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View Full Version : OFFICER Ideas for PUBLIC SERVERS ONLY



calmmyst
02-20-2019, 01:43 AM
1.As An Officer, when He Speaks, those around him Become Mute, and supersedes all those voices around him, to be able to hear his command. Thus all those players yapping become muted so only and Officer is heard.

2.The ability to VOTE to remove an Officer from being an officer. in game while playing."A Majority VOTE" A 24 Hour period for that server. lets face it some are not fit to LEAD A DEAD HORSE, LOL

3.A punishment, Reprimand, by and Officer, towards a subordinate, who will not listen, obey command orders, can be sent to rear most spawn, for a 5 min period cool down, or leave game if he didnt like his punishment. for abuse of this power, can get him voted out, as an Officer. LOL Article 15s SUCKed in the military.

4. An Option in the tab key could be used to Vote to Demote, and a Vote to Promote.

5.Officers need to have the Ability of Command.

6.This Vote for Officers for demotion, would be a check and balance for an unjust officer.
6a. This would only pertain to public servers, lets face you dont have to play on a Private server.


side note the last stand must be tweaked,I.E. at burnside bridge the Yankees were able to surround the Confederates on all sides of the contention point, hiding behind the Available fence, and mowed down all the defenders, for there was no available cover for the Confederates.

recommendations by Capt Carrol, 1st Calmmyst, 1st Sgt Joehova.

Poorlaggedman
02-20-2019, 06:23 PM
Obviously it's a big source of frustration when the wrong person is leading. IMO it can make or it can break the experience when the bulk of your team is following arbitrary class-takers.

A lot of people say the same thing that officers should have a voice advantage but I don't think they should. It's kind of a way of forcing discipline when it should be voluntary. Instead of looking for ways to make playing the officer role easier we should focus on the election / selection part of officers so we can have better ones in the first place. The guy could just as well be playing Mariachi music with his voice boost if not. How I'm sick of that stupid line icon spamming up all my videos too.

EneCtin
02-21-2019, 04:51 AM
All fine by me

On point 1, muting others is a bit harsh (just increase that volume above others, with the option of choosing between "command voice" for the troops and wise cracks to your pal). Us mad monkeys need a leader, the louder the better.
On point 3, I'd say die and respawn at farthest distance and exclude flag bearer spawn for a limited time, time that diminishes after being in line for a while.
On point 4, okay, this will become a problem as then game picks up, probably. So far, the officers tend to be the same and know what to do, though there are some prone to excessive maneuvering
On point 5, sounds good but what do you mean exactly?

Ramirez Nicholas J.
02-21-2019, 05:21 AM
There have been a lot of suggestions for officers since early access release. Do the Devs even plan on making changes to the officer class?

Poorlaggedman
02-21-2019, 05:39 AM
So far, the officers tend to be the same and know what to do, though there are some prone to excessive maneuvering
10593

EneCtin
02-21-2019, 05:40 AM
10593

10593 back at you, pal

LaBelle
02-21-2019, 07:44 AM
Don't mind PLM, he's prone to thinking he's better than everyone. He's harmless.

To the points at hand, I don't like the idea of muting players. All it takes is one hot mic leader breathing too loudly, and no one can speak. Or worse, a troll playing officer, making sure no one can speak at all.

Number 2, yes and no. Yes, I'd like to vote someone out. No, they shouldn't be restricted for 24 hours. Maybe for that map, but not for 24 hours.

calmmyst
02-21-2019, 08:57 AM
As to point 1, people seem unable to hear commands when given, its just a momentary mute as the officer is issuing an order. so many times my commanding officer gives an order and people scream I didnt hear that order, why cause everyone is yapping or some bone head wants to play music, and wont turn it off. this is nothing more than a suggestion of what can be done and or tweaked so it can be done. our commanding officer doesn't keep talking, he is staying fluid with a careful eye upon the field of battle. honestly i dont need to wear that uniform to draw a pretty little white line, that now seems to be point of argument for many players, who need it, for they never played the game when we didnt have that ability.

