1. DDz Quorum Friar Posted February 3, 2023 1. DDz Quorum Share Posted February 3, 2023 Salute, Thought I would start a thread where we can record our thoughts and ideas of features to take into the next Campaign. Here are a few I have collected. Do you have any others? - Longer despawn and death time penalties to prevent units being "thrown away" to jump to positions - Move spawn points further away from the flag position to make defending more realistic. POSSIBLE SOLUTION:Spawn points only enabled when the NEXT capture point is taken (see post below) - Possible use of AI ground units to increase the sense of being in a battle. - Bridges, although an exciting concept of being tactical, they are proving to cause bottlenecks in game play. Need to review destroy / repair routines. - Option for airfields to be disabled set at a level that are not too easy to punish the owner but not too hard that they are unachievable for the attacker. 3 Quote Link to comment Share on other sites More sharing options...
Ben griffiths Posted February 3, 2023 Share Posted February 3, 2023 seem like very good ideas all round Quote Link to comment Share on other sites More sharing options...
delta7 Posted February 3, 2023 Share Posted February 3, 2023 Bridges are bottlenecks is it possible for a unit to repair immediately so we do not have such a long wait Quote Link to comment Share on other sites More sharing options...
DD_Soapy Posted February 4, 2023 Share Posted February 4, 2023 I don't know anything about mission builder logic but the prospect of being able to knock out an enemy airfield with a bombing run seems attractive. Quote Link to comment Share on other sites More sharing options...
1. DDz Quorum Friar Posted February 5, 2023 Author 1. DDz Quorum Share Posted February 5, 2023 Had an idea ref the spawn points. What about the spawn point in a town / capture point is only enabled when the NEXT town / capture is taken. If a town has two or more possible near by capture points then it gets a spawn point for each (the logic of working out to disable them when the forward capture point was lost would be just too much for me to work out. ) This way the spawn points would be reserves and units would move up to the "front". 1 Quote Link to comment Share on other sites More sharing options...
1. DDz Quorum Friar Posted February 5, 2023 Author 1. DDz Quorum Share Posted February 5, 2023 ... The use of the player flyable C47 and Ju52 to use paratroops to capture ground 3 Quote Link to comment Share on other sites More sharing options...
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