XOOM

Your opinion: 1 Feature, 1 Fix (ONLY)

127 posts in this topic

14 hours ago, XOOM said:

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.

1 fix
resolve the issue of players becoming too out of sync with the game world to acknowledge their own death in a timely fashion.
Why? Because it is frustrating for players when another is running around seemingly immortal, and understandably they feel cheated and upset.

1 feature (because you said keep it simple, otherwise id pick something else)
Poly crewing, with all vehicle slots viable for any crew member
Why? because multi crewing is not done a lot of times simply because the roles are fixed that on many vehicles that 1 crew member is little more than a chauffeur.
They can not really contribute to the vehicle in a meaningful way, Other vehicles have enough positions that even for 2 guys, it is overload trying to manage all the crew positions effectively, take a DD or HE-111 for example

1 person likes this

Share this post


Link to post
Share on other sites
1 hour ago, bmbm said:

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). 

I'd support this if it meant having to spawn as a rifleman and stand in a boring chain home block house in Dover watching a simulated HR-scope.   

Share this post


Link to post
Share on other sites

Fix: Having to back all the way out to brigade selection screen to post your own mission after  initially selecting the brigade via the map.

Feature: Some form of para FMS/FRU deployabe anywhere on the map within 2 links of any friendly flag.  Drop 10 paras near a target and the 11th object off is a FMS/FRU. Distance restrictions from an enemy facility would apply.  

Paras would become more sustainable in battle.  I don’t para much because of all the wasted time on the runway or in transit.   Paras could be used to stop breakouts or support them.  

Give the paras some light AT capability too. Finally make paras AB based as they were originally and allow them to move in even if AF is not buffered.  (This would make AF defense  easier and less campable.)

1 person likes this

Share this post


Link to post
Share on other sites

Xoom said simple and this is nothing about simple, but TOE/BRIGADES changes (I like TOE, i hate every town is a division)
 

Gameplay changes to address brigade movement and unopposed Softcaps while maintaining use of TOE and Strategic Brigade Movements
With minimal recoding and retaining use of existing game systems

 

Limited town supply only

Small rear guard type garrisons in each town.
Small spawn list, low tiered gear of limited variety.

Review what actually goes on in soft caps, which is typically the smallest amount of people needed.
When there is a sudden decently sized para response for example, the softcap tends to crumble quickly,  then you are stuck with the choice of whether you want to commit your sides players into that cap to make it successful, in turn diverting them from a place where the enemy side has actual main force.
Do you want to turn your back on a place where you know the enemy is to try and dink around with some place you know the enemy is not?
Weigh the risk

A small garrison simply assures that there is some response capacity with 0 effort entailed in having it there.
Allows faster response time without babysitting the EWS messages
It won't stop a full commision of force, nor should it, it will simply end the free walk in the park for the magnificent 3 and a truck.

Right click town pick homeguard as the brigade and make a mission, go save the town, or force the enemy to commit to it fully which may allow you to jack him up elsewhere where it might hurt him more.

 

Reigning in the brigade warps

Tie all brigade movements, whether it is moving forward, or retreating to distance.
If its a 20 minute drive from A to B, that brigade is in motion and out of play until it arrives at B, AND the brigade does not safely sit at A the entire time, its flag leaves A
A is now a non flagged town and open to all the risks that entails, Flag does not com back into play on the map until it's  move ends.
(This can become visual later when roads etc are something other than a simple terrain tile type)

Destinations under contention are invalid, if destination becomes under contest during move, end move 1 link behind it
Bigger moves, longer time.
No long range warping, no speed swapping quick rotation, no leap frogging.
Breakthroughs can happen still, but it will happen  a lot slower, your will run into rear guard/partisans/whatever all along the way complicating things a bit
and you run a hell of a lot more risk in moving. And attrition is going to be a lot more important.

 

Addition Capture Mechanism (needs further thought, too griefable as the idea sits)

Do not know how to game/grief proof it yet. (brain fails)


Create a special type of capture type in which the AB is never valid, and you can not actually own anything, and is maybe only valid for paratroops.

Capture functions to allow the disconnection of CP's even behind the lines CPs without an AO.

Ownership of the CP is not possible, the CP, it would simply disconnect the supply line, CP flag turns neutral and stops the movement of supply through the CP.
It is never at any time owned by the capturing faction.

If an AO is placed on the target location, the flags revert and must be recaptured to own.

Purpose, cutting enemy resupply in a way that does not entail you magically capturing and owning their backyard out from under them.

Could be useful in slowing down a breakthrough by cutting off the brigade's ability to resupply it self, losses to home garrisons would start adding up with no replacements.
Causes need to address the supply cut and commit time and attention to it which means the opposing side might be able to buy enough time to move to hard close the breakthrough.

Could also be useful later when the game acquires non city based objectives like crossroads control, bridge control etc?

