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Thread: Some things I'd like to see.

  1. #1

    CSA Captain

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    Some things I'd like to see.

    I'd like to start off by saying this is gonna be a long read, and that some of the things i will mention here have been mentioned previously. This is a collection of things I (1st TX Maj. Mj) think would improve the game play, or just some cool ideas.

    1: Map changes. There are far too many changes to list them off individually, so i'll give generalizations and examples. Maps should allow more flanking from the attacker, (EX, Open up the Union right flank on Sunken Lane a few yards more, so that the union can use the fence to attack the point from the north west) and more freedom to move from the point for the defenders. (EX: Pry Ford, Roulette lane, Pry House, and Hagerstown) The positional advantage the Attackers have if the Defenders lose the point is so much that the Defenders must hold very close to the point on these maps, You fix this by adding paths to re-take the point from, or lessening the cover on the point itself.

    2: Louder In-game voice chat. Even if you turn up everyone by a bit, i would be happy. As of now it's hard to hear someone on the other side of a 20 man line in game while nothing is going on. This isn't a huge issue in organized groups like the 1st, due to order echoing. For Public disorganized play, and Officers not on with a group of their NCO's, this change is essential.

    3: Fixing the "pushing" for lines. I can't tell you how many times I have been just squeezed out of line while aiming. And i'm usually leading, or acting as an NCO. I have no idea how this could be fixed, but a fix is needed here. a nice Quality of life change.

    4: Ability to Password servers. It would help so many things.

    5: Better Harper's Ferry maps. Most of them have one or more of the 3 worst traits for a map to have, and those are Extremely Limited routes of attack, Very Static positioning for both sides, and Ability to spawn-camp. (The Graveyard map has all of these) More like East woods. Or Hills Counterattack. I Love both of those from both sides.

    6: Ability to take admin action from the tab menu. Or perhaps a new admin menu. It takes me too long as an admin to ban someone. Last night I had someone on the 1st TX server hitting team mates with the butt of their rife. I had to see what team he was on, Spawn in on that team to see his name, Hit f9. Find where he was, Fly to him, Hit E on him (harder than you may think) Then finally take admin action. Doing it via hitting Tilde and typing the command and exact steam name is also... harder than you may think.

    7: Predictable Melee combat. as of now the range of stabs is really hard to work out. I can dill my guys where they will stab the enemy, but telling / showing them where they can be stabbed changes too much. (Hope we will have that full system with blocking and whatnot in the game sooner rather than later :P)

    8: Make dying/ being out of line more punishing for the player out of line. Winning or losing is sometimes not enough to stop Rambo. Rambo likes going off and being... well... Rambo. Him being out of line should hurt him more. Maybe after dying out of line a few times Pvt Rambo can get the same "Go back to your men!" message officers get? or something similar?

    9: Something for flags to do other than stand around in formation. Even allowing them to do some flag animations would be nice. Maybe allowing them to use the flagpole in melee?

    I'm sure more ideas will come to me later, But regardless, I'll keep dumping hours into this glorious game.
    Texans always move em!
    Last edited by Mjtheko; 02-09-2019 at 12:20 PM. Reason: Spelling and Grammar

  2. #2

    USA General of the Army

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    Looks good. I would also recommend that the capture area on certain maps be revisited. There are a few maps where the attacker is able to cap while the defender os sitting on the point while not being anywhere near the cap indicator.

  3. #3
    WoR-Dev TrustyJam's Avatar
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    Quote Originally Posted by Oleander View Post
    Looks good. I would also recommend that the capture area on certain maps be revisited. There are a few maps where the attacker is able to cap while the defender os sitting on the point while not being anywhere near the cap indicator.
    Yep, those will be reverted back to their original smaller sizes again in the next update.

    It was an experiment too see if bigger capture areas would open up the areas for different strategies - players still gathered on the capture area icons no matter the size of the cap zone however. The bigger capture areas of Miller's Cornfield and Maryland Heights also did not work very well with the new end game events.

    - Trusty

  4. #4

    USA General of the Army

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    Quote Originally Posted by TrustyJam View Post
    The bigger capture areas of Miller's Cornfield and Maryland Heights also did not work very well with the new end game events.

    - Trusty
    We noticed

  5. #5
    Matt(Fridge)'s Avatar
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    I agree with Mjtheko. Point 4 is 100% necessary, there needs to be locked servers to preserve the competitive scene of the game. On point 9 although it would not be the best melee weapon it is still better than nothing in a tight situation. Various animations with the flag would also be cool. It could even add a buff of some kind if you wanted it to.

  6. #6

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    on point 9, I agree. Maybe the initial spawn allows the flag bearer to have a pistol, but after he is killed, whomever picks it up at that point is weaponless, as they would have dropped their rifle.

    Personally, I love the Graveyard map. Maybe it's because I get to be the 9th Vermont, but I do enjoy that one.
    Descendant of David Jewell - 1st Maine Heavy Artillery, Philo Johnson - 11th Vermont/1st VTHA

  7. #7

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    Maybe allowing them to use the flagpole in melee?
    No
    -Vito Cpt of the 72ndPA

  8. #8

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    Quote Originally Posted by RhettVito View Post
    Maybe allowing them to use the flagpole in melee?
    No
    Why
    Currahee!

  9. #9
    "Opening up" the map would have a severe detriment to gameplay. The style of gameplay relies on the complete opposite. In reality the skirmish areas represent an area of frontage in a larger positition and the "flanking" opportunities are already rampant much to the chagrin of any sort of cohesive gameplay which relies on dense formations. You open up the map further, you degrade that further. You could fit 500 players comfortably into the skirmish areas. You're never going to have a 500 man server.

    Voice chat level is fine. Pushing is fine.

    Like I've said many times as soon as passwords come, a great deal of people become 'closed event only' players. That's inevitable but why not develop the Alpha to a higher standard than the destructive non-competitive experience of every other similar game out there so the game stands a chance of not just being the same tired old niche that kills all these other similar games that absolutely need a closed server to be any fun at all.
    Last edited by Poorlaggedman; 02-09-2019 at 01:15 AM.
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  10. #10

    CSA Captain

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    Quote Originally Posted by Poorlaggedman View Post
    "Opening up" the map would have a severe detriment to gameplay. The style of gameplay relies on the complete opposite. In reality the skirmish areas represent an area of frontage in a larger positition and the "flanking" opportunities are already rampant much to the chagrin of any sort of cohesive gameplay which relies on dense formations. You open up the map further, you degrade that further. You could fit 500 players comfortably into the skirmish areas. You're never going to have a 500 man server.

    Voice chat level is fine. Pushing is fine.

    Like I've said many times as soon as passwords come, a great deal of people become 'closed event only' players. That's inevitable but why not develop the Alpha to a higher standard than the destructive non-competitive experience of every other similar game out there so the game stands a chance of not just being the same tired old niche that kills all these other similar games that absolutely need a closed server to be any fun at all.
    Why is opening up the map bad?

    Why does flanking hurt Cohesive gameplay?

    I didn't mention 500 man servers??? Or anything related to changing the amount of players on maps???

    Voice chat is too quiet. Workable, but still quiet. Hit F9 and fly around for a bit. You have to get crazy close to hear anything at all from lines.

    Pushing is annoying. Not game breaking. A fix would be nice but is not required, and from what little I know about collision in programming, technically challenging.

    I'm not going to turn this into another password thread. They would be good for everyone, and that's the end of it.

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