I think if the British were included, they could have a doctrine devoted to Intelligence. Aerial recon, and enigma decrypts that would reveal enemy movement etc.. that would be quite apt for them.
I think if the British were included, they could have a doctrine devoted to Intelligence. Aerial recon, and enigma decrypts that would reveal enemy movement etc.. that would be quite apt for them.
One suggestion I have would be to include a reverse command for AFV's. It's just way too annoying having a tank under fire from an enemy tank or AT gun to turn tail, reveal their vulnerable rear as they try to escape danger.
I know that sometimes they do reverse but it seems to me that this is at the discretion of the unit AI which....well....we'll just say the I in AI probably doesn't stand for intelligence.
Clan Support (Take a page from AOE III)
- Clan Leader (founds the clan, cannot be removed, can add/remove Privates to/from the clan)
- Clan Sergeants (can add/remove Privates to/from the clan)
- Clan Privates (get to wear tags, but can’t add anyone to the clan)
- Tag Display in Channel
- Ability to upload a small clan symbol to the server
- Ability to view Clan information of a Player (Clan Name, Symbol, Description, URL to website, and members list as well as the clan members top rankings for Axis/Allies 1v1, 2v2, 3v3, 4v4 ladders, and clan awards)
- Private Clan area on Relic Online
- Private Message Board in Clan Area
- Public Listing of Top 100 Clans (along with the URL to their websites) based on top 10 or 20 members rankings in 1v1, 2v2, 3v3, and 4v4 ladders
- Provide Clan awards for highest rankings, most games played, most games won, and other such type
- Provide Clan signatures based on game statistics that can be used on the website (something like this, minus the clan aspect, was working for beta, but is not working for retail)
- Ability to define retreat points (let the unit runaway quickly, just not all the way to the base)
- Get rid of Observation posts and make them ‘secure locations’ so the points now appear as part of the terrain and don’t stand out like sore thumbs. The first time they have to dig the hole and setup the defensives, when they take them over from another color, they have to clean it out and prep it. There could be nice little quips like ‘I told you the Germans were dirty’, ‘Look at all the crap they left behind’, ‘Why do they always crap where they sleep?’. A capped point could not server as limited cover for a retreating unit instead of just a blocked point. There would be more reason to capping points instead of just increasing the fuel/ammo supply.
- Increased path finding for tanks
- Toggle button to enable/disable automatic turn around for tanks (in other words, the tank never turns to face the direction you clicked unless it is in the turn and face mode, other wise it simple moves in the direction regardless of whether it is forwards or backwards, this will greatly increase gameplay and remove the problem of tanks being lost due to an unnecessary stop and turn)
- Formation capabilities when unit types are grouped together (aggressive, defensive)
Last edited by Valdarez; 28th Sep 06 at 3:52 PM. Reason: Updated Tank Information
As has been said before, infantry only games would be great.
Replace the artificial and gaudy Victory Point control "towers".
They are incongruent with the "reality" of the rest of the environment and break immersion in the game.
At least make them smaller.
At best make individual VP structures to suit the maps - eg. a radio mast in a forest, a large church in town, a bridge etc.
That way instead of telling your buddy in multiplayer to "capture and hold the left control point" you will be telling them to capture and hold the church etc. - much more immersive and will pay credit to the awsome work done to make the rest of the game believable.
In addition to the post above, make VP towers offer a bonus to the side that controls a certain tower More moral, faster reinforcements, or something like that.
The discussion thread for the 2 posts above this one can be found here for future reference.
stumpster: no discussion in this thread.
solidus: Mod suggestions have no place in here either.
I wish we had a compass on the maps so we know which way is North ,South , East and West.
Right now the only referece I can find is some small text at the top of the map. You can barely see unless you look at the tactical map and even then it can still take a bit to notice it. I suppose we could assume this is North.
The other day I was playing Co-Op and I said they're comming down from the West. Then I realized, this makes no sence to someone if they're facing a different direction.
Another thing that would help would be a grid system on the tactical map. So then I could say "the enemy mortars are set up at C5" etc. If there were names for the points even like F1 = Fuel point one, or M3 for munitition point 3, would be helpfull as well.
Last edited by JDski; 28th Sep 06 at 6:38 AM.
I think we need a "last known location" system. What I was thinking was that light recon vehicles and snipers could have an inherent ability to spot enemy units. This could be represented as a small series of red unit icons just above the interface somewhere, so that the player could click one of these icons and be taken to the last known location of that enemy unit.
