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Feedback - Capture


GOPHUR
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maybe the capture flags could work like they did in the battlefield games?

when one is capturing, at 50% the CP turns neutral and nobody can spawn at it, then at 100% it changed to your team.

it gave the defenders a chance, but also prevented the lemming attacks beyond a certain point.

That's a good idea, but I'd make it a much much smaller percentage considering how long the capture timers are.

The battlefield timers went by fast.

One way to even out the disadvantage of having the spawn turned off quickly, could be to make the CP buildings flash on the map and show a text warning when they start to get capped.

When you think about it, should parts of the frontline be being captured without anyone know about it? Presumably if a position is being overrun someone is going to notice it and try to respond.

I guess you could say they infiltrated at an undefended part of the line, but ultimately the system simulates how defensive troops are spread out around a town by allowing them to spawn where they are needed. That doesn't really work if they don't get any warning that they are needed somewhere until it's too late and the spawn is shut off.

Although maybe after they recapture it from a nearby depot, they will be more on guard. I wouldn't make to make capturing too predictable and easy to respond to.

Edited by ZeroAce
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That's a good idea, but I'd make it a much much smaller percentage considering how long the capture timers are.

The battlefield timers went by fast.

One way to even out the disadvantage of having the spawn turned off quickly, could be to make the CP buildings flash on the map and show a text warning when they start to get capped.

When you think about it, should parts of the frontline be being captured without anyone know about it? Presumably if a position is being overrun someone is going to notice it and try to respond.

I guess you could say they infiltrated at an undefended part of the line, but ultimately the system simulates how defensive troops are spread out around a town by allowing them to spawn where they are needed. That doesn't really work if they don't get any warning that they are needed somewhere until it's too late and the spawn is shut off.

Although maybe after they recapture it from a nearby depot, they will be more on guard. I wouldn't make to make capturing too predictable and easy to respond to.

true, in the average town fight of 60 guys on each team, its incredibly easy to sneak in undetected. even in the small city fights that might have 200 on each side, its simply too easy to sneak in. until there are more people playing, the best option may be to have some type of warning system that doesnt go off until AFTER you can spawn there? it gives the cappers a good chance to get it, and gives the defenders a good chance to organize a counter attack.

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The more I think about I don't think a warning system is necessary; Considering that right now we accept that a depot can be fully capped without warning, if no one was there to defend it, or the force was too small and got killed.

Sure it's annoying when something gets capped from under your nose, but we deal with it effectively by simply spawning from a nearby CP to recap it.

I'd just write it off as tactical infiltration tactics, bypassing strongpoints to hit areas where the enemy had minimal or no defenders, then attempting to widen that breakthrough.

If anything, the long capture timers will at least allow that one lone CP defender to call out a warning, and then the defenders will have some time to spawn in before the spawn shuts off (assuming it shuts off at a certain percentage of capture, rather than instantly upon any capture).

Furthermore, even if the spawn shuts off, players will have time to mount a counter-attack from a nearby CP (depending on how many attackers are capping the CP).

Edited by ZeroAce
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Thats the point zero.Precisely the point!

Scenario;

-Town AOed,server pop MED,MS set,path to anygiven CP marked to avoid AI,call to arms on CH

all cookies&candies set.

-Someones starts a capture timer,calls in for help,people relocate..here comes the"start of the failed" CP cap.One inf relocating is spotted,by an et/atg,ei or AI alert.

-I am at town defending.I hear the shots,area secure&check CPs.I am killed inside radio room by capper.I will callout CP trouble,respawn again&again till the danger is supressed.

-People instantly spawn 232's AB,surround radio room,blow it to bits,sappers sap it.Now,it has holes in every side,up and down stairs,with poeople shooting inside.Atg's supressing fire into radio room non-stop with HE shells.

It will be nearly impossible to cap that CP or stay inside that thing.Pretty much like today,the fight will be in the sector where the MS leads to town.

In any given scenario,just like today,proper town EWS watch,will kill the attack and deny EI approach to that specific town area or CP.

My main concearn is that of witch only a single infantry,spawning in again&again without limitations,can ruin a decent attack.Your lack of defending capabilities inside that radio room is

a drawback.I can only imagine 5/6 EI spawning&spawning.....bye,bye area capture,pretty much like it is today.

CRS& Rat Gods incentive team work.Thats how it should work,but we all know it doesent happen in real server,by experience.Players just pop in and out..shoot kill,get killed spawn out go elswhere....:( their option,they pay for it.

Penalty for the non stop spawnner,yes.It ruins the work of people who setup and joined the mission.

Solution? Many,as posted above.The intent is solely in regards to the playability&fun factor of the best online game ever created.

Personal spawn delay and a percentage of capture timer,to deny adjacent spawning into the radio room.Giving thus,a proper chance of organised attackers to carry on with their intent.

Players choose how they want to play,but CRS can bumber actions to eventually make them work as a team.

S!

Speed

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It comes to this, Currently it is set that the side attacking the town is red, and the side defending is blue.

THIS GETS CONFUSING!

People now have to figure out a few different things before the realize what the color means.

Who Originally owned this town? Us or them?

Are we attacking or defending?

Is the facility owned by us or the enemy?

This may seem like nothing much, but can be solved by the following:

Make blue= your side, red= enemy. Saves confusion, and is the same as the tag colors.

This is even more important when Capturing and liberating a facility, or a fight between two sides. If the colors are changing so rapidly it gets mind numbing what is which especially when you switch form defense to offense then back.

A player will run into a building, see a red bar, then wonder, "ok, do we own the facility? well we own the town, which is blue, and this a red bar here, errr did they own it before us......ummm.. "

Blue is friendly, Red is Enemy. ALWAYS NO MATTER WHAT, easy. It should never display differently.

Not sure if i explained it 100% but i hope you get the idea.

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Where is it not displayed that way except on the map?

Damn, he called me out on it. I will compile a thorough screen shot summary, with everything that was swirling in my head.

Maybe i was just imagining it all.

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Damn, he called me out on it. I will compile a thorough screen shot summary, with everything that was swirling in my head.

Maybe i was just imagining it all.

Shame the server is syncing. If only it wasn't not available. (hows that for a double negative?)

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