People dont seem to want to go to drill, just join a game and fight. Drill camps need to be used as to make performance better of a player. To separate the more dedicated players, from the weekend warriors as it were. by entering a drill camp and drilling would add a skill set over time as a progressive status to those players who drill constantly, like some squads I see doing. marching and the firing range and the bayonet training would over time make more elite troops. as it is our company drills 2 times a week for an hour or more, with no gain nor benefit for having done so. then we fight on the field of battle. its not about a debate its about WOR suggestions, as a community. To make things better as a whole. and i would suggest that people in companies get this effect of experience gain. marching in a company is harder than a single man. thus by drilling, with a company, he would become more accurate with shots, his stamina would increase, able to go further before getting tired out as quickly. just example.

LaBelle
02-21-2019, 10:16 AM
Perhaps somewhere down the line, we can see all new players forced into a quick tutorial that explains the controls and game mechanics, using the drill camps as needed.

John Cooley
02-21-2019, 12:20 PM
I applaud the great amount of time, effort and thought that goes into these great many suggestions and hope for its continuance but ...
The Rebel in me has to wonder why everyone is so hung up on Rule Enforcement and Conformity.

While, certainly, it makes for smoother game play those who have been to war know that The First Casualty of Battle is always The Plan and Chaos is the King of the Battlefield.
It does not mean we shouldn't make plans or strive for Uniformity and Good Order but ...
I thought the goal was to create a Civil War Mil-Sim not a Line Battle Pop up Target Sim.

Lastly, and a bit harshly I must admit ... if someone can't Lead without wielding a whip and playing Lord of the Manor they have no business leading men.

EneCtin
02-22-2019, 03:46 AM
For men that risked their lives, following orders on the chance the officer knows what he's doing and maybe get them through the battle alive and certainly not get shot/hanged as deserter afterwards, all this mouthful was incentive enough to follow orders etc.

Only, in this case, people play for relaxation from school/work/life tasks. Recipe for chaos in the future (right now this is not seen as numbers are low so dedicated people are available every match). If orders are heard easily, chaos is more likely to subdue. If a bad officer is removed by public vote, all the better, cohesion wise. Sure, punishment/reprimands can be too abrasive if used in excess but an interesting game mechanic.

I have to agree with "I thought the goal was to create a Civil War Mil-Sim not a Line Battle Pop up Target Sim"

calmmyst
02-22-2019, 04:15 AM
The problem is the way WOR made the aspect of this game. You cant be and individual. You have to be part of a team, or the team suffers from individuality. go out get killed out of line, no matter where on the field you are killed, the team suffers. the more tickets individuals receive, for out of line, causes the team to loose. I wish kneeling didnt cause a higher ticket cost for having done it, if your shot dead. thus even if a wall is in front of you, for the team its best to stand. the ticket penalty needs to be addressed too at some point. This is why you see people Play the Game hard after every update, then its crickets, all go off to play other games. I admit I have been playing ARMA 3 for the past few weeks. just tired of the BS in WOR from individuals. people want a kill count, but wont ever see that. But then why have total number killed on both sides at end of the game, just announce the winner. people get tired playing the same MAP, any MAP, with no objectives, Just 1.

But again this is still in development. we need several objectives, to have a battle plan. as it is, the enemy will always be here, and this is the only way to get there. so after playing the map 3 or 4 times. you know where to wait, or how how long to wait, for a win. case in point burnside bridge. the yankees wait to the last 8 min of the game, of 35 minutes, then attack for the win. WOR I guess expected Forces to always do Napoleonic Line battles. stand 100 yards to each other and Just blast away, out in the open till a WIN or LOSS. people dont like this type of game play. Thus Individuals Cause more harm overall, by not wanting to stand in a line and take the hit, run back from spawn, just to do it again.

The rebels Always push the rail road bridge and the pontoon bridge, and its not till the last 8 min that I get tired of dying over and over, and over, and over again. trying to just cross it, but if the rebels did what the yankees do on burnside bridge, with the rebels waiting to the last 8 min of the game trying to cross that damn rail road or pontoon, the yankees would become bored very quickly wishing and waiting for the last 8 min to arrive for action. Boats are needed, a Train, or another bridge way down the road, to come cross over. Thus The yankees love the rail road bridge, and start quitting when they get the burnside bridge. but the game is still in development.

