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Heroes & Generals

sfscriv

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  1. 2015 44 - victories for the Americans (22%) 91 - victories for the Germans (45%) 68 - victories for the Soviets (33%) 203 2016 23 - victories for the Americans (33%) 12 - victories for the Germans (17%) 35 - victories for the Soviets (50%) 70 2017 as of 16 NOV 2017 41 - victories for the Americans (51%) 2 - victories for the Germans (2%) 38 - victories for the Soviets (47%) 81 Overall based on the numbers for each year above 2015-2017 108 - victories for the Americans (30%) 105 - victories for the Germans (30%) 141 - victories for the Soviets (40%) 354 Total @Reto.Circinus Could you please investigate to determine the correct numbers? Thanks! One real-day equals four H&G War-days. Thanks @geschlittert The official Launch of 'Heroes and Generals' was on 23 SEP 2016. Source set to start at the beginning of the run down of War Victories. A Roll-up of threads relating to improving the RTS/Campaign map/War. RTS/Campaign Map/Strategic War Improvements Currently, there are not enough active action battles on the Campaign Map that are being fought at any given time. Reto should have the ability to expand and contract the conflict with more or less action battle nodes and battlelines. Encouraging Campaign Map Activity .
  2. It appears a Clan System is in the making based on the H&G Development Overview. @Jacky95 Honoring Clan Attributes: A Stronger Community with Customer Retention ( The is a collaborative effort between Jacky95 and sfscriv ) General Prologue We would like to see improved retention and expansion of the H&G Community. We have both put out a number of threads suggesting enhancements to H&G gameplay. This thread focuses on clans. We are presenting a number of concepts to improve the clan experience, encourage new and old clans to join the H&G Community, and to inform random gamers how to create and administer their own H&G clan. A Better Gaming Experience Being a member of a clan offers a far better gaming experience. At the bottom of the pyramid in the image above, folks are sitting on the couch watching the TV. The experience becomes more social and interactive as we move up the pyramid. The attributes of a Clan have a plan to conduct the match, the task organization to assign men, weapons, and equipment to specialized roles on the battlefield, and the integrated communication to coordinate with clan members as well as random players. H&G should gift the clan experience to the broader H&G Community with integrated clan tools and support. Short introduction to the Clan Directory Let's start with the most significant feature addition. It's time to move the Clans out of the darkness. The clans would likely want to know the other clans better, clans generally want to recruit new members, and random players want to find a clan that suits them. Easily accessible clan information is desired and could be provided by an official H&G Clan Directory integrated into the existing H&G website. It's understood that there is clan content buried somewhere in the H&G Wiki and there are already sections dedicated to clans in the H&G Forum. This recommendation would make discovering desired information easier with an organized format, searchable content, and tied to actual game activity. Here are the characteristics of a new directory: Official H&G Clan Directory Clan leaders will select from drop down menus to configure their clan information. ... The in-game activity of the clan and its clan members is tracked and made public. Similar to your Steam profile. Provide a cumulative hours played as well and a weekly summary for each clan member. ... Contact information: Website, Forum, email, Steam Group, TeamSpeak/Discord ... Faction/s: American, German, Russian, All, Other ... Size: 1-9, 10-19, 20-40, 41-99, 100+ ... Language: English, German, Portuguese, Spanish, Chinese, Russian, French, Italian, Hungarian, Polish, Czech, Turkish ... Date Clan