Need a way that its cannot simply be abused in some really hokey fashion.
Paratroop only?
Time based with a max hold time before auto reverting back to the owner?

Share this post


Link to post
Share on other sites

fix: ui for making missions

feature: small garrison in every town as a temporary fix/test prior to removing or changing current moveable brigades

2 people like this

Share this post


Link to post
Share on other sites

Have you guys thought about making some sort of temporary noob server?  Basically a place for greentags to rank up a bit among their peers.   Reading the Steam forums it seems like might be a good idea.

2 people like this

Share this post


Link to post
Share on other sites

Fix:  Create a dot command for setting fallbacks with the following syntax:  ".fallback [brigade shortcode] [town]" or, in the truncated version, ".fa [brigade shortcode] [town]"

 

Feature:  garrisons in every town, hybridized with movable brigades

4 people like this

Share this post


Link to post
Share on other sites

Fix: fb system: would change the fbs for 4-5 small cottages between and around the towns, which are capturable. The current ABs that look like a farm, with 2 main entrances (but infantery can jump out from several places) and one bigger for vehicles but with a step so just can get out and not in, with fixed-destroyable-repairable-usable AAAs in the corners. Which are not needed to set fms to a town. Being several locking/camping them would be much harder.

Feature: Squad flags: Supply depending on the performance of its members on prior 2 campaigns. So Squads can "capture" and "route" other squad's flags and score them for the hall of fame. The squads would move and use them privately, or open to others at will. Supply list earn for squad would promote the wide range of actions and not the maximization of one them (you get more and better units if you defend X time, you capture Y, you use everyweapon/branch, mark, days logged, FMS setup, tow, resupply, last in defense, alone attack, ...etc... THAN killing 1000000 enemies.)

more reasonable feature: 

Feature: HeavyTrucks repair Tank tracks and Replentish killed crews. Many squads would also want to rescue their private units and repair them 

!S

1 person likes this

Share this post


Link to post
Share on other sites

Hi Xoom,

 

Fix.

I can try and keep it simple but I'm unsure of what the teams capabilities are and I'm pretty sure those capabilities change moving forward.

The elephant in the room is supply mechanics and the fate of HC. I get the sense that CRS would like to try and preserve as much of the strategic level as possible. Here goes:

Using the existing flag system.

Create a new garrison flag. I'd say somewhere between 2 or 3 depot spawn lists in size. Place one for each side in every town at game start. Place 2 or three garrison flags in the mid to large size towns as appropriate.

It only works well if you can disable the movement of one type of flag while allowing others to move. Possibly by making the garrisoned flags view all other towns as occupied by the enemy. Get clever with the code.

Adjust the movement timers for existing brigades and adjust their rules so that they move much more slowly and cannot enter a contested AO'd town. Using recognition rules and adjusting the recognition mechanic to accomplish this possibly.

If we have a flag (garrison) in each town the need for flags to move quickly become much less essential. This also takes some pressure off of HC.

 

Feature:

This feature works in conjunction with the above fix.

Ideally for HC to have more fun we should try to make the movement of flags more organic, not .command executed. I would spend the time to create a very durable and fast command unit. Some form of APV with some offensive power. You guys pick the historically appropriate vehicle, that is your department. Only high ranking or high command (HC could possibly pass this command on to a respected player during TZX periods of no HC) can create a mission with this vehicle. In addition there should be a writable rule where you can only move the vehicle or create the mission if you have remained side loyal for the campaign.  Find a way to attach at least 10 other units to the mission before the vehicle can move. Such a certain number of SPAA's, Armor and possibly air units.

Alternatively you could leave it up to the player creating the mission to organize a support force, they could even try and move solo although that would be foolhardy. When the command vehicle arrives in a town this activates the .command that moves the supply but slowly and of course the units that make it out of the brigade supply associated with the command vehicle are in the supply once despawned into the new town. If the command vehicle is destroyed then a long resupply timer for a new command vehicle starts and the flag associated becomes entrenched for the duration.

Obviously the creation of these missions and who is creating them is something that game managers (referees) have to focus on and take appropriate action to stop or punish griefers. But this is war, it's messy right.

 

Some caveats: Adjustment to supply and factory rebuild timers would require a hard look and tweaking. I'd suspect lengthening them considerably would stabilize the lines and make HC more deliberative instead of reactionary.  Adjust the AO removal timer so it takes longer from the command to the time the AO is lifted. I would suggest at least a 30 minute timer. Again for the same reasons of line stability and a slowing of HC pace. Of course keep working on the system placed AO algorithm and work towards a critical mass placement of AO's or enable them through City CP capture only with a countdown timer for when the AO expires, like 2-3 hours.