Gamble
02-22-2019, 05:06 AM
Well, I love playing Burnside‘s Bridge as union, and I saw a lot of different tactics happening that led the union side to a win. I also saw the union side loose this map quite a lot of times. As it is now there are quite many tactics you can use for any of the maps. A lot of people don‘t seem to want to switch tactics often, though. But that’s hardly the fault of the maps. Same applies for river crossing, which I played as union as well as confederate. While on both these maps the tactics are a bit narrowed down compared to an open map it’s not like that you have play it a specific way to win.
A lot more people should care less about winning, especially in this game, anyway. But that’s just my humble opinion.

Poorlaggedman
02-22-2019, 05:45 AM
That's why I think the punishment/benefit system for being out of line should be entirely on the individual and not on the team. No normal person is going to go fight a battle alone so the suppression should be severe -- not a huge fan of the black-and-white suppression-- that effectively a player isolated taking more than a bullet or two near him should be reduced to a quivering mess that takes a while to recover.

Tactics are beyond stale. I just can't handle it more than a bit each week. The bottom line is it's hard to do anything different. People look at you like you're insane when you deviate from the standard imported tactics from M&B or whatever. It's like I was transported to a universe where the concepts of reconnaissance and delegation of responsibilities were erased. How many times can we move to contact in a single file column in one lifetime? Oh wow, on this server at this moment in time we've divided into two units. Much smart. Very genius. Now let's move in columns to where we need to die in rows 10596. "Converging columns" as Abner Doubleday would condemn repeatedly as a viable strategy in his Chancellorsville and Gettysburg book which is in the public domain.

How many times is our main strategy going to be piking it on the edge of map to get some vague advantage on a flank while our reinforcements trickle in to their out-of-line deaths from the base spawn because we lost our colors on the last mad dash flank expedition? "I've got a great idea, guys. Let's cut ourselves off on the other side of the map. Then we can carry the objective." Because just trying to do a steady push and keeping the fundamentals would be insane, amirite? We need to put ourselves in the enemy rear where we can't reinforce more than one guy every 10 seconds and get into a stand-up fight attacked from two sides. I just... can't. Passworded events would help but also hurt with testing open servers. And it'd probably be similar gameplay.

We're just gonna have to be patient through the painstaking development I'm sure gameplay will look little like it does this time next year or the next and I won't be whining all the time.

Sox
02-22-2019, 04:59 PM
How many times is our main strategy going to be piking it on the edge of map to get some vague advantage on a flank while our reinforcements trickle in to their out-of-line deaths from the base spawn because we lost our colors on the last mad dash flank expedition? "I've got a great idea, guys. Let's cut ourselves off on the other side of the map. Then we can carry the objective." Because just trying to do a steady push and keeping the fundamentals would be insane, amirite? We need to put ourselves in the enemy rear where we can't reinforce more than one guy every 10 seconds and get into a stand-up fight attacked from two sides. I just... can't. Passworded events would help but also hurt with testing open servers. And it'd probably be similar gameplay.

Okay, now that really is nail on the head time......that is exactly what is making this game so tedious to play. Players have fallen into the mindset, that to win in this game, you have to run into a space where there is no enemy. Even though, as stated, running into that space cuts you off almost completely from reinforcements & guarentee's that you will be outnumbered and outflanked. Just about the only time you can find an actual toe to toe fight now is on some Harpers Ferry maps but that's only because they CAN'T employ these supposed 'flanking' manourvers. What in gods name happened to the idea that you can win by actually out-fighting the enemy?????