To stop the interface becoming bogged down with these icons, it could be made so that once an enemy unit is out of sight of the recon unit for 30 seconds, the known location icon disappears.
It would also be good if these know locations were shown on the tactical map, so that enemy units out of the sight ranges still have unit icons for a short while. It could also be made that the units on the map that are "known location" markers are a darker shade of red, or perhaps 50% opacity.
This would certainly make it more worthwhile making a quick sweep of an area using jeep/cycles - something recon vehicles are meant to be used for. As it stands now, you have to make the sweep and watch it carefully to see if there are any enemies on the edge of the viewing range - which you can't afford to do when you are trying to manage the fluid fronts of a multiplayer game.
I would like to see fox holes. This might not be possible depending on how the engine works, but it would be great if engineers/pioneers could dig fox holes - a small sandbag lined hole just big enough to fit one 5 man unit inside. While inside the foxhole, the unit is immune to artillery (unless it lands square on top of them) and has a defensive bonus (as if standing behind sandbags), but because they are lower down they would suffer when trying to shoot over low obstacles/raised terrain. Also, it should be possible to throw grenades in the foxhole and inflict heavy damage to the whole squad. The foxholes could be treated like buildings with the enter/exit functionality, which would make it slower to evacuate the foxhole when that grenade comes rolling in.
The obvious limitations would be that you can't build foxholes on hard surfaces such as cobbled streets or concrete flooring. It should probably cost some manpower too to prevent whoring out foxholes and placing panzershrek grenadier squads in them.
Last edited by damocles; 28th Sep 06 at 7:14 AM.
let the atgun move into the house.:drive:
Disable kicking for lagging in ranked games.
Also chiming in with the "Make Victory Point locations be other objects" crowd. The giant flagpole things are pretty goofy, and it would be more realistic to fight over a church, a bombed-out factory, a radio tower, or the wreck of an airplane.
#1 Handicap feature
Many RTS games have a built-in handicap feature (typically an ongoing economic and/or military bonus) that helps a weaker player have a fun game against skirmish AI or a stronger player in home LAN multiplayer.
My brother and I play in our home LAN, but he is much better, and it is not much fun for either of us if he simply crushes me. He is happy to voluntarily give me a handicap to make the game closer and therefore more fun for both of us.
This is my top request. It is the main thing that will keep us playing this game, as we could raise or lower the handicap as our skill difference goes up or down and keep enjoying the game.
This is the main annoyance we feel with CoH, as we use handicaps in all our home LAN RTS multiplayer games, and CoH is lacking here compared to our other RTS games that have built-in handicaps (such as Rise of Legends), or even Dawn of War (see point #6 below re Cheats that can be used for handicapping).
Furthermore, a handicap system that is also available in skirmish mode allows the player to fine tune the level of challenge exactly, such as the perfect level of challenge at a given time is to play against hard AI but with a 10 to 20% handicap in my favor (otherwise the hard AI is too strong for me).
#2 Replay UI
It takes too long to sit through a replay that can't be speeded up.
Please include a replay UI as in DoW, that offered at least 3 speeds.
#3 Speed control
CoH standard game speed is too fast for the amount of strategic thinking and micromanagement required.
Many of us enjoy taking the time to think the situation through, and don't like a high speed clickfest.
Please allow those of us who enjoy the strategic thinking of CoH to have a slower gamespeed as an option.
Again, DoW offered this, so it is puzzling why CoH goes BACKWARD in terms of offering less features than DoW (as in speed control and replay UI).
#4 Less tank spamming
Axis AI rushes right to tanks in skirmish, forcing me to focus on defeating its tank strategy. I've also read that tank spamming is popular online. I'd like to see greater emphasis on all units, not just tanks.
#5 Improved AI
I like to play against the AI, and would like to see a more interesting AI opponent.
Note how some fans came up with the DoW Skirmish AI which was neat.
It is worth Relic's time to improve the AI in the patches, as it keeps many fans playing the game longer.
By interesting I mean, for example, the AI uses much more varied play than tank spamming.
Cheats allow us to customise the game.
Players who don't like cheats won't use them, so there is no harm in having cheats for single player, or a cheats-on option for multiplayer.
DoW allowed cheats in single player and LAN play (by agreement), so this is another case where CoH went BACKWARDS from DoW in terms of offering fewer features.
