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krazydog

Damage from RDP bombing needs to be reduced in TZ3

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krazydog
Posted (edited)

The title says it all.  There are a couple of allied pilots who are exploiting TZ3 low pop timezone to run up damage on the axis factories when there are no people available to do anything about it.

These guys are out-of-proportionally affecting the available equipment for a lot of other people.  I am getting tired of being forced to spawn rifles all the time.  It is ruining gameplay.

Lets at least keep RDP damage concentrated during the main playing times on the server.

 

Edited by krazydog
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B2K

I'm not sure that'd be feasible - trying to calculate the 'return' time for stuff would become un-necessarily complex as what is currently a pretty straightforward formula would now have modifiers, but only if it's during a certain time.  

And I can't speak for tz3, but I know that during TZ 1 and 2 there's plenty of RDP going on

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krazydog

Maybe a formula baed  on population levels is not needed.

Just use a clock - and turn off RDP damage for a specified 4 hour time period each day which is known to everyone.

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B2K
Just now, krazydog said:

Maybe a formula baed  on population levels is not needed.

Just use a clock - and turn off RDP damage for a specified 4 hour time period each day which is known to everyone.

that's as much of a non-starter as having no AO's for 4 hours.   Removing gameplay opportunities will not be happening. 

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krazydog
Posted (edited)

Ok then  allow RDP damage to happen in TZ3, but tweak down the damage to only allow 1 pct  per bomb run (or something like that) during that  4 hour time period.  

There is a way to do this - just think outside the box.

Edited by krazydog

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Kidd27

underpop receives damage bonus for strategic targets sounds digestible. Gives underpop more effectiveness in areas of combat they can control.

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krazydog
Posted (edited)
5 minutes ago, Kidd27 said:

underpop receives damage bonus for strategic targets sounds digestible. Gives underpop more effectiveness in areas of combat they can control.

This is an interesting idea.

Not sure if it is technically feasible to do.  Or if it would solve all the issues with the RDP imbalance.  But I like the thinking outside of the box!  

Cheers! :)

Edited by krazydog

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krazydog
Posted (edited)

Here is another idea:

How about speeding up the RDP factory repair rate the higher the damage percent is on the factories?  

So for example, if factories are 90 pct damaged, then the repair rate is faster then factories that are only 20 pct damaged?

This would directly help situations when RDP becomes extremely unbalanced and pilots refuse to fly to correct the imbalance.  The impact on gameplay on the ground would not be so extreme.  

This fix should also be fairly simply to program into the game too.

Edited by krazydog

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Jsilec

A week ago i posted in allied secure all this rdp we been doing was a waste of time but boy i guess i was wrong :huh:

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dwalin
1 hour ago, Jsilec said:

A week ago i posted in allied secure all this rdp we been doing was a waste of time but boy i guess i was wrong :huh:

It was painfully noticeable yesterday with higher populations.  We had kind of been managing supply, but with large numbers yesterday.... wow.......

That said... Where is my JU-88 so I can get to target as quick as the Allied bombers??  :D:D

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matamor
7 hours ago, krazydog said:

The title says it all.  There are a couple of axis 4am people who are exploiting TZ3 low pop timezone to run up damage on the map when there are no people available to do anything about it.

where are you kgarnerrrrr???

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grunt768

Doesn’t matter what TZ it is , numbers ballance out for the most part , both sides no matter what the population is can inflict the same damage , or both sides no mater the population can avoid it.

 

 

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Kilemall

I have a solution set for this, but I suspect few people are gonna like all of it.

 

The idea would be to go to speedlists- much much smaller lists, say on the order of 100 rifles/10 SMGs/10 LMGs and all attendant specialized inf/armor/air scaled to match.  Possibly smaller with larger town garrisons on the current 1x/1.5x/2x/2.5x paradigm. 

Then go to 1 hour resupply tickets and easier factory damage, faster factory rebuild.

The effect would be that you hit a town, say do equal damage to each other's supply, then if one side has RDP damage of 75% their tickets don't come back for 1hr 45m, the undamaged RDP side gets tickets back in one hour and reattacks/counters with likely better results.

RDP would then affect the TZ the bombing occurs in, and have negligible effects outside it.  The TZ that bombs/defends successfully earns advantage, battles are fast affairs coupled with lulls and FB state that much more critical, and there really is a choice between CAS and RDP.

 

It's really important in this kind of setup to be VERY precise in spawnlist makeup.  The margins for error drop, don't want too many tanks or MGs for an overpop to crush everything in its path with multiples of firepower advantage spawned, but enough MGs for an underpop to have a chance at defense.  Very tricky.

 

 

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n8r
18 minutes ago, Kilemall said:

I have a solution set for this, but I suspect few people are gonna like all of it.

 

The idea would be to go to speedlists- much much smaller lists, say on the order of 100 rifles/10 SMGs/10 LMGs and all attendant specialized inf/armor/air scaled to match.  Possibly smaller with larger town garrisons on the current 1x/1.5x/2x/2.5x paradigm. 

Then go to 1 hour resupply tickets and easier factory damage, faster factory rebuild.

The effect would be that you hit a town, say do equal damage to each other's supply, then if one side has RDP damage of 75% their tickets don't come back for 1hr 45m, the undamaged RDP side gets tickets back in one hour and reattacks/counters with likely better results.