LaBelle
02-23-2019, 12:57 AM
Okay, now that really is nail on the head time......that is exactly what is making this game so tedious to play. Players have fallen into the mindset, that to win in this game, you have to run into a space where there is no enemy. Even though, as stated, running into that space cuts you off almost completely from reinforcements & guarentee's that you will be outnumbered and outflanked. Just about the only time you can find an actual toe to toe fight now is on some Harpers Ferry maps but that's only because they CAN'T employ these supposed 'flanking' manourvers. What in gods name happened to the idea that you can win by actually out-fighting the enemy?????

I can understand the complaints about the current meta, but the idea that "these supposed 'flanking' maneuvers" is some how not "out-fighting the enemy" needs to go. The maps are designed in a way that just does not allow the kind of stand-up-and-fight tactics you guys want to see. 90% of the maps are built so that one side has a clear advantage over the other, whether it be a fence, a wall, a building, what have you. Players are forced to find these empty positions and exploit them, or they risk wasting tickets assaulting a defended position.

Another compounding factor is the current melee system: A skilled force cannot make a stand and hold an area against a superior numbered attacking force. There's no blocking, no dodging, and I've found that sometimes a bayonet will magically extend 20 feet. A proper melee system would alleviate the issue of setting and sending smaller forces to hold/take positions as they'd be able to potentially fight two-on-one or more, but right now the meta calls for these massive rushes to get a flag across a bridge, or massive rushes to punch through an enemy line, or massive rushes to take undefended land.

A guaranteed solution to this would be multi-point maps, either successive or battlefield conquest style, creating a REASON to split forces and operate as independent companies. Idk, just my thoughts.

Sox
02-23-2019, 05:23 AM
I can understand the complaints about the current meta, but the idea that "these supposed 'flanking' maneuvers" is some how not "out-fighting the enemy" needs to go. The maps are designed in a way that just does not allow the kind of stand-up-and-fight tactics you guys want to see. 90% of the maps are built so that one side has a clear advantage over the other, whether it be a fence, a wall, a building, what have you. Players are forced to find these empty positions and exploit them, or they risk wasting tickets assaulting a defended position.

Another compounding factor is the current melee system: A skilled force cannot make a stand and hold an area against a superior numbered attacking force. There's no blocking, no dodging, and I've found that sometimes a bayonet will magically extend 20 feet. A proper melee system would alleviate the issue of setting and sending smaller forces to hold/take positions as they'd be able to potentially fight two-on-one or more, but right now the meta calls for these massive rushes to get a flag across a bridge, or massive rushes to punch through an enemy line, or massive rushes to take undefended land.

A guaranteed solution to this would be multi-point maps, either successive or battlefield conquest style, creating a REASON to split forces and operate as independent companies. Idk, just my thoughts.

First of all, I'm far from being an advocate of the 'line battle', so lets get that clear right away. The current 'meta' is 100% not out-fighting the enemy, a tactical blob running down the right or left hand side of the map is not actually fighting anyone or anything. I'm sick to death of the 'wasting tickets' phrase, it's a war game, men got killed in wars. Of course one side has an advantage, that's why attackers get more tickets than defenders is it not? The current 'meta' ignores almost everything about Civil War combat, and has reached a point now where it's ALL about getting to the capture point by loosing as few men as possible. Troops in that war DID have to assault defended positions, when you reach the point when winning the game is more important than actually playing it, it's a problem.

Now having said all of that, I do agree that melee is a huge problem, it's a crass, clumsy system. Shooting a comrade by accident I understand, running a comrade through with a bayonet is laughable at best. There is no skill involved, but on the other hand I have been in actions when a smaller group has beaten off a bayonet charge by a larger force, but that's just blind luck. This is where we agree most though:

''A guaranteed solution to this would be multi-point maps, either successive or battlefield conquest style, creating a REASON to split forces and operate as independent companies. Idk, just my thoughts''.

I think, at this point, that's the only solution, the only way they're ever going to turn skirmish mode into true tactical games. In theory, it should be possible for the attacker to win skirmishes without taking a point, but is it? I'm struggling to remember the last time I saw it happen to be honest. I think melee might be a bigger part of the problem than we think it is, but unless we test it, we'll never really know. What I mean is, historically speaking Bloody Lane was taken with a charge, but by the time the Union were able to make that charge, the Confederates were all but beaten, having been decimated by gunfire. It equates to Last Stand in game, but being beaten into Last Stand by gunfire ONLY....would that be possible? It would be very interesting to test that's for sure.