established: MM/YYYY ... Recruit Age: All, 13-16, 17-24, 25+, other ... Region: hometown, state, region, time zone, national, international ... Atmosphere/culture within the ranks: very casual, semi-organized, strict adherence ... Clan Leader Attribute: Experience, Skill, Availability, Hardworking, Teamwork, Fun ... How frequently do you want an event? Multiple times a week, weekends, once a month, laissez faire ... Soldier type desired: All, Infantry, Recon, Tank Crewman, Paratrooper, Pilot ... Other desired Attributes: Assault Team Ownership, At least 100 hours of gameplay ... Requirements: None, Microphone, Other Requirements to be listed in Clan Directory: (verified before acceptance) Third-party VoIP software: TeamSpeak, Discord, etc... Website/Forum/FaceBook Start Your Own H&G Clan You may find the perfect clan. Or, you could just create and administer your own clan. We have put together proven tips to get your organization up and running. Starting Your Own H&G Clan Short Introduction to Advertising Clans It's time to discover the inner workings of our Community that offers camaraderie, unifying effort, and fun at a higher level. What are some positive attributes for online gaming Clans in the H&G Community? Group of individual players dedicated to support one another Clans encourage players to develop a long term relationship with the game Clans elevate Community excitement for the game Clans expand the active playerbase Clans enhance customer retention Retaining & Bringing Back Great Customers To support Clans and encourage positive attributes, Reto should assist clans in reaching out to the playerbase. Clans should be rewarded for being active in the H&G Community. For their dedication, we should offer an advertising vehicle within the H&G game. In addition to providing a Clan Directory, Reto could advertise its Clans to the playerbase creating a "Meet the Clans" News section similar to 'Meet the Players' and 'Meet the Developers.' It's time to improve the communication between Clans and randoms. - Create a "Meet the Clan" news section to advertise active Clans to the playerbase. - In-game Clan Advertisement pop-up, we would be reaching out to the whole playerbase. This would be similar to the Store pop-up advertisement when you first log-in. Two-week advertisement loop. The pop-up is presented once for each log-in. Just as everyone gets the News popup when he first logs or the store advertisement. Two random days assigned to each Clans advertisement in the two week loop. Only seven clans for any given advertising loop. If there are not seven clans for the seven days, then some of the clans get more than one day of advertising for any given week. Clans which took part in the current loop cannot take part in the next loop. 1 week break between advertisement loops. To avoid being annoying and keep the pop ups fresh. Clan would be required to be listed in the Clan Directory Format: Clan insignia/picture, short announcement, VoIP and webpage info A fee to advertise, perhaps 500 gold. Administration Responsibility Someone has to vet the applicants for the directory and verify the existence of the VoIP and website. Probably a trusted agent like a Moderator, the Bug Hunters, the Research Regiment, or something similar. The WWII online gaming competition is at our door step. How do we improve our Community to weather the storm? We offer unique features and we should strengthen and unify the Community. Carving out Market Share Thank you for taking the time to consider our proposal. We'll see you on the H&G Battlefield. Fight For Friends! Clan v. Clan could be broadcasted on Twitch or other online service to spread the word about H&G, have current and new players learn how to play the RTS portion of H&G, and encourage competition among clans which would breath new life into Heroes and Generals. Clan v. Clan Carving out Market Share Retaining & Bringing Back Great Customers Listen, Acknowledge, Offer Solutions, Give Credit, Openly Track, & Satisfactorily Resolve Issues Configuring the New DevStream Twitch Room Clan Appreciation Demonstration - 'Meet the Clans' .
