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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 03:01 
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Private

Joined: Sat 25 Feb 2012 14:57
Posts: 3
Selling units: I think any unit I the game should have the ability to be "sold". When a unit is sold, it stops engaging enemies and performs a "move fast" order to the nearest game entry point. If that unit makes it off the map the player receives a refund for the unit's cost.

This would allow a player to change their strategy mid game (such as realizing that the othe player is more tank heavy than expected) or allow a player to get rid of empty transports, ect.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 03:02 
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Private

Joined: Fri 24 Feb 2012 18:32
Posts: 2
For the upcoming Compstomp:
- Refillable FOBs for points (as already proposed)
- and reopening of unit slots once they are destroyed

Dag


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 04:58 
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Sergeant

Joined: Sun 12 Feb 2012 16:51
Posts: 52
At the moment you get a lot of people joining and then immediately quitting unranked games. I beleive thi is becasue they join and then see they are on the side the don't wan't to be and then elavea gain.

It would be thus really helpful if unranked games showed the number of ANTO and WP players for each game in the lobby. This would allow people to pick the game they want to play, and allow ranked games to start faster.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 05:20 
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Private First-Class

Joined: Sun 26 Feb 2012 05:15
Posts: 8
Excellent game, but I would love to see planes worked in. I don't mean planes that are controllable as such, but something like World in Conflict would be great though, where you spend X points and a ground attack craft that has been flying a CAP will fly over the map and engage units in a specified area (maybe you need sight on the units first or something). Would be a really worthwhile addition in a future expansion IMO.

[EDIT] Also a Hold fire/return fire/fire at will toggle is missing, I know you can manually disable guns but it makes micromanaging an ambush a real chore.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 05:32 
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Corporal

Joined: Sat 18 Feb 2012 01:35
Posts: 21
More of a bug, but I found these traitors in the Fulda Gap campaign mission.

Image

- The Duce Cat


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 06:03 
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Specialist

Joined: Sun 26 Feb 2012 05:31
Posts: 11
This game is great, but with a few tweaks can become perfect.

1) new victory conditions for the game: When a group has more areas under its control, 15-minute countdown begins, if the opposing team fails to reverse the situation, or is unable to have the same number of zones under its control, the game will be won by the group with the highest number of areas under its control.
The timer is reset when the situation is reversed, or if the groups have the same number of controlled areas.

2) vehicles may be sold when no longer needed, but at 50% of their actual value, and only if they can reach an exit.

3) the resources of a fob can be restored, 5000 supplies at a cost of 100 resources. Or for each area under our control each fob earns a fixed number of supplies every minute.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 07:07 
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Corporal

Joined: Thu 9 Feb 2012 21:24
Posts: 28
not and never. FOB must be as they are now - irrestorable. because otherwise artillery will be shoot forever. number of FOB is a strategic choise for your match before it starts.
the same with selling units. you bought it - so now bring it to fight and win, otherwise you made mistake and choose wrong tactic, so you must loose.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 11:35 
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Specialist

Joined: Sun 26 Feb 2012 05:31
Posts: 11
warsaw have mi-26 "5000" supplies only for 125....


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 12:49 
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Sergeant First-Class

Joined: Sat 25 Feb 2012 12:30
Posts: 135
No selling.
No re-opening slots once bought units are destroyed - use other unit types.
No FOB re-supply.

Please don't extend the games limited economy system away from the games tabletop roots. This game is about strategy, tactics and logistics, not bean counting.


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 Post subject: Re: Suggestions
PostPosted: Sun 26 Feb 2012 12:55 
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Captain
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Joined: Thu 30 Jun 2011 23:56
Posts: 1584
NEWACE wrote:
New victory conditions for the game: When a group has more areas under its control, 15-minute countdown begins, if the opposing team fails to reverse the situation, or is unable to have the same number of zones under its control, the game will be won by the group with the highest number of areas under its control.
The timer is reset when the situation is reversed, or if the groups have the same number of controlled areas.

What about the value of the areas ? It's seems unfair to lose if two 5 points areas are under your control and three 1 point are controlled by your opponent. The selling of vehicles sounds like a good idea, empty trucks and APCs are nearly useless on the battlefield, and transport helos are worse once they have unloaded the troops.

I would like to know the exact amount of ammo instead of the LOW AMMO panel. Sometimes it's annoying, for exemple when you don't know if you have 1 or 3 ATGM left while a pair of T-55 is coming.

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