LaBelle
02-23-2019, 07:29 PM
First of all, I'm far from being an advocate of the 'line battle', so lets get that clear right away. The current 'meta' is 100% not out-fighting the enemy, a tactical blob running down the right or left hand side of the map is not actually fighting anyone or anything. I'm sick to death of the 'wasting tickets' phrase, it's a war game, men got killed in wars. Of course one side has an advantage, that's why attackers get more tickets than defenders is it not? The current 'meta' ignores almost everything about Civil War combat, and has reached a point now where it's ALL about getting to the capture point by loosing as few men as possible. Troops in that war DID have to assault defended positions, when you reach the point when winning the game is more important than actually playing it, it's a problem.

So with this part I have to disagree, but it seems only based on commanding differences between us. I absolutely think a "tactical blob running right or left" is a part of maneuver warfare, and it is a part of outfighting the enemy. That's just my opinion though, and of course it's up to everyone's interpretation. I do agree that the current meta ignores everything to do with the Civil War and how it was fought, though. I'm not a fan of it.

I'm glad to see I'm not the only one who thinks we need multi-point maps. Last time I suggested it, I was shouted down on the forums.

Sox
02-23-2019, 07:43 PM
So with this part I have to disagree, but it seems only based on commanding differences between us. I absolutely think a "tactical blob running right or left" is a part of maneuver warfare, and it is a part of outfighting the enemy. That's just my opinion though, and of course it's up to everyone's interpretation. I do agree that the current meta ignores everything to do with the Civil War and how it was fought, though. I'm not a fan of it.

I'm glad to see I'm not the only one who thinks we need multi-point maps. Last time I suggested it, I was shouted down on the forums.

Well lets just consider Bloody Lane or Dunker Church for a second. Imagine those maps with three capture points on them, right, left and centre. What if the centre point only becomes active once the right & the left have been taken? Something along those lines makes more sense to me than a single capture point that can be rushed.

Poorlaggedman
02-24-2019, 02:04 AM
In my prior drunken rant I'm also assuming that there are better tactics that would work but just aren't being done most of the time.

That's why I argue about taking up space with skirmishers or pickets in my tactics video in order to spread the enemy out. Any space that the enemy vacates should be occupied in an orderly manner in a way that will hold or at least deter the enemy from being able to use it again while screening any friendly forces arriving that want to move up to that position. That means you need to divide up in some way.

For the most part in each skirmish round people trying to lead are more concerned with the power struggle than they are with tactics. Dividing your forces is surrendering control. That's why I argue for a system where players voluntarily decide to work with you and consequentially up your rank in doing so. And also that the formation system is expanded and fine-tuned and given time rewards. Basically just do everything I say.

10601

calmmyst
03-01-2019, 11:31 PM
I have no desire to worry about playing WOR, until the game has all been finished. The last stand and the blasted TIMERS, has just left a bitter pill for me to swallow. I dont ever play as officer because of that 30 second desertion rule, if you went in with 10 men and you were the last 1 standing, and now have 30 seconds to find enough men to stop you from deserting. this was the effect of of Rambo officers for this update, which I wish rambos were allowed back in. Now we have 20 seconds to get back into the killing box, for the enemy to shoot us, like rabbits tied to a stake, or get deserted. If we were out on the rear or flanks have to make a mad dash rush to become tied rabbits to a stake, or become deserted, when that becomes a game effect of last stand.

We are not allowed to have a kill count, But for the amusement, I see, why is there even a kill count at the end of any match? Just show who WON. The game masters are trying to conform all to play 1 style, 1 long line battle after line battle, till one side is defeated. and people do not wish to to be tied to 1 style of play. skirmishers have no objective but cause higher ticket ratios, which no one can determine, nor see who has the most, till the game end. why a kneeling man causes more ticket ratio versus a standing man? cover is shoud be important, again conforms to what the game masters want. long battle lines facing each other. dont run for cover, dont use cover, and shoot it out. Now I may be getting flag once again by the game masters for my opinion, but oh well, nothing gets fixed if no one says criticism about the game. I have ultimat civil war now to replace WOR for game play and arma 3. taking advice once given by a dev, take a break from WOR.