Cheats also allowed a kludge for handicapping, in that my brother allowed me to use cheats in DoW to give myself extra resources at the beginning of the game.
Relic, thank you for considering these options.
An odd request but a very useful one nonetheless:
Could we get some official documentation regarding Veterancy bonuses? Some of them them are pretty obvious (sideskirts, added MGs, etc.) but the vast majority of the bonuses have no visual clues to give us a hint. Some kind of text document released with a patch or even an online Veterancy/Unit list would be much appreciated. As of right now, there is no documentation in-game, in a manual or in a Readme that tells us what exactly Veterancy does.
Seconding the above request; this information is very important, especially for the Axis.
I think a few of the company commander options are a bit a skew, my suggestions are as follows:
1). For the Terror Doctrine, make the SS a creatable unit, as in I can select them at my barracks.
Also, instead of a Tiger Ace, howz about a Tiger II? It would mainly be used as a mobile 88mm cannon, and not for tank battles. It would be REALLY SLOW, but if a tank got within its near stationary position, and unfortunately infront of its slow moving turret, then it would get a big ol' hole punched into whatever armor it hit. (only 1 King Tiger available for the ENTIRE battlefield)
2a.) For the BlitzKrieg Doctrine, get rid of that nasty tiger tank, they don't cost very much, and are terribly overpowered. Also, the Tiger Tank doesn't much fit a "blitzkrieg". Due to actual speed and high fuel consumption rates, a Tiger Tank would have been one of the LAST tank chosen for a blitzkrieg. Maybe replace them with a shocktrooper type unit, or a group of altered Pumas that travel really fast, grab territory, but have weaker armor. IDK, thats kind of a weak suggestion, but the Tiger tank historically was not a "lightning war" type of vehicle.
2b.) As for replacing the gap left by the missing Tiger Tank, I suggest using a combat group that included a sniper that couldn't cloak (c'mon now, lets make it fair) and a light machine gun crew. So it'd be like 4 bolt actions, a sniper [no cloak] and 3 guys carrying their own Light MG42, and a little supply bonus when you create them (maybe spend ammunition, but recieve fuel and manpower?). *this unit wouldnt be able to be reinforced
3.) Maybe a Luftwaffe option. Paratroopers are dead usefull for the allies, why not share the love? Plus Stukas would be awesome. The scream from that whistle on the nose could also send some units retreating...? Maybe....
1.) My biggest complaint is the Rangers. When I send 12 rangers armed with a total of 4 bazookas to blow up a Panzer IV, I tend to expect them to land at least 3 hits in 1 volley. Instead, i get 3 strikeouts, and the inning is over. What i'm trying to say is that they are terribly innacurate. MAKE THEM MORE ACCURATE WITH THE BAZOOKA PLZ!
2.) Infantry and Airborne Commanders are kinda similar, in that they both deal a lot with infantry. Sure, Airborne gives you a little *pew pew* and a little *boom boom* from flybyes, but I want a small scale carpet bomb if you're going to tempt me with a bombing run. My suggestion? IDK, maybe beef up the strafing run alil, Many a times have I dodged a strafing run by simply moving out of the way.
3.) The Caliope is really good! I mean REALLY GOOD, I think maybe you scale down the barrage by a few missles.
1.) More historical battles. Maybe like a scenario type game, where allies need to get to point A and germans need to defend point A
2.) Why do germans get 2 engineers and 5 volksgrenediers? just make it 3 engineers and 6 volks, just like the allies.
3.) Snipers can select individual units, especially gunners on tanks, or the guy shooting the MG42, instead of his buddy guarding the back.
4.) A type of gameplay that limits the number of tanks you can have. Many times have I mass created infantry, only to have them mowed down by a few well placed tanks. >.<
5.) More unit speaches. Tank commanders say things that you would expect from a 40s tank driver...idk, make em witty! I think some of the unit speaches are already funny, so add more! I love em!
Different gametypes would be nice. Also change the VP to something cool, quoting myself from another thread...Itd be better if the VPS were actually buildings, like a big church. That would be cool, then you could actually put defences in the damn thing...but then again wouldnt it have to be indesctructable? Or..the flag could lay inside the building and you could make the building destructable to reveal the VP aswell and make it harder to defend?
-AT gun's should be reinforceable.
-Picked up MGs/Mortors should be reinforceable(if this isnt a bug).
-When 2 of 3 of an AT or Mortor crew dies, the third team member should not die automatically. They should either man the weapon by themself or become a 1/3 "special weapons team" that can be reinforced so at least they could come back and reclaim their weapon.