  3. +++ --- Under Construction --- +++ This will be very lengthy thread with a lots of edits over an extended period of time. The intent of this thread is to layout the process of waging war. Many, not yet implemented, features will be presented for our discussion. Abbreviated links will be provided in the text and then the full titles of other threads will be listed at the end of the first post of this thread. The sizes of embedded images have been adjusted throughout this presentation. Larger images to more clearly view the concept are available in the linked thread. Why do we go to War, brothers? Answer - TO WIN !! Why do we want to win? What should be the "end-game" prize? Answer - To be provided at a future date... You may find clues to a proper end-game here: A Reason to Participate in the WAR Based on commencing with a solid foundation, I envision, initially, a smaller Campaign Map. The Campaign Maps will change based on player population and to provide variety. The German Faction in the first map above fights a two front war, already has the higher player population, and is provided more resources to support a two front conflict. +60% resources at the very beginning of the war. +30% resources three in-game (War-days) days into the war. +15% resources six War-days into the conflict. There are four seasons for each action battle map that corresponds to the seasonal timeline visible on the Campaign Map. In World War II, nations had to gear-up for War increasing their factory production rates and decided to pursue advanced weaponry leveraging technology to gain a competitive edge on their opponent. The longer the duration of the conflict the greater the production capacity and the greater the lethality of weapons. @Paciencia095 War-Day 1-3 Only the first 10 Assault Teams (ATs) per account Bikes & Civilian Trucks Only Semi-Auto Rifles (no scopes until Day 6+) Only Anti-Tank mines & Panzerfaust Recon Not Available Light Armor only Paratroopers Not Available Recon Plane only Cargo truck deployed Anti-Aircraft (AA) Stationary Emplacement only Cargo trucks to move supply crate material toward the frontline All forces would move twice as fast until first contact with any opponent on the Campaign Map. Once contact is made all Assault Teams (ATs) would revert back to their normal movement speed; even forces not in contact. War-Day 4-5 Deployment ratio of 3:3:1 - First 10 AT deploy queue - Second queue for Reinforcements (already deployed and some remaining resources) - Third queue for the next 20% of the Remaining AT for those players who have already deployed their first 10 ATs Bikes, Civ. Trucks, Jeeps Semi-Auto Rifles & SMGs All AT weapons except launched All Recon, but Mech Recon Light & Medium Armor only Pathfinder only Recon Plane & Light Fighter only AA Emplacement & AA Truck only One and Two Guard Cargo Truck ATs Engineer War-Day 6+ Deployment ratio of 3:2:2:2:1 [1st-10 : Z-Group : Reinforcement : Redeploy : Remaining Follow-on (Whale)] The ratio changes with a reduction in reinforcements and the addition of Z- Group and Redeploys ahead of the Whales. - First 10 AT deploy queue - Second queue for Z-Group already deployed. **To be explained in the Future.** - Third queue for Reinforcements already deployed with reaming resources - Fourth queue for Redeploys - Fifth queue for rest of Whale's Army All light skinned vehicles All weapons (scopes for infantry; if unlocked) All AT weapons Mech Recon Heavy Armor & TDs Paratrooper All Aircraft All Anti-Aircraft including AA Armor Three Guard Cargo Truck ATs Spy Campaign Map Variations - A New Challenge How to Reduce Assault Teams (ATs) on the Frontline Token Plus - Seasons, Illumination, Weather, Terrain, Uniforms Staggered Production resulting in Staggered Availability of Resources Anti-Aircraft Soldier Recommendation for Cargo Truck function change for action battles Prisoners of War (POWs) Enhanced Battlelines Spy AT .
  4. sfscriv