Why 1 team has the advantage over the other for ticket losses is just another bitter pill for me. With each UPDATE you see masses of players, then 3 days later your lucky to fill just 1 server with half of a 150 man server. and not to many players enjoy on the confederate side like playing any of the harpers ferry maps where all the maps are to the union advantage. another oh well. I love this game, or I wouldnt have paid 850.00 for it, and would have paid more, if I could have gotten the slot for it. now I know its all in development, but i hope they fix the rifle shake, I get when, im standing, or kneeling in smoke. I hope they fix the rifle shake I get, when someone shoots his rifle next to me. having fired many weapons on ranges, this has never ever been an effect, from modern to black powder. i hate that if i ever spawn in on the flag, i get dropped right in front of our men shooting or as a sacrificial lamb for the enemy. I wish i spawned 25 feet way behind the flag, to reload, or fix a bayonet something other to be dropped dead to do it again.

and so many other issues, i hope get fixed when the game is finished. thus why people play, then quit till the next update. It seems to me that the developers only want 1 style of game play, and thats it. I hope when they introduce calvary, you dont get on, then ride 100 feet to get off, what was the point of calvary, lol. in the civil war, calvary was never used against a standing army, or become slaughtered, used on retreating men, or get to a new objective, but there is no objective in line battles only. but i guess a horse would be the best way to get from SPAWN, to the battle Line, slap the horse on the ass and send it back for another rider, then worry about spawning in on the Flag, to be a sacrificial lamb, lol. and you wont be tired. the poor horse though, lol. This has to be a team effort, but individuals cause the team to loose. and I wouldnt be interested in this game at all, if it was line battles only, thats no fun at all.

John Cooley
03-02-2019, 05:13 AM
^
+1

LaBelle
03-02-2019, 10:17 AM
Well lets just consider Bloody Lane or Dunker Church for a second. Imagine those maps with three capture points on them, right, left and centre. What if the centre point only becomes active once the right & the left have been taken? Something along those lines makes more sense to me than a single capture point that can be rushed.

I think you and I have our wires crossed Sox, because I absolutely agree with you and am unsure what we're arguing about anymore. I also want multiple cap points.

Ted E. Bear
03-02-2019, 03:49 PM
With each UPDATE you see masses of players, then 3 days later your lucky to fill just 1 server with half of a 150 man server. and not to many players enjoy on the confederate side like playing any of the harpers ferry maps where all the maps are to the union advantage. I see anywhere from one to two and a half full servers every weekend, might want to see if your server browser is broken. Also, there are plenty of confed sided maps out there to, it just depends how incompetent your leadership is. Ironically if you command and just oder your men to do line battle only you will absolutely be crushed so maybe its a leadership thing.

brentcarter
03-02-2019, 04:25 PM
I have no desire to worry about playing WOR, until the game has all been finished. The last stand and the blasted TIMERS, has just left a bitter pill for me to swallow. I dont ever play as officer because of that 30 second desertion rule, if you went in with 10 men and you were the last 1 standing, and now have 30 seconds to find enough men to stop you from deserting. this was the effect of of Rambo officers for this update, which I wish rambos were allowed back in. Now we have 20 seconds to get back into the killing box, for the enemy to shoot us, like rabbits tied to a stake, or get deserted. If we were out on the rear or flanks have to make a mad dash rush to become tied rabbits to a stake, or become deserted, when that becomes a game effect of last stand.