-Allied triage center should be buildable on any connected territory
-Small cost on tank traps.
-Axis needs a better way of clearing tank traps
-All units should have hold fire ability
-Rangers bazookas needs to be looked at
-Off map combat group needs to be reworked
I'd like to third BSUFoof's request. In fact, I'd really like to see a more complete manual online. Granted, CoH's manual is better than most, but there's still a lot of missing/incomplete information.
How about patrol routes?
It would be extremely useful if you could tell a jeep/motorcycle to follow a looping set of waypoints over and over, with orders to stop and engage the enemy on sight. This would allow you to limit cloaked unit movement in certain areas, and would be especially useful for stopping snipers getting a LOS on your base buildings, followed by arty barrages. It would also act as a kind of early warning system where you could set patrol routes in a wide arc around potential attack routes, and when the jeep/bike gets blown to bits, you know there's something on its way.
More BLOOD! Please bring back the excessive blood shown in the original screenshots of the pre-beta!
I would suggest allowing the units to use the destroyed buildings as cover.You can enter the buildings while they are standing but after they are destroyed you should be able to enter the rubble and use it as either light/heavy cover depending on size of the building..
End your phobia of defensive tactics. Look, defenses should grant a 3 to 1 advantage to the defender. Even if this is so, it won't cause a stalemate because either:
1. Defenses will be clustered around important areas, so they can simply be avoided and saved until later
2. One big defensive line is formed, so even though they're cost effective and strong, a concentrated attack will punch through because the attackers will be focusing ALL of their power on one small area.
It's not the end of the world, and it brings in new options.
I would like to see the limit of 2 M26 Heavy Pershing tanks and 2 Tiger tanks changed. Maybe have a max limit of 5 for each.
Also maybe just to make the battlefield even more chaotic add the rare "Super Pershing heavy tank" for the Allies and the King Tiger tank for the Axis.
Maybe 2 or more moving or emplaced artillery for the Allies.
More units with more WW II weaponry like an officer for the Allies with the M1911 Colt Pistol. The M3A3 Grease Gun and etc...
Trench Warfare would be a great add-on.
Make defences a bit more useful, how about - so they work.
Artillery Tank thing that the allies had, I think it was called a Priest and possibly a German equivelant if neccessary.
The ability to storm buildings. (i.e send a squad into an enemy occupied building and they shoot it out inside) Like in Act of War.
Last edited by Kage; 29th Sep 06 at 6:33 PM.
Not too sure if this is already brought up. I would suggest a different approach for the longer term only: A persistent world at war. Unlike existing fantasy mmorpgs, this one has to be RTS.
Imagine if we can all play together in one big big big big map...
I would like to see a rifle grenade option for infantry that might be especially good for taking out snipers that are in windows of buildings. Perhaps just a bonus against infantry in buildings in general.
1. Infantry smoke grenades - Give them cover to retreat, must be upgraded from barracks/Commander point.
2. Officers - You can only have 1-3 officers, you put these officers on a squad and they aim better/do more damage.
3. Medic's - Maybe be able to put medic's in jeeps to get to people quicker and heal multiple people at once.
4. Anti-tank infantry - A squad of 2 men, they both have Rocket launchers and do X amount of damage.
5. Dismiss units - I think it would be pretty cool to be able to dismiss units, so if I have 3 squads of riflemen but I need to get rid of 1 to build a howitzer, I should be able to dismiss them.
6. Patrol - To make it less stressful to manage everyone, make it so we can make patrol routes.
7. More factions
8. Able to build anywhere in your territory - To kinda counter artillery strikes from destroying your whole base, it would be good to be able to build anywhere you want in territory you own. If you lose that territory or you lose a territory that stops it from connecting, you can't produce anything from it.
9. Tank camouflague - A upgrade where you can camouflague your tank. Some conditions: Not allowed to move or disguise lost, not allowed to be shot at for 15 seconds to put camouflague on. Also can only camouflague in certain areas (it would be stupid to be able to camouflague in the middle of a street)
10. With goliaths, maybe make it so you need soldiers garrisoned in your bunker to control the goliaths.
OK I'm going to say this only once but with power:
SNOW TEXTURE for map editor
It's not nytti you &%!*¤@ !!
"Not a teamplayer and a complete fucking idiot"
- Playing sniper since 2001
GAINT SHIPS SHIPS SO BIG THAT THEY CAN EAT STARS
New gfx card with game. seriously...