    Prioritizing Map Development

    Maps in development I added the blue discs to the matrix below. Kreml = Brest Fortress Assault Map DevStreams updates on the map releases from Q&A&Y #4 on 28 SEP and Q&A&Y #1 on 17 AUG in the Spoiler gray banner. This is actually exactly how the [Crossroads] map is designed. I know heights are not apparent from the picture I posted so I will use your own image to illustrate: As you move towards the center of the map you will basically go through this sequence no matter from where you approach: 1. Vantagepoint on the ridge of the valley. From this vantage-point you have 1,5 km line of sight to the other side ridge. This vantage point is mostly covered by trees 2. Open area fields which are exposed due to slanting down towards the village 3. Vantagepoint at the field boundary. 4. Open area, more fields. 5. Funneled into the village streets (chokepoint)... ------------------------..............................+++++++++++++++..............................------------------------ A H&G Forum section dedicated to just maps is a very good sign. I believe new maps should be a very high priority for the Reto development team. Let's see which map types should be first out of the production assembly line. Add your prioritized list as a separate post below. Justification as to why you think your sequence is preferred would be appreciated. These are the current maps: ------------------------------------------------------------------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here are my thoughts: It is difficult to determine which maps should go first. At this point in the game development progress, any maps and soonest would do the trick. Updated Matrix based upon Developer feedback Matrix Legend Red Future - Planned by Reto Orange - In-Development Green - Current Maps N/A - Not Applicable Red (other than 'Future') - Recommended North Africa - Suggested Training - Will be described in a future thread Seasons (S/F/W/S) - Summer/Fall/Winter/Spring Partisan - Special version of the map to accommodate Partisans AA - Anti-Aircraft positions on the Airfields being active on the Campaign Map SD - Supply Depot established on the Airfields by bots to provide supplies to frontline CBs - Command Bunkers used by integrated Command Teams VoIP - Integrated voice communications CMD TM - integrated Command Team PL - integrated Platoon Leader @Reto.Desji I updated the matrix. I understand there are some unforecasted additions. Please let me know if there are any mistakes. Thanks. We need the following: - 9 Russia Maps to match the current France themed maps - Coastal Town Map - Flight Training Map - Strategic Center (Capital City) Map - Aircraft Action Battle Maps - Mine Map - Partisan Maps - Other game mode maps Season for each map: - Fall - Winter - Spring - Summer "Published by Reto-Moto on Dec 19, 2014 We sometimes let a couple of players into our test & development servers to help us test specific things - when we weren't looking a couple of the guys grabbed the content for this awesome video and edited it together." It appears a lot of folks, including Reto, think the Winter version of the maps has to have falling snow in the sky and 8 inches (20 cm) on the ground. I think there could be minimal snow accenting spots with barren trees and clear skies. Server resources for particle effects and tracks in the snow averted. Here is an actual image of WWII on the Eastern Front. Notice it is Winter and there is no snow falling. It is important to impact as much of the player base as possible. A large portion of the campaign map could be Russian-themed which would entail making Russian versions of the existing nine maps. These maps would be available to all players able to access the Assault, Skirmish, Encounter prospectively. There are approximately 4,000 players online gaming each day. About 10% (400 players) of those participate in the War on the Campaign map. Adding a Coastal map would convert existing battle action maps where land fall is made at the end of battle lines. There are approximately 140 current map nodes on the Campaign map that could be converted to a Coastal map. This map could also be made available to Staged battle participants. Original post - Coastal Map: Reto, take a look - Coastal Town Map - authored by @Shwepshappens We need to take into account the composition of over 18 million soldiers in the combined armed forces: - 17,800,000 infantry (95% of total) - 506,000 Tankers (54% other than infantry [of the 5%]) - 184,000 Pilots (19% other than infantry [of the 5%]) - 147,000 Recons (17% other than infantry [of the 5%]) - 95,000 Paras (10% other than infantry [of the 5%]) - 9,000 Generals (1% other than infantry [of the 5%]) I think the flight training and aircraft maps should have been released on 2 DEC 2016 when the first wave of new recon aircraft were released. Pilot Training Map and Instructor Feature I think the region themed maps should be accessible to staged battles. It may be a good idea to limit accessibility of certain maps to just the war side of the game to encourage participation in the war. The city maps could be limited access - War only. The Strategic Center (Capital City) maps should be done with the center piece or the backdrop themed based on the location. London - Big Ben Clock Tower, Paris - Eifel Tower, etc... The photo is of Warsaw, Poland during WWII Map Types: - Russian - Coastal - City (Strategic Centers/Capitals) - Flight training Aircraft action battle maps - Aircraft Maps - Recommendation ... Bomb factory ... Sink ship ... Wreck train ... Attack Ground Convoy ... Destroy bridge ... Chance encounter with enemy aircraft over sea I think it is important to tie the Aircraft action battle maps to the Campaign map and the resource system. Forecasted Resource Management (H&G Developer Concept) And, definitely an Armor map based on: Battle of Kursk Mine map -> Automatic movement of train with raw material to the Factory map. Partisan version of the Coastal Town, Mountain Town, Town, and Strategic Center maps with much more cover and concealment. Plowed fields, crops, orchards, irrigation ditches, silos, shacks, static carts, more bushes, etc to facilitate closer range contact between occupying soldiers and Partisans. Partisan Maps Mechanized Recon against Pathfinder map. If Mech Recon is able to detect and interdict no matter the location, special rugged remote terrain action battle map in which the Mech Recon has to attempt to stop Pathfinder movement across the map. Partisan, Pathfinder, & Mech Recon In my opinion, the Campaign map is not ready for another expansion. There is much development needed with the existing map before spreading into other areas of the globe, but when the next expansion occurs it should be a whole other set of maps based on a North Africa theme. -----***----- Seven different versions of the Campaign Map: Campaign Map Variations - A New Challenge -- Other Considerations -- Map Categories: - Assault - Skirmish - Encounter Time/Illumination: - Day - Sunset - Night - Sunrise Weather: - Clear - Cloudy - Fog - Rain - Snow - White Uniforms Theaters: - Europe - West Asia - North Africa - Tan Uniforms - East Asia - Japanese & Chinese factions (Expanding the game to appeal to the Far East market has great potential) - Pacific - North America - Atlantic ----------- Much lower priority based on the WWII theme: - Sub-Sahara Africa - South Asia - Central America & Caribbean - South America .
  5. You sure do like to throw darts. You sound like everything is perfect. And, the simpler the better for you. .
  6. Features could be exclusive to the Campaign Map. These features could include integrated leadership positions and the Crowd units created by @Rdanzer There also additional ATs that can be added. Multi-Echelon Command Teams HQ Crowd Control, TF War Fighting, and AUX Mentorship Long Range Recon AT (SCT-controlled) View: Same view distance than any other aircraft Morale: N/A Break Contact/Exfil: No special ability Primary Function: To identify and illuminate Aircraft Encounter maps beyond the range of player controlled Recon Plane ATs for Aircraft AT to attack. Function Loss: N/A Note: This AT would be an unlock for the SCT position and controlled by the SCT Leader. Scout Asset View Distance & Special Abilities Partisan AT (SCT) View: 1/3 the normal view distance Morale: Starts at 75%. +50% with Victory. (125% maximum) -50% with Loss. Break Contact/Exfil: Unable to move from uprising action battle town. Primary Function: Revolt against occupying force. Can be reinforced by Pathfinder and Mechanized Recon ATs. Partisan, Pathfinder, & Mech Recon Function Loss: N/A Spy AT (SCT) View: Double view distance Morale: N/A Break Contact/Exfil: 10% chance of successfully escaping after an enemy Mech Recon capture. Primary Function: Infiltrate from the single friendly main capital to single enemy main capital to assassinate a member of the enemy faction command team. Spies and Saboteurs Function Loss: N/A Note: Can only be detected, intercepted, and destroyed by enemy Mech Recon ATs. Anti-Aircraft AT (XO) View: Lesser view of ground forces with a greater view of enemy aircraft ATs, but not as good a view as aircraft AT. Morale: Standard Break Contact/Exfil: No special ability Primary Function: Detect and destroy enemy aircraft. Passing enemy aircraft on the Campaign Map trip activates an air raid alarm for real-player AA soldier types and mobilize AA-bot units. Function Loss: None Note: This role on the campaign and action battle maps would be conducted by both real-player and AI bots. AA Info: Anti-Aircraft Soldier Engineer AT (XO-controlled) View: 1/3 the normal view distance Morale: N/A Break Contact/Exfil: No special ability Primary Function: Repair Bridges and Railways. Enhanced Battlelines Function Loss: N/A Note: This AT would be an unlock for the XO position and controlled by the XO. Cargo Truck AT (XO) View: 1/3 the normal view distance Morale: 50% greater loss if not directly supporting an action battle Break Contact/Exfil: No special ability Primary Function: Move logistics operated by bots. Provide supplies to establish Supply Depots on the Campaign map and support the construction of Command Bunkers. The later concept will be described in a Future thread. Bot Info: Innovate! Bots do the Dirty Work!! Truck Info: Cargo Truck function .
  7. sfscriv