We are not allowed to have a kill count, But for the amusement, I see, why is there even a kill count at the end of any match? Just show who WON. The game masters are trying to conform all to play 1 style, 1 long line battle after line battle, till one side is defeated. and people do not wish to to be tied to 1 style of play. skirmishers have no objective but cause higher ticket ratios, which no one can determine, nor see who has the most, till the game end. why a kneeling man causes more ticket ratio versus a standing man? cover is shoud be important, again conforms to what the game masters want. long battle lines facing each other. dont run for cover, dont use cover, and shoot it out. Now I may be getting flag once again by the game masters for my opinion, but oh well, nothing gets fixed if no one says criticism about the game. I have ultimat civil war now to replace WOR for game play and arma 3. taking advice once given by a dev, take a break from WOR.

Why 1 team has the advantage over the other for ticket losses is just another bitter pill for me. With each UPDATE you see masses of players, then 3 days later your lucky to fill just 1 server with half of a 150 man server. and not to many players enjoy on the confederate side like playing any of the harpers ferry maps where all the maps are to the union advantage. another oh well. I love this game, or I wouldnt have paid 850.00 for it, and would have paid more, if I could have gotten the slot for it. now I know its all in development, but i hope they fix the rifle shake, I get when, im standing, or kneeling in smoke. I hope they fix the rifle shake I get, when someone shoots his rifle next to me. having fired many weapons on ranges, this has never ever been an effect, from modern to black powder. i hate that if i ever spawn in on the flag, i get dropped right in front of our men shooting or as a sacrificial lamb for the enemy. I wish i spawned 25 feet way behind the flag, to reload, or fix a bayonet something other to be dropped dead to do it again.

and so many other issues, i hope get fixed when the game is finished. thus why people play, then quit till the next update. It seems to me that the developers only want 1 style of game play, and thats it. I hope when they introduce calvary, you dont get on, then ride 100 feet to get off, what was the point of calvary, lol. in the civil war, calvary was never used against a standing army, or become slaughtered, used on retreating men, or get to a new objective, but there is no objective in line battles only. but i guess a horse would be the best way to get from SPAWN, to the battle Line, slap the horse on the ass and send it back for another rider, then worry about spawning in on the Flag, to be a sacrificial lamb, lol. and you wont be tired. the poor horse though, lol. This has to be a team effort, but individuals cause the team to loose. and I wouldnt be interested in this game at all, if it was line battles only, thats no fun at all.

A
+

calmmyst
03-02-2019, 07:45 PM
Ted E bear, its got not a thing to do with command style. its the way the Game is now Made to play. we had officers who didnt need little white lines placed upon the map, that players , now are so lost, if an officer does not place a white line down. To watch people spending more time looking at the ground, worried if they are on the white line, is almost comical to watch happen. Here is a command style, tell everyone to wack off creating a little white line,LOL. They should be more concerned with the enemy, and somewhat know where they are on the line. no one has a peripheral vision at work here, unless 1 has 3 monitors running at once. Where skirmishers were a valuable use to send out to the flanks, that now to do so, cause more tickets for out of line. neither side can see the total out of line tickets, neither side can see the cause and effect till after action report. WOR has become what the game developers want only, NAPOLEONIC LINE BATTLES, how does anyone win that, Whats the FUN in that? When one side is taking cover behind a fence, or rocks, must also be standing or suffer higher penalty for kneeling, if killed. The objective has become pointless, why have one? look if i didnt love this game I wouldnt have spent so much on it. to say people should be concerned about how the game is played over a win, is NOT the American way of doing things. If WOR want huge line battles make the servers, 500 man strong or more, WOR would get the line battles it wanted with what we want.

Americans dont go to races to watch all the cars look pretty going really fast around the track, they do it to see the crashes, the speed, and the first one to cross the finish line, the fastest, after a grueling 500 mile run, THE WINNER. unlike if WOR had control of the race, the rules would be, no red paint allowed, and anyone going faster than 55 mph, must return to the back of the pack for speeding, LOL. like wise with boxing, to see each other pound the shit out of each other to see the WINNER. Like football they dont go to watch a pretty ball being passed back and forth upon the field as a game of catch. If WOR had control of football all games would, become in my opinion a game of catch football. where anyone caught taking a knee, or drop the ball, would be removed from the game. as both sides throw the ball back and forth, in hopes of hitting and empty space, unable to be caught to be thrown back, for a point score. with no one allowed to cross the 50 yard line. Less players open up more of a chance the ball cant be caught. What fun is that, I could play that game in my back yard.