- Like others have said, making it possible to retire units. Instead of teamkilling it or sending it to be killed, which gives xp to the enemy.
Ok I got it... When a Allied squad uses a nade on the enemy while the enemy is outside its a thrown nade but when attacking a building it should be a shot nade using the M1....
Add the M5 Stuart to the Motorpool, /make 1.
It was a infantry support / armored car killer. We need 1 and it looks kool!!
"Secret Weapons" to me suggests a bunch of units that never really even made it on the field and thus causing less realism and more big, stupid, explosions as opposed to infantry combat. I don't like it. Just keep to the realism and add new sides or something
but it would be great to have,
Weather - Rain, Snow, fog, etc. Preferably random (so battles could be even more varied) unless historically accurate. (not directX9)
Exiting Vehicles - ability to abandon tanks and create tank crews and also add the kubal wagon and normal willies jeep so one can stick varied infantry in them.
Damage models - sticky bombs and mines can disable tanks by blowing off the treads causing them to become imobile
Melee - Fix bayonets! It was in dawn of war so why not here? not to mention fun to watch
Demolition for axis engineers
Last edited by Chaos1187; 1st Oct 06 at 1:30 PM.
Add the M2 .50 HMG as an upgrade for the Allied MG Emplacement. This would add extra anti-infantry power, and some anti-vehicle (But not antitank firepower).
The ability to snipe gunners out of vehicles with the sniper.
Not sure if this has been proposed before but re: a potential new soviet side an interesting idea might be to allow their equivilant of the supply depot / german vet training place (i forget the name) to upgrade their population cap by a percentage (perhaps with two or three tiers of upgrade). This would give the soviet side an advantage in the late game where provided that its opponent fails to put on enough pressure / kill enough soviet units off, it could build up a significant numerical advantage with which to drive the enemy back. (which would fit in quite nicely with the soviets own WWII experience)
Gonna put together some of my suggestions with a few others, trying to compile the ideas I think that will balance the game into one.
- Nerf Howitzers but buff Infantry company
- Buff Nebelwerfers with the ability to pin enemies down when they're in strike area
- Buff defensive doctrine
- Make riflemen/Volks build Sandbags (If they can build a OP why can't they build sandbags?)
- Buff Barracks (Put another unit or two in it, possibly a anti-tank infantry)
- Make it so we can dismiss units at our HQ
- A officer type unit that you put in a squad and it makes them stronger
- Snipers can shoot gunners off tanks/APC's (Make it so they can't hit Motorcycles to leave them as sniper killers)
- Options so we can limit things in game (No tanks, start off with X resources, tanks only etc.)
- Maybe slow down Retreat speed so they don't run faster than motorcycles or increase motorcycles speed.
- Tank camouflague/Camouflague tents for every unit (Make it like Sniper camouflague)
- Improved Computer AI
- Play, stop, fast-forward, rewind, pause option in replays, as well as when you select a unit in a replay, it shows that player's resources.
- Friendly tanks don't go thru sand bags/barbed wire that is planted by friendlies unless they use "Move attack"
- Infantry prone in grass when near it and get a camouflague bonus
- You can combine 2 of the same squad together (1 HMG guy can combine with a 2-man HMG squad to make 3/3)
I reckon tanks are balanced in this game, nothing wrong with them. They're meant to own everyone. However, I believe they're too easy to access, maybe another pre-requisite or increase the price on tank depot or tanks.
This could reduce tank spam and make it more infantry based combat.
An idea just came to me, how about increase Tank depot's price and lower Motor pool/Axis equivalent? This way the APC's become the more accessible choice and to get tanks you have to dominate or get it really late game. I'm sure a lot of people skip Motor pool because they can go straight to tanks which are more destructive, increasing price on Tank depot will make people think twice before building one. Go for the cheaper choice or keep building infantry until I can afford the tank depot?
Last edited by RaiJ; 1st Oct 06 at 7:17 AM.
Combine squads of the same type.
e.g say I have 2 squads of paratroopers each with 3 men, I can drag select them and select combine squad to form a 6 man paratrooper squad.
An option to turn off swearing. (a patch for this would be awsome)
The game is an RTS, the men look like ants and so you don't actually feel for them, if you did I would understand.
As I wrote that I thought what would make the experience more involveing:
*Injured men crawling, prehaps tuging at a fellow ally.