    Prototype test: Armor plating

    Clearly the armor plating topic was fabricated to pretend the idea was from the community. No way this initiative could go from a simple comment during DevStream #2 (recent) to prototype server in about a week. The discussion during the DevStream seemed forced and artificial. Turns out it was a big smoke screen. This is yet another mistake wasting valuable development resources. Just have to sit back in amazement. Oh, my!!
  8. Thanks. Appreciated. Be sure to check out this
  9. Control over Assault Teams (ATs) remains with the owner. Integrated Leaders will guide/encourage. The ATs should not have a cookie-cutter approach. Meaning the ATs should not behave the same or have the same attributes. The AT's ability and contribution to the fight should be different. They should be specialized according the function they serve on the battlefield. The Command Team Leader in parentheses is not directly controlling. Recon AT (SCT) View: Standard Recon view distance dependent on type of AT Morale: 50% Less morale loss Break Contact/Exfiltrate: Able to break contact/retreat with no penalty on battle lines and in Action Battles Primary Function: Determine Enemy disposition. Also delay enemy approaches and provide warning to friendly forces. Function Loss: None Pathfinder AT (SCT) View: Standard for AT type Morale: Standard Break Contact/Exfil: Able to exfil down enemy controlled battle lines undetected Primary Function: Confirm/Deny the presence of enemy Command Bunkers and Supply Depots. Able to join Partisan Action Battles. Function Loss: Unable to para-block Mechanized Recon AT (SCT) View: Standard for AT type and is the only AT that can view and engage enemy Pathfinder, enemy Mech Recon, and enemy Spy conducting infil/exfil along battle lines Morale: 50% Less morale loss Break Contact/Exfil: Able to break contact/retreat with no penalty on battle lines and in Action Battles Primary Function: Determine Enemy disposition. Also delay enemy approaches and provide warning to friendly forces Plus able to detect and engage enemy Pathfinder, enemy Mech Recon, and enemy Spy exfils. Able to join Partisan Action Battles which opens the ability for friendly force planes to support. Function Loss: None Recon Plane AT (SCT) View: Greater viewing distance and greater clarity of enemy forces arrayed on the battlefield compared with all other AT types Morale: No morale loss Break Contact/Exfil: Able to break contact/retreat in Action Battles. Anti-Aircraft (AA) can not detect Recon Planes on the Campaign Map. Primary Function: Determine Enemy disposition. Better able to detect AA-ATs and mark on the Campaign Map. Also provide warning to friendly forces. Function Loss: Greatly reduced bombing; maybe NO bombing Note: This AT would have the special ability to air drop pistols to Partisans who are behind enemy lines. Only aircraft able to land on the Mountain Town Map. Long Range Recon AT (SCT-controlled) View: Same view distance than any other aircraft Morale: N/A Break Contact/Exfil: No special ability Primary Function: To identify and illuminate Aircraft Encounter maps beyond the range of player controlled Recon Plane ATs for Aircraft AT to attack. Function Loss: N/A Note: This AT would be an unlock for the SCT position and controlled by the SCT Leader. Enhanced Battlelines Amphibious Jeep AT (SCT) View: Standard view distance for AT type Morale: Standard Break Contact/Exfil: No special ability. Primary Function: To bypass chokepoints associated with river crossings and shuttle non-vehicle ground ATs across the water obstacle in vicinity of a destroyed bridge. Function Loss: N/A Note: Only the owner of a Motorized Infantry AT with one Amphibious vehicle in the owner's account can transform their AT to the Motorized Amphibious AT. Partisan AT (SCT) View: 1/3 the normal view distance Morale: Starts at 75%. +50% with Victory. (125% maximum) -50% with Loss. Break Contact/Exfil: Unable to move from uprising action battle town. Primary Function: Revolt against occupying force. Can be reinforced by Pathfinder and Mechanized Recon ATs. Partisan, Pathfinder, & Mech Recon Function Loss: N/A Spy AT (SCT) View: Double view distance Morale: N/A Break Contact/Exfil: 10% chance of successfully escaping after an enemy Mech Recon capture. Primary Function: Infiltrate from the single friendly main capital to single enemy main capital to assassinate a member of the enemy faction command team. Spies and Saboteurs Function Loss: N/A Note: Can only be detected, intercepted, and destroyed by enemy Mech Recon ATs. Anti-Aircraft AT (XO) View: Lesser view of ground forces with a greater view of enemy aircraft ATs, but not as good a view as aircraft AT. Morale: Standard Break Contact/Exfil: No special ability Primary Function: Detect and destroy enemy aircraft. Passing enemy aircraft on the Campaign Map trip activates an air raid alarm for real-player AA soldier types and mobilize AA-bot units. Function Loss: None Note: This role on the campaign and action battle maps would be conducted by both real-player and AI bots. AA Info: Anti-Aircraft Soldier Engineer AT (XO-controlled) View: 1/3 the normal view distance Morale: N/A Break Contact/Exfil: No special ability Primary Function: Repair Bridges and Railways. Enhanced Battlelines Function Loss: N/A Note: This AT would be an unlock for the XO position and controlled by the XO. Cargo Truck AT (XO) View: 1/3 the normal view