better cover.

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Fix: fix the TOES system in a way that retains the flexibility and dynamism of moveable supply but addresses the soft cap, map flank, breakout, magical warping that so frustrates players eg rear line HQs that can move freely and provide No Mans defences where currently there are softcaps 

 

Feature: create a rewarding, functional high altitude, long distance Air War of bombing/interecepting/escorting that impacts the game world in a tangible way 

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10 hours ago, Mosizlak said:

Fix? Get rid of the brigade system and put in town supply.  I know you can't do it right now, but it's the biggest fix I can think of that would help the game. 

Feature?  Extend the visual distance for most units. Right now you can't see enemy infantry from farther from 700m when you are a tank/ATG/AA gun. Same for planes bombing which brings the slow level bombers like the blen and 111 down too low and makes them too exposed to enemy AA.  Maybe this counts as a fix as well lol. 

 

1

Ditto

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1 hour ago, bmbm said:

QuikFix: Scoring. 3 pts for downing a fighter? This should be a 30-minute no-brainer.

 

Ugh, I forgot just how sad the scoring and point system is for pilots.

 

 

 

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Fix ATG ranges(no 88mm shells disappearing at 2200 meters.

 

Feature, increase view range. Especially in the air.

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Have the depots and army base show with markers on the HUD. Similar to how target and origin are currently indicated and fade away when the player looks directly at them. I've watched dozens of Steam greentags running around unable to find where to capture because all the towns are copypasted mazes.

 

Fix the points system. If there's some calculation then rip it out and just manually set points awarded. It's broken all around but worst for air. This isn't a minor issue even though the fix is minor. You're forcing all players to endure a large and counterintuitive grind for no reason. For example the only viable way to get a new pilot ranked up (and out of the obsolete aircraft) is to have him bomb bridges.

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In game comms.

1. This game is difficult to learn.

2. New Steam players cannot learn it fast enough to enjoy it beyond run and gun and that is not our strength.

3. Even if they don't speak, they can listen easily to what vets are trying to do and then join in.

A voice is worth a million typed words flying by so fast and with so little worth.

Perhaps you could start simple and give local voice to HC and mission leaders to bark orders and answer questions.

Transfer of knowledge is the only thing that really matters.

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38 minutes ago, haupt said:

Fix ATG ranges(no 88mm shells disappearing at 2200 meters.

 

Feature, increase view range. Especially in the air.

yeah... I thought I was seeing things the other day when I pushed an 88 out from a FB that had some ETs along a ridge 2600 or so meters away.

 

I set up, ranged them and said, "Cool. 2650M. I should be able to smack those S35s, since their rounds are making it to here." Nope. My rounds disappeared at 2200, but theirs did not.

I ended up being shot by a rifle 200M away.

 

When did they change THIS?

WHY?

Dang, son... the only good Axis ATG for tier0 -useless beyond 2200M?!?

An 88?!?!?

 

No....

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Fix: Stop covering most of the town name with "TARGET", just needs to be moved a little lower to do this.

Feature: (Kind of a fix) On the map, allow air to see other pilots with the same target (similar to seeing other pilots on the same mission).

Edited by milo
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Another feature wish for the air war, because the current AWS is too vague: destructible radar installations that provide better (and worse) intel than currently, such as vector and altitude of aircraft. Detailed intel available in real-time on map or radar scope to GCI-operators (spawned in soldiers) in airfield control towers only, summarized intel (groups of aircraft) with time-lapse of say a minute or two presented on general player maps.  Because radar installations (of limited range) are destructible they become primary targets for bomb-carriers, prompting discrete missions for their attack/defense. Air intel installations may vary from Chain Home/Chain Home Low and Freya/Wurzburg sites to listening posts and ground observer stations (i.e the AI AA of any town). 

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fix= if defending a town you can resupply at a depot/cp.

 

feature= if not marking enemy out of the blue you get punched in the junk/junkette.

 

bonus points for white privilege.

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Fix: Static spawn points and FMS just windows into towns supply, no need for selecting side>Town> find Division avail>Brigade>Mission>Item.  Instead its Map>Town>Static Spawn point>Mission item (click items at map screen).  All supply in towns is avail at mission.

Feature: See my post above :)

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TOEs is a dead horse. Not going there. Fix. Extend every town in WWII Online to have at least two ABs or create additional armor spawn points in towns. Why? The more spawn points you have the harder it is to create and hold a camp on a town. I want to see battles not spawn camps. Experience has taught me that battles in 2 AB towns are more fun due to the difficulty in creating an instant camp situation in them.

Feature. Make the city CP meaningful. Tie the city CP to the distance that FRUs can be deployed from town. When the city CP is capped, all limits on where FRUs can be placed in town are removed. Why? Right now in game the emphasis is usually the spawnable. Often times it creates predictable attack patterns in the game as most attack setups will  focus on the direction of the spawnable. Allowing the city CP to dictate the placement of FRUs in town would put great importance on a CP most people don’t care about and it would open up entirely new tactical options for attacking towns. The best bonus of all is that it would completely validate Matamor’s existence as he would no longer have to explain why he’s capping the city CP. 

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