RDP would then affect the TZ the bombing occurs in, and have negligible effects outside it.  The TZ that bombs/defends successfully earns advantage, battles are fast affairs coupled with lulls and FB state that much more critical, and there really is a choice between CAS and RDP.

 

It's really important in this kind of setup to be VERY precise in spawnlist makeup.  The margins for error drop, don't want too many tanks or MGs for an overpop to crush everything in its path with multiples of firepower advantage spawned, but enough MGs for an underpop to have a chance at defense.  Very tricky.

 

 

Agree on faster factory rebuild timers.. Takes 2 hours to rebuild just 3%

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grunt768

But it takes nearly 1 hour to inflict the damage , hardly worth the pilots efforts 

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Kilemall
2 hours ago, grunt768 said:

But it takes nearly 1 hour to inflict the damage , hardly worth the pilots efforts 

Completely the opposite.  The target town can be reasonably attrited right after the RDP effort and come back an hour later to advantage, not doing RDP at oddball times to reap full effect 20 hours later.

Each TZ gets it's own advantage due to it's efforts. 

I wouldn't have the factories repair in an hour, but it would be faster so not a 10-20 hour effect.

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Kilemall
3 hours ago, n8r said:

Agree on faster factory rebuild timers.. Takes 2 hours to rebuild just 3%

You do the WHOLE thing or not at all.

That's why I said no one is going to like the whole spec, everyone's dog bowl gets moved.

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forrest
On 3/23/2020 at 11:03 AM, dwalin said:

That said... Where is my JU-88 so I can get to target as quick as the Allied bombers??  :D:D

Agreed.  Ju-88 and Wellingtons to balance the Air War.  *thumbs up*

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forrest
On 3/23/2020 at 6:30 AM, Kidd27 said:

underpop receives damage bonus for strategic targets sounds digestible. Gives underpop more effectiveness in areas of combat they can control.

Agreed.  *thumbs up*

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OHM
On 3/23/2020 at 8:51 AM, krazydog said:

The title says it all.  There are a couple of allied pilots who are exploiting TZ3 low pop timezone to run up damage on the axis factories when there are no people available to do anything about it.

These guys are out-of-proportionally affecting the available equipment for a lot of other people.  I am getting tired of being forced to spawn rifles all the time.  It is ruining gameplay.

Lets at least keep RDP damage concentrated during the main playing times on the server.

 

Running bombing raids at anytime of the game is NOt an exploit! Bombing raids was done during WW2 Mostly at night to go undetected for the safety of the crews.  The way to overcome this is to have Hanger squads organize to try and stop them. 

RDP is not going to go away , but from time to time we do change the resupply times. 

For the campaigns during the past year it has not been an issue.   So if we make any changes this campaign or the next  CRS will hear a shit storm of how we are Bias of the whine squad gets their way ..... well i am not going down that road. 

 

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krazydog
Posted (edited)
19 minutes ago, OHM said:

Running bombing raids at anytime of the game is NOt an exploit! Bombing raids was done during WW2 Mostly at night to go undetected for the safety of the crews.  The way to overcome this is to have Hanger squads organize to try and stop them. 

RDP is not going to go away , but from time to time we do change the resupply times. 

For the campaigns during the past year it has not been an issue.   So if we make any changes this campaign or the next  CRS will hear a [censored] storm of how we are Bias of the whine squad gets their way ..... well i am not going down that road. 

 

“Whine squad”?  That is pretty insulting.   You are violating your own TOS in these forums.

I am only trying to fix an issue - the RDP has been really out of whack this campaign - and the axis ground players have had nothing but rifles to spawn in with for  a lot of battles.

Tweaking the factory repair rates - especially when factory damage levels start to get to extreme levels (75-100 pct range) would be a perfect solution to this issue. 

Edited by krazydog

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downtown

Maybe a formula that will force players onto sides during TZ3? so that during TZ3 each side is balanced? 

Each side will have a equal number of players during TZ3, maybe they'll fight against each other, rather than capping undefended towns and killing AI?

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matamor
Posted (edited)

Killing 14 enemies in 2 minutes has actually a whooping 0,1% impact on map vs a lone guy flying a bomber to factory without enemy. Laughable.

 

Edited by matamor
or is it 0,01%?
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Kilemall
21 minutes ago, matamor said:

Killing 14 enemies in 2 minutes has actually a whooping 0,1% impact on map vs a lone guy flying a bomber to factory without enemy. Laughable.

 

Having you both on my side and fighting you, I can assure you guys like you can break attacks by themselves.  The fetish both sides have for SMGs means CQB specialists can stymie key takes or take and hold on the attack.

And again, bombers spend hours at their craft, so you have to compare something like your 7 enemies per minute x 90 minutes minimum.

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matamor
Posted (edited)
33 minutes ago, Kilemall said:

Having you both on my side and fighting you, I can assure you guys like you can break attacks by themselves.  The fetish both sides have for SMGs means CQB specialists can stymie key takes or take and hold on the attack.

And again, bombers spend hours at their craft, so you have to compare something like your 7 enemies per minute x 90 minutes minimum.

This subject is debatable on impacts for both sides of the fence on these aspects.

You have to add other math equations has pop numbers at any given time, % of opposition, team quality & quantity players around you, percentage of turtles vs attackers, supplies favor, time of the day, etc. 

All in all, that guy that is flying 90 minutes in a bomber might go play single mode. In my book.

Thanks for these kind words kil.

Edited by matamor

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