 

How does town capture work? Once a town is captured an automatic AO is placed from the other side for counter attack purposes and expires once a command vehicle moves in from the conquering sides flag or once the garrison flag from that side trickles in completely. Newly created garrison supplies from captured towns are not view-able or available until the entire flag has trickled in. Basically a timer then the new supply becomes available. The new owners have to defend the town from counter attacks until one of these two conditions are met to take full ownership of the town and require an enemy HC placed or system placed AO.

 

Use some of this, all of this or none of this but supply mechanics which affect Front Line stability and HC stability is the Big Fix from what I can see.

 

With all due respect,

S!

Share this post


Link to post
Share on other sites
7 hours ago, sorella said:

fix: ui for making missions

feature: small garrison in every town as a temporary fix/test prior to removing or changing current moveable brigades

Yes to this until TOE's can be taken out

1 person likes this

Share this post


Link to post
Share on other sites

Fix:  Make the UI intuitive to use.  It's a major kluge right now: tough to navigate between mission and brigades, and NOT spawning at a FMS.

Feature:  Buildings that have interiors and roof, and much, much better (i.e., more deconstructed) the 'old' building looked terrible, they were much better for game play.

 

 

1 person likes this

Share this post


Link to post
Share on other sites

Fix: put the audits in already! 

Feature: STO for bombs (and other long range ordnance; 88's, destroyers etc., and artillery once it's in)

1 person likes this

Share this post


Link to post
Share on other sites
On 10/30/2017 at 10:15 PM, XOOM said:

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.

There are so many things. You guys have posted a lot of great ideas. Mine are:

1. Fix: Let Navy infantry Spawn AT their own Docks! Currently, Navy infantry spawning in to defend a town often have to fight their way to their own Docks. Many times, the enemy is already inside before they can even try to set up a defense. In a town that is solely defended by Navy, this makes such a defense  at least twice as hard as it would be for an Army or Air unit, both of which can spawn at their own facilities. This is a serious Achilles heel for Navy players.

2. Feature: High Command Officer Infantry units. The idea of Officer uniforms for HC Officers has been mentioned a number of times. It was even on the road map awhile back. We also have the issue of keeping High Command slots filled. One thing that has been mentioned is that HC volunteers work hard and get little in return besides HC Chat and in game rank. But, what if, instead of just getting a uniform, HC members were able to access a unique infantry unit for each side? This would give a physical incentive for volunteering and staying in HC. This unit would have some sort of Officer's field uniform, and a unique loadout TBD. (ex: US Officer with M-1 Carbine, Pistol, Knife, Grenades,  and HE satchel)  New players would also be able to recognize such units and be more likely to follow them in game.



 

1 person likes this

Share this post


Link to post
Share on other sites
13 hours ago, helvan said:

I'd support this if it meant having to spawn as a rifleman and stand in a boring chain home block house in Dover watching a simulated HR-scope.   

You get Vera Lynn booming out of the loudspeakers and nekkid WAAFS serving tea and crumpets.

Share this post


Link to post
Share on other sites

make RPATS blow themselves up 99% of the time they pull the trigger.

 

seriously though, feature: just copy every other MMO and make spawnables fast and easy to build.

fix: the terrain and vehicle speed, inf move faster than tracked tanks.

1 person likes this

Share this post


Link to post
Share on other sites

Hmmmmm maybe this

Or read Arno post we have a camping problem.  Both hit on the same topic, both these posts are on page 1 .

It needs a fix NOW ,not in a few months when it's to late, you only get one chance to make a great impression, and we want to retain these new players. 

I think enough Vets have chimed in now with solutions or ideas , you CRS need to to something.

Otherwise the loss of Greentags will keep going all the while bashing the game hence lower rating on Steam to the point where it won't even be on the radar anymore.

And I think more and more Vets are throwing their hands into the air and go why try even more. 

You wanted to know a Feature we have given you one Twice on page 1 of this forum . The FIX is up to you guys cause we were told , Squad missions or Private missions is a no go. 

I think many have given good ideas in both these posts what you guys CRS does with it is entirely up to you but it needs to be fixed NOW.

Share this post


Link to post
Share on other sites
9 hours ago, Quincannon said:

There are so many things. You guys have posted a lot of great ideas. Mine are:

1. Fix: Let Navy infantry Spawn AT their own Docks! Currently, Navy infantry spawning in to defend a town often have to fight their way to their own Docks. Many times, the enemy is already inside before they can even try to set up a defense. In a town that is solely defended by Navy, this makes such a defense  at least twice as hard as it would be for an Army or Air unit, both of which can spawn at their own facilities. This is a serious Achilles heel for Navy players.

This requires some additional thought. Having them spawn at the docks makes the docks non-capturable. After all, infantry don't spawn inside an AB Bunker. The docks would need their own depots and other various and sundry buildings.

 

If Navy is getting that treatment, then Air will likely also need the same treatment.

 

Good idea if it's given enough thought into its development.