distance Morale: 50% greater loss if not directly supporting an action battle Break Contact/Exfil: No special ability Primary Function: Move logistics operated by bots. Provide supplies to establish Supply Depots on the Campaign map and support the construction of Command Bunkers. The later concept will be described in a Future thread. Bot Info: Innovate! Bots do the Dirty Work!! Truck Info: Cargo Truck function Function Loss: Mobile spawn only for bots. Not an Assault Team, but a similar special ability for the Campaign map. A high ranking player (Rank 22), the Faction Scout (SCT) Leader, can unlock the ability to conduct a "Dolittle Raid" which enables a specially selected paratrooper and aircraft task force to make one leap frog incursion into enemy territory. The ability is only available once every three War-Days and would permit a deep strike paratrooper force to seize an enemy airfield. The cool down timer for the option to conduct another 'Dolittle Raid' would only be visible to Faction SCT Leaders of all three Factions. If the force is successful in seizing the first airfield, the task force can reload the aircraft and make one more push deeper into enemy territory. Upon seizing the second airfield, the task force can reload aircraft and depart, stay and fight to the death, or ground forces can make a push to an adjoining action battle node on the Campaign map. For the discussion related to the Dolittle Raid: Recommendations for Upcoming Aviation Updates [Consolidated] The Faction Scout SCT Leader in-charge, in coordination with the Faction Commander, would identify the first desired marshalling friendly airfield and targeted enemy airfield. The SCT Leader would then make the two sites visible for all faction paratrooper AT (not pathfinder AT) and aircraft AT owners to see on the Campaign map. If the first airfield seizure is successful, the 'Dolittle' task force gets the option to strike again for another airfield deeper in enemy territory. In addition, the task force is rewarded with gliders (unlocked) for use only in the second airfield attack. The gliders are used to transport motorized infantry (jeeps) and, perhaps, some light tanks. Once the first airfield attack is underway, all faction ground forces will be able to only see the ground marshalling area for their optional participation. Once the first airfield is seized by friendly forces, the SCT Leader who initiated the 'Dolittle' option would designate the second airfield for all faction paratrooper and aircraft AT owners to see on the Campaign map. Ground forces wanting to participate in the second airfield seizure will then be able to be staged and ready at the designated site (first airfield used to marshal the initial Task Force), will get the selectable option to participate, and would be teleported into the gliders at the recently seized airfield to be able to participate in the attack on the second enemy airfield. After seizing the second airfield, there would end up being two designated marshalling airfield that would act as a spring boards for the next phase of the operation for additional friendly forces to reinforce the effort. For more information on the SCT Leader and the Command Team: Multi-Echelon Command Teams Dolittle Raid (SCT) View: Standard Morale: Standard Break Contact/Exfil: If the action battle is won, the airfield is secure and friendly force can be flown back to friendly territory. If the action battle is lost, the forces surrender and all ground force resources are lost. Primary Function: Seize enemy airfields. Make a very deep incursion into enemy territory threating the soft underbelly of an opponent. Function Loss: None @Reto.Gargamel In one of the recent Q&A&Y DevStreams you discussed trying out the Campaign Map with your Assault Teams (ATs), can you imagine the experience with some of the ATs suggested above? Supporting TEAMPLAY Concepts: Multi-Echelon Command Teams Innovate! Bots do the Dirty Work!! Anti-Aircraft Soldier Recommendation for Cargo Truck function change for action battles Existing Markers - A Better Understanding of the Threat Progression Approach to Attain VoIP Communications with Phased Integration Should there be Fire Teams within the H&G Squad? TEAMPLAY topics - H&G developers Partisan, Pathfinder, & Mech Recon Enhanced Battlelines .
  10. The big development projects over the last three years have degraded the gaming experience. I think Reto is responsible for the bad concepts and the waste of valuable development resources. The ideas from the H&G Community have largely been ignored.
  11. 1) Where are your brilliant suggestions? 2) Do really think posting something one time and never mentioning it again will affect change? 3) Have you read any of the detailed threads/topics or are you just tired of not reading something that you have never read? .
  12. Playing as a soldier and gaining a victory in War I have frequently received 150 WFs. I do not recall the AT winnings being very clear. I have seen folks joining a battle close to end with a large number of ATs for an unknown gain. Good to know it’s just XP.
  13. The above would be bot Assault Teams controlled by integrated leaders. The Air Defense AT would be the only one that could be compromised of real players. The Spy AT would turn into real players near the enemy main capital.
  14. Explain why folks are committing their ATs in the last minutes of an Action Battle.
  15. sfscriv

