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 Post subject: Re: Suggestions
PostPosted: Tue 14 Aug 2012 01:32 
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Bullfrog wrote:
Problem:

With infantry you get the infantry plus the vehicle they arrive in.

Personally I love speed over armor, so I tend to use Aircav. if you call in a black hawk with rifleman, after dropping off the rifle man, you have a helicopter that's clogging up the map.

normally to do aircav susses-fully you need about 10 birds. witch is a good amount of room on the map. Specially since the Nato transport helicopters don't have any guns on them.

What I'm going to suggest is for this issue but I think it could be stretched out a lot farther.

Suggestion/Solution:

Give units a RTB feature.
After ordering the Unit to RTB, it will leave the battlefield via the closes entry zone

•This will put the unit back in to your deck and repair/refuel/rearm it.
•You will be refunded half of the price of the unit. Say you send a Abrams(100 points) back to base, you will get 50
points. Giving the player a way to get points faster in the case of an emergency. You prepare for a tank battle but find your self facing Mi24s. You can RTB your units and buy AA.
•There will be a count down for when that specific unit can be called back in.

so you can't just send a Abrams out of the battle threw Charlie and then call it back in immediately threw Bravo.

e.g.

If you have 1 Abrams in the battle, and 0 in your deck. Once the Abrams RTB it can't be called back in for 30 sec or so.

If you have 1 Abrams in the battle and 1 in your deck, Then you send that Abrams that is in the battle back to base, you can still call another Abrams in since you do have 2nd one in your deck.


i think, there would be a couple of problems, arty spammers after waste all fobs and run out of ammo could sell all the arty pieces and get a big amount of points to build a nice army when the battle is stuck due to the few supplies remaining.
the time to get that unit back to the battle after going to base would be about 1 minute, because you could go to a base in the very right flank and in 30 secs appear in the very left flank to join your mates in the incoming battle.
Also you could just sell all of your units to avoid looses and points for the enemy.
And is even not fair enough that a Arty player when is about to be hunted by some tanks, sell all his arty units and buy some atack helos. :?
with the points back, i think it should be by percentage, where if you "sell" your unit completely new and full of fuel and armor it would give you back the 75% of original price
the ammo and fuel will be a 25%
the health will be another 25%
so if you spend ammo and fuel the percentage of price will be decreasing
if you get out of ammo and nearly fuel too the you will get back the 50% of the original price
if you get very damaged (+/-10% HP) but have full ammo and fuel also you will get back the 50%
if you get very damaged and also out of ammo and fuel you only will get back the 25% of the original price
of coursethe percentage will be decreasing or increasing depending of the unit status.
if you get slighty damaged and have half of supplies for example you will get the 75% of the original price but less half health would be -12,5% and half ammo and half fuel another 12,5%= 25% between both (ammo/fuel and HP) then, the price will be 75% less 25% = 50% of the original price.
so you couldnt sell 4 very damaged and empty tanks to quickly buy 2 (50% you suggested)new ones, you probably could buy 1 (25%)but if you sell them completely new you could buy 3 (75%) to may be going to the other side of the map but waiting at least 1 minute to be fair with other players

also this feature you have suggested would need a vet system like the one i suggested some pages back, to don't loose your vetted unit you're going to send to base

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 Post subject: Re: Suggestions
PostPosted: Tue 14 Aug 2012 06:34 
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Torrisco wrote:

i think, there would be a couple of problems, arty spammers after waste all fobs and run out of ammo could sell all the arty pieces and get a big amount of points to build a nice army when the battle is stuck due to the few supplies remaining.
the time to get that unit back to the battle after going to base would be about 1 minute, because you could go to a base in the very right flank and in 30 secs appear in the very left flank to join your mates in the incoming battle.
Also you could just sell all of your units to avoid looses and points for the enemy.
And is even not fair enough that a Arty player when is about to be hunted by some tanks, sell all his arty units and buy some atack helos. :?
with the points back, i think it should be by percentage, where if you "sell" your unit completely new and full of fuel and armor it would give you back the 75% of original price
the ammo and fuel will be a 25%
the health will be another 25%
so if you spend ammo and fuel the percentage of price will be decreasing
if you get out of ammo and nearly fuel too the you will get back the 50% of the original price
if you get very damaged (+/-10% HP) but have full ammo and fuel also you will get back the 50%
if you get very damaged and also out of ammo and fuel you only will get back the 25% of the original price
of coursethe percentage will be decreasing or increasing depending of the unit status.
if you get slighty damaged and have half of supplies for example you will get the 75% of the original price but less half health would be -12,5% and half ammo and half fuel another 12,5%= 25% between both (ammo/fuel and HP) then, the price will be 75% less 25% = 50% of the original price.
so you couldnt sell 4 very damaged and empty tanks to quickly buy 2 (50% you suggested)new ones, you probably could buy 1 (25%)but if you sell them completely new you could buy 3 (75%) to may be going to the other side of the map but waiting at least 1 minute to be fair with other players

also this feature you have suggested would need a vet system like the one i suggested some pages back, to don't loose your vetted unit you're going to send to base


ahh I completely forgot about the Arty. That's a really good point about it.
Maybe a general cool-down after sending.. say..6? units back to base at one time

I don't know if calling back your troops will help you avoid losses. I had to think about this one a bit ;)
If you call back all your combat units, that leaves your logistic units open game for the enemy.