Share this post


Link to post
Share on other sites
33 minutes ago, chaoswzkd said:

This requires some additional thought. Having them spawn at the docks makes the docks non-capturable. After all, infantry don't spawn inside an AB Bunker. The docks would need their own depots and other various and sundry buildings.

 

If Navy is getting that treatment, then Air will likely also need the same treatment.

 

Good idea if it's given enough thought into its development.

Air has that treatment already in the form of spawn buildings for paras...

 

Why not put the same damned structure next to the docks with some pill boxes?

Talk about an easy fix...

Share this post


Link to post
Share on other sites
On 31/10/2017 at 1:25 AM, Mosizlak said:

Consertar? Livrar-se do sistema de brigada e colocar o abastecimento da cidade. Eu sei que você não pode fazê-lo agora mesmo, mas é a maior solução que eu posso pensar que ajudaria o jogo. 

Característica? Estenda a distância visual para a maioria das unidades. Agora você não pode ver a infantaria inimiga de mais de 700m quando você é uma arma de tanque / ATG / AA. O mesmo para aviões de bombardeio que traz os bombardeiros de nível lento como o blen e 111 muito baixo e os torna expostos ao AA inimigo. Talvez isso seja considerado como uma correção, e também lol. 

2ª característica: comboios de fornecimento AI. Talvez comboios de trem ... comboios de caminhão ...? Não em um horário predeterminado, mas talvez ao acaso para fazer as pessoas escutar e colocar um pouco de tempo dentro. Ele vai acelerar a guerra aérea. 

i agree!!!!!!!!!!

And FF ON!

S!

Share this post


Link to post
Share on other sites
1 hour ago, vasduten1 said:

Air has that treatment already in the form of spawn buildings for paras...

 

Why not put the same damned structure next to the docks with some pill boxes?

Talk about an easy fix...

Because having an airfield command post for a Docks spawn looks super dumb?

Also, Paras are not Air flags. Air still spawns out of local ABs for their infantry and vehicles.

Share this post


Link to post
Share on other sites
29 minutes ago, chaoswzkd said:

Because having an airfield command post for a Docks spawn looks super dumb?

Also, Paras are not Air flags. Air still spawns out of local ABs for their infantry and vehicles.

As if anyone would care that a air tower with a lookout floor was sitting next to a dock.

Sure, air flags have to use the AF AB, but you can easily hop in and try to defend the AF bunker using the AF para building.

Not so with the docks.

I only suggested the AF tower because it's existing already and easier than designing a new building.

Nobody would care so long as it was near the docks.

Share this post


Link to post
Share on other sites

Okay, but why not just remove the AB and give the AF its own structures to spawn out of, and do the same for Navy, instead of re-using existing assets and mashing them together, no matter how out of place they are?

And sure, there are good counter-arguments to that. It also brings to question whether or not each of the disparate forces should have access to each other's spawn areas. Maybe that should stay "Yes".

However, the impression I get is that CRS is trying to reduce the total amount of assed-ness of the game, and half-assing the airfield building to the docks probably won't cut it. =P

Share this post


Link to post
Share on other sites
54 minutes ago, chaoswzkd said:

Okay, but why not just remove the AB and give the AF its own structures to spawn out of, and do the same for Navy, instead of re-using existing assets and mashing them together, no matter how out of place they are?

And sure, there are good counter-arguments to that. It also brings to question whether or not each of the disparate forces should have access to each other's spawn areas. Maybe that should stay "Yes".

However, the impression I get is that CRS is trying to reduce the total amount of assed-ness of the game, and half-assing the airfield building to the docks probably won't cut it. =P

There simply isn't enough in terms of resources to design and create a new structure for the docks.

Why divert resources from existing developmental endeavors and game mechanics just to make a new building for navy guys to spawn next to docks?

 

I get what you're saying... but there is an awful lot of assed-ness to get through already that this volunteer group is already way too overloaded with work.

Share this post


Link to post
Share on other sites

Mobile FBs. Placed by players in a limited risk vs reward system. To put it briefly, fight your way toward the town, force the enemy to vacate the town when you can own a dominant position.

 

Population neutrality. Without this we'll continue to have weeks of uncompetetive gameplay at a time.

 

 

I have so many more, with garrisons and U.I. being close behind. But these 2 changes would give the biggest bang for the buck in terms of overhauling gameplay.

Share this post


Link to post
Share on other sites

Feature: set of late tier tanks, i.e. Panther, M36B1, Firefly.  

Fix: change the task allocation in multi-player tanks so that player 1 is driver and commander, player 2 is main gunner only.  Player 1 to have a split screen UI with a control set that allows quick toggle between roles. Both players to have a common compass-ring so that the commander can call out targets to the gunner.  And, increase the position switch time for single-crewed tanks, so that multi-crewed tanks have a game performance advantage...the idea being to create multi-crewing opportunities for noobs.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.