*Idol men shooting injured enimies in the head, this would raise questions to why and the player would have to deside was it an act of mercy or revenge/cruelty.
*The injured men need to make sounds (moaning/crying).
*+ any other horific things coused by war.
So in essence I want to make the player understand the swearing, my suggestions abouve would indeed be worse than any swearing but without them I dought I will feel anything for the men.
Add alot more time to the cooldown for missle strikes. It is very unrealistic and annoying if the opponent can air strike every 10 minutes. It should be 20 minutes cool down time. Since that commander option is very devasating.
Furthermore, DON'T add SUPER Weapons. It will just ruin the best game ever created.
If map editor is to be created. Please allow the multiplayer function to automatically download the map from the host. This has been done before on blizzard Battlenet.
Please THINK very HARD on rather or not to have allies vs allies and axis or adding in other fractions. I personally think that would make the game really WERID and loses its theme. So perhaps staying with the original concept is the best.
Should probably add in more options to make the game more interactive. Such as more tank add-ons and perhaps something to do with the map. Perhaps ability to dig fox holes??
I'd bee happy to see a FlakVierling Upgrade for the Ostwind =)
And to Buff the Def Doctrine it would be nice to reduce the Bunker costs or ad a PAK Bunker or the abiltiy to camoflague the bunkers...DefDoctrine definatley needs some sort of that...
And every infatry should be able to dig out some trenches =))
Oh and remebering the days of suddenstrike:
Make infatry able to board ontop of tanks giving tanks inf. field of view...of cours inf. dies first if tank is attacked...and/or make the tank commander abel to pop out to take a look (this can be replaced by the MG gunner added to the tank...cmon...he definetly sees further than the tank driver and gunner
Make crew of weapons (AT, Mortas etc.) able to abandon the weapon...
Give units inside a buidling (esp. snipers) the hold fire ability so you can set up real ambushs (ofcourse the building shouldn't be market as occupied until fire is opend or the enemy is trying to garrison it)
Last edited by Jeopardia_Ferdy; 1st Oct 06 at 4:36 AM.
Lots of super ideas I may repeat some of them
German officer being able to attach to a unit and officer for allies
Hand to hand
More single player maps
Slower XP so more time to use infantry before the big guns arrive
Play, stop, fast-forward, rewind, pause option in replays
Tanks being made immoblie or broken turrets
I like the idea of immobilized tanks. It would be extra sweet if the infantry units (riflemen/grenadiers) had a special tank-rush power that made them climb up onto the tanks and drop grenades in the various holes. Then the tank crew would be killed and the tank would be free to be captured. Would probably need to make an extra "tank crew" unit to capture the crewless tank, otherwise it would devole into a game of tank rushing/infantry capturing. And of course the tank-rush grenade move would need to be pretty pricey if it's to be a one shot anti-tank attack.
It might wind up being somewhat imbalancing though. It would be a very effective anti-tank move. Obviously, it would also require a lot of extra animation and reprogramming, so maybe something for the expansion?
Would love too see the 4 20mm flak panzer variant. An would also be nice too see the heavier versions of the at guns such as the allies 75mm at gun.
Amazing game, here are a few nagging issues:
-Replays with fast forward/rewind/pause buttons
-Tournaments built into RelicOnline
-Aranged Team Ranked ladder
A few of my suggestions.
Have ability for observation towers to be upgraded into watch towers and more. Gives an ability for better protection of necessary points with a cost.
Have the basic watch tower have ability to be garrisoned and have it have 2 upgrade options, an HMG upgrade and a AT gun upgrade.
These towers will only be able to be built on existing capture points so no way of them being spammed.
Also, as suggested before, give us ability to build trenches and foxholes. A build function like the mines so using the shift function we can build a complex trail of trenches say around a building or capture point.
If at all technically possible, I'd like to see the ability to save replays of an SP skirmish when one has saved and reloaded, either in the same session or over multiple sessions. Heck, at least you should be able to save the replay of the 1st session, then a replay of the session that starts after you load the save, and so on. Even if you couldn't see them all as one continuous "movie" you could then watch part A of your game, then part B, etc.
I don't know how Bungie did this with Myth back in the day, but they managed it, even for the single-player campaign missions. I'm no programmer, so I don't know what would be involved, but it sure would be cool.
i would want to see tanks having a minimum gun range.
and.. the sticky bomb be less effective to tanks. (only blowing up engines but not armour)
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