Control vehicles will be going down with ease
and you need vehicles on the map to win, if you're whipped off the map you loose.
right?

let me suggest a change to the mechanics :P

30 sec cool-down for a RTB unit. after that 30 seconds passes, the unit slowly regains it's ammo/fuel/health.
I do like upping it to 1 min, But if it you are beat to a pulp. it may very well take more then 1 min to completely rearm/repair/refuel you're unit. I'll go scan threw the 16 some pages for your vet feature


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 Post subject: Re: Suggestions
PostPosted: Tue 14 Aug 2012 07:05 
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Perhaps one could allocate some deployment points to the ability to RTB and refurbish units off map?

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 Post subject: Re: Suggestions
PostPosted: Tue 14 Aug 2012 22:31 
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Quote:
ahh I completely forgot about the Arty. That's a really good point about it.
Maybe a general cool-down after sending.. say..6? units back to base at one time

I don't know if calling back your troops will help you avoid losses. I had to think about this one a bit
If you call back all your combat units, that leaves your logistic units open game for the enemy.




yeah! you leave all Cvs alone but i have an example, i was playing a round a couple of weeks ago, where we were winning by points but the enemy had better forces and we were camping at base as last chance to survive, if in that point we could have RTB our units but the CV they would have killed it but only earning 200 points, which wasn't enough points to defeat us.

Adding a max number of units to RTB at once gives a chance, i think is ok. :D

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Aug 2012 03:47 
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stug41 wrote:
Perhaps one could allocate some deployment points to the ability to RTB and refurbish units off map?


If it cost, people wouldn't use it.

I think RTB giving us points would be better. Sometimes you buy the wrong units or just need a drastic change in tactics.

If you had to buy the vehicle, then pay for it leaving, then pay for a new vehicle. There goes most of your points!


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 Post subject: Re: Suggestions
PostPosted: Wed 15 Aug 2012 15:14 
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request for the Wargame: Airland Battle

Please include possibility to enable/disable UI and HUD and some other options to manipulate the size of UI/HUD.

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Aug 2012 20:44 
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it almost certainly is redundant as it surely has already benn posted here, but nonetheless I'd like to repeat some suggestions I made today(or quoted, 'cause I'm not their original poster) in this thread

I thought it might be more useful to post them here...who knows, perhaps chances of a dev reading them might be higher in this thread? :)

here we go:

Show waypoints. I'd really love that feature, and I thoroughly miss it in W:EE.

-there should be different colours for different orders in a line like "attack"=red, move="indigo", fast move "light blue" etc,
thus providing a exact display of your battle plan.

-queued orders may only be visible a sat-view? Or make them quickly visible via hotkey.

-when ordering units to "fast advance" several times in a queue they shouldn't stop at each point and deploy. fluid movement needed here.

further, I'd like to take up the idea of "hidden" unit. Assign a certain hotkey to a function that lets a unit (esp infantry in heavy cover) stay hidden, until: discovered/having a hit chance like >70% with its applicable weapon.

I'd also love an "enter the next available transport" button. for inf. Everybody hates embarking inf as it is implemented currently.

And last (has already been quoted many times and is an obvious design flaw: better ui infoscreen for grouped units, always showing armament.

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Aug 2012 23:41 
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Randomised camouflage on ground vehicles.
Most soldiers like to live so a small bush here, a few branches there and a bit of camo netting helps break up a vehicles silhouette.
Using hidden selections or what not, done with moderation this could bring some more diversity and realism.

Proper infantry combat, no more automatic fire. Rifles' max ROF shouldn't matter at all at more than 20 meters.
A sections' effectiveness should depend on their level of training and experience... and the number of actual machineguns carried.
Madmat, you played close combat, you know what I'm on about. :P

Also
Quote:
further, I'd like to take up the idea of "hidden" unit. Assign a certain hotkey to a function that lets a unit (esp infantry in heavy cover) stay hidden, until: discovered/having a hit chance like >70% with its applicable weapon.
This, an ambush button! ROE - Return fire or Fire when enemy is in this area.


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 Post subject: Re: Suggestions
PostPosted: Thu 16 Aug 2012 11:29 
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Quote:
further, I'd like to take up the idea of "hidden" unit. Assign a certain hotkey to a function that lets a unit (esp infantry in heavy cover) stay hidden, until: discovered/having a hit chance like >70% with its applicable weapon.
This, an ambush button! ROE - Return fire or Fire when enemy is in this area.[/quote]

Complex ROE, will be a good idea. The "return fire command" will ve useful for armed recon for a better stealthy recon.

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 Post subject: Re: Suggestions
PostPosted: Fri 17 Aug 2012 15:47 
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I would at least like a "hold fire" button that works for all selected units, rather than having to manually click every single weapon on every unit.

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