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Quincannon

Wider Map Front

7 posts in this topic

On another thread, I saw a concern regarding the new trend of the front line being snakes that run for the factories because the entire front line has enough supply to help prevent the enemy from being able to cut off the snakes. Brigades can help mitigate it, but that requires HC.

But often the front in a war moved slowly. The center would push, but then the flanks would have to follow.

So... what if the Timers on attacks were changed?

By this I mean that once a battle occurs in one town on the map, and it is captured, no AOs can be placed by that town  for say THREE hours. Now supply would arrive at the same rate for defensive purposes, but it couldn't advance in just one hour.

This would mean that , to keep the players happy, AOs would have to be set in nearby towns, to keep action going. The front could still move forward, but any snakes would have to be 3 towns wide or more.  Multiple fronts could be created as well.

This would also give HC more strategic targets for placing moveable Brigade supply.  If a snake started, they could move to stop at least one town on a particular front.

Following this plan would not prevent an enemy advance. nor would it prevent action. It would not require more HC. But it would make the front advance in a more realistic manner. This would also help prevent major advances during low population times.



 

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How would we be able to keep the natives happy / at-bay by essentially removing their ability to counter-attack in a timely fashion (counter attacks are always time sensitive)? What are the unforeseen negative repercussions?

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We could just add penalties/risks for doing so, instead of forcing slow motion. That’s the role of HC to setup a strategy, not ours (CRS) to put limits on something that should remain possible to perform as long as the whole side is contributing to the effort. We can however make it less effective since there would indeed be IRL limits.

What about The further the town from factories, the slower its ressuply timer?

It could vary between (for example) 6 to 24 hours, instead of the current fixed 15 hours, making ends of maps more challenging, and giving a morale boost to map losers.

We could then add behind-the-lines operations with bridge- and railroad station destruction further slowering supplies going through these routes. Using proximity AO mechanism to bridges and other could allow defensive skirmishes as well.

Another option is making initial supply timers vary for garrisons, for instance based on its distance to a division HQ. 

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Is there any way the Garrisons could be a function of distance from the front?

Ie: Front line towns get a Garrison, the next town from the front also gets a Garrison (?), and 1 town back from that gets something on the order of a platoon for the whole town.

When a town changes hands, the garrisons shift forward, but with a resupply timer such that if you take a town, then immediately attack the next town, you can have a break through. As soon as your attack slows (make moving brigades forward have a speed, too), the Garrisons repopulate along the new front. Timers can be tweaked, and perhaps pegged to server pop and balance.

Maybe the existence of a Brigade populates nearby towns with a Garrison?

(sorry, spitballing)

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16 hours ago, XOOM said:

How would we be able to keep the natives happy / at-bay by essentially removing their ability to counter-attack in a timely fashion (counter attacks are always time sensitive)? What are the unforeseen negative repercussions?

Well this wouldn't really prevent counter attacks. It would simply delay pressing forward from a town that has just been captured. If say, the Allies lost Paal, the Axis would have it and supply would come in as normal. But they could not attack from Paal for 3 hours. The Allies could still Counter attack from adjacent Allied towns as soon as possible. I don't see there being anything that prevents anyone from being able to try to retake a town that has just been captured.

As far as timing, consider  town on the front is attacked and captured. It's pretty common for an attack to take about an hour or so. So the town is captured. Now, instead of just moving in a brigade and advancing on the next town immediately, the attacker has to wait 3 hours before attacking from that town. So they then attack the next adjacent town  to the captured one from THEIR next adjoining front line town. Assume they win. Now that town has a 3 hour timer, but the original town is down to 2 hours. The attack next attack moves to a third town  and repeats. If successful, they have now advanced three towns. There has been NO need for HC. There is still 1 hour remaining before the first town can advance, so they will need to attack at a fourth town before the first town can attack again.

Using this method, snakes will likely become a thing of the past. Wider fronts will become the norm, and combats will move from town to town, giving players constantly moving AOs.   HC will be able to see specific fronts forming and move Brigade supplies to  meet the need. Strategies will still exist, but will just be bigger.

The drawback that I do see is that the delay will mean that advancing the front  could be slowed. A town might change hands multiple times  before one side is able to advance.

Attrition will be affected. Right now we can attack a town that has been reinforced by the town to its rear, and when we take that town know that the supply of the town behind it has likely been affected as well. Being able to press that next attack quickly gives the attacker an advantage. Having a delay allows the new frontline town to receive more supply before it can be attacked.

Campaign map progression would be slowed overall, as moving the front would require capturing and holding multiple adjacent towns.  Blitzkrieg players will likely become frustrated, as even during low pop times, the map won't move forward by 3-5 towns in a 4-5 hour period. Instead, those same towns will be captured, but across the front, rather in a strait push. Those players who like to steamroll deep into enemy territory during lowpop simply won't be able to do that anymore, and may object.

As a note, after reconsidering, I think 3 hours would be a bit much. 2 hours would probably suffice. This would mean that by the time an attacker has captured a third town, the first town is probably ready to attack again.

Also, to be clear. This would not affect Brigade movement timers. They could still move at normal times, they just could not make attacks from just captured towns.
 

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Prolly a lot easier to just change the garrison fill time after capture to 2 hours.

This will pretty much ensure no attack will come from that town (for an hour or so) - and make it easier to counter attack.

 

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11 minutes ago, delems said:

Prolly a lot easier to just change the garrison fill time after capture to 2 hours.

This will pretty much ensure no attack will come from that town (for an hour or so) - and make it easier to counter attack.

 

I see what you mean by the counter attack potentially being easier. However, if the attacking town was overpop, and the defending town underpop, then if they had brigades in the town, they could potentially be attacking with a minimum loss of supply. Brigades could allow a new attack in one hour. Increasing the time before a town can advance helps prevents overpop snakes, because no matter how many people are on, a single town front can only advance once every 2 hours.

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