    Armor plates

    Not common... Got it. Makes sense. .
  16. Point Defense. (with tight restrictions) I believe a large majority of players do not want to defend even with their own personal detachment of bots to assist in the defense. I think the default setting for bots defending should be controlled by an XO in an RTS-type system where a real player is controlling the actions of multiple bots conducting different types of activities which would only be on buttault Maps. .
  17. sfscriv

    Armor plates

    Asking for Armor Plating or an adjustment to the Heavy Set Combat Badge? .
  18. sfscriv

    Armor plates

    Does this make any sense? Show us video of WWII infantry soldiers using armor plating. Just change the function of the Heavy Set Combat Badge and save valuable developer time. So the real issue here is Reto's inability to acknowledge, understand, and take action to BALANCE the game. I thought this was a World War II game. How is it possible that armor plates are even being considered? How many documentaries or WWII movies do you remember with soldiers wearing, adjusting, or complaining about armor plates? ZERO!! Adding Armor Plates sounds like a horrible idea that is not realistic for the time period. Is the One Hit Kill (OHK) rifles the problem or is that there are too many soldiers with OHK rifles. The only soldier type that has OHK rifles should be Recon and there should only be two to three Recon on a team for the Action Battle. Sounds to me like the issue is not only the inability and/or unwillingness to attain BALANCE, but poor development priorities. The BIG projects conducted by Reto over the last several years demonstrate a lack of understanding. Unwanted wastes of the most valuable resource - Developer TIME!! So, Reto is pursuing another boondoggle!! Another enormous waste of Developer time that could be used for many other much more important tasks. It is very difficult to witness. How could this actually be occurring. Why are the other developers not able to tell the boss that this is yet another really bad idea? Sounds like this Reto effort has been in the works for a while now. Reto does not seem interested in easy fixes that would produce better results. A lesser solution contrived by the developers that will suck up more development resources seems to be the only option. Reto, it appears you are not considering the second and third orders of effect of the weak armor plate notion. Money!! The armor plate option will reduce your revenues. Think about it. Does Reto really want to reduce the purchase of soldier items? Don't have enough room, my soldier can't carry the extra weight, and the customer purchase is crushed by the weight of another poor development decision... .
  19. sfscriv

    Operation Barbarossa 2019! War Log

    Based on the last DevSteam, it sounded like this was going to be the last Campaign Map Event for awhile. After this last Barbarossa event, I would like to recommend an Summary Thread for all three events with: - How many Wars were won by each faction for each event - For each of the three events, what capital positions and resource allocation lessons were learned - How did the three events compare with the last three months of Campaign Map participation - Graphic Stats similar to what was done previously Thanks for organizing and administering the recent events. .
  20. sfscriv

    Armor plates

    To All Forum Users, 1) Was the Armor Plate concept requested by the Reto Community (H&G Forum)? I do understand that there have been a lot of complaints for many years related to the Heavy Set badge. The first I heard of adding Armor Plates was during the recent DevStream. The way it was stumbled upon made it appear as though it was a Reto idea disguised to be a community suggestion. 2) Wouldn't be easier to just remove the Heavy Set Combat Badge? .
  21. sfscriv

    Join us for our live stream - Developer Talk #2

    Floating Fixed Limits for Specialized Soldier Types The Match Maker (MM) reducing the number of specialized soldiers who join the Action Battle should improve the FPS gameplay. .
  22. Agreed. How Reto decides to implement makes a big difference on whether of not bots should be included in gameplay. One of the ways to clean up the movement and activities of the bots is to have one player controlling them with each Faction in the Action Battle and a select few for the Campaign Map. Did you get a chance to read the thread by @Kyrie626 and the Scout thread? .
  23. There could be different types of queues. Each queue could have a different percentage of the overall available resources for the faction. The percentages can be adjusted to attain a balance and can change throughout the duration of the War. Having a 'Whale' line would allow them to get their forces out onto the battlefield. I really like this idea!! As the Action Battle transpires, the duration of time spent in the battle with your ATs determines how many War Funds (WFs) you receive. This would cut down on the current exploit of 100 plane ATs joining in the last minutes on the battle to collect unearned WFs. The AT owner should have the ability to issue the follow-on order right after the initial order and continue to be able to issue the follow-on order until the end of the conflict. The AT owner would determine the direction and distance based on their preference. Assault Team (AT) Follow-on Order Ability to undeploy Assault Teams (ATs) without penalty if over 3 action battle nodes away from the frontline. Ability to Undeploy Assault Teams (ATs) Give the players and Assault Teams (ATs) more to do away from the front line of battle. Conducting Operations in Enemy Territory Agreed. It might have been true back during when it was 1hr/30min AR (atleast on Axis). These days I just can't agree. Sure, some do it. But if -everyone- like you say would do it, then obviously all fronts would always collapse during night time.  There could be the - Ability to delegate control of your ATs to another player @AxeHeadSlam It could be one of the features added to HQ Crowd Control, TF War Fighting, and AUX Mentorship .
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