Completely do away with this absurd out of line tickets, for both sides. let players use cover and concealment, to surprise the enemy with skirmishers, with what really counts Killing the enemy. the game changes from breaking to battle ready can be based upon deaths including last stand. Do away with that absurd timers to be some where, and never leave it. People already know where to be, when its time to save the point. dont tie em down as as staked rabbits for the enemy. Let commanders lead, not tie their hands behind their backs and tell them to fight, like its become. add medicis to the game for those who can be saved to return to the fight, as to not cause a death count to change the parameters of the game changes. Add a ammo wagon, to replenish ammo, also let people see how much ammo they have, so they know oh shit, i need to get more ammo, unlike it is now, surprise, you just fired your last shot. As it is you have 2 choices, charge in for a death count, out of line ticket or respawn, for and out of line ticket, whats the difference? add spice to the game let there be a enemy transfers of surrendered soldiers, held in a captive area, where living is more important then out of line ticket. let players decide, with holding up there rifle over there heads, who can now, no longer shoot. but and enemy can still stab him if he wants, but add that for every prisoner can add prisoner exchange. to that side. ammo was the real issue for both sides, so make it limited a set amount for all including ammo wagons, let players decide if its important to try and steal a ammo wagon, and objective, all one is left with is a bayonet.

I understand WOR is in development, players want objectives, set forth by commanders upon the field, we fight to win. not line up for a line battle. im not saying that isnt useful. its when to do so, based upon the field terrain. Its important to have skirmishers to prevent a rout of the main line, reconnaissance provided by skirmishers, one has to know where the enemy is, so commanders know what to prepare for, what to do next. open up the field of battle, rear guards, were so important, boring, but they can be what saves an attack from the rear, or a stolen wagon. that a player controls to go forth and replenish to troops with ammo, that can be so needed. a valuable target for both sides. a player controlled ambulance wagon, a valuable target, take the doctors off the field, capture them. same with cannons.

Its not about just 1 style game play, line battles only. players want objectives, not timers. I would rather deal with rambo officers again, than deal with a timer, he was either really brave, or stupid, maybe he became so bored of a line battle he just wanted to call it quits. either way, at least a timer wasnt involved. players want to win. get rid of tickets that no one can see till end of game. I hate hearing stand up or you will cause more ticket counts for the team. I want to her take cover behind those rocks, give em lead. to provide less of a target to the enemy. people wont want to play line battles only with no objectives, im not amish, nor a conscientious objector. I dont want to play a game of tag, your it. Oh yes, I use to see 5 plus servers 150 strong, in each, wishing one could get in, to see more servers fill up, now its 1 or 2 with plenty of room to get in. and I hate playing any harpers ferry maps. Ive played them all.

Hienzman
03-03-2019, 08:35 AM
The desertion timer for being an officer has become a major issue for me. I spawn in after being killed and my men are in the field, I cannot leave the spawn to run back or I die. I'm playing with 10 guys on a server and all but a few die, well looks like its time to be slain. Yesterday alone I was slain 15 times for "deserting" my men when I was trying to either get to them or lead a limited number of men. In my opinion this function needs removed or replaced as soon as possible.

EneCtin
03-03-2019, 11:05 AM
Yes, on very small servers, the desertion timer started several times when guys moved a bit to one side or myself scouting a bit on the other.
If between spawn and area containing most of your team, than desertion timer should be disabled. Also, when commuting between spawn and the area containing most your team, than you are in formation by default and not out of line if you happen to die there. You're marching to battle, what would be wrong with that, to get a penalty ?!
Sure, if you start waltzing not in the general direction of the area most populated by your team, then ok, you're out of line and incur that penalty.

For the commanding officer, I would suggest the ability to set the main line of battle but also a skirmishing line that is not in the immediate proximity of the line of battle.
For example, in one of those empty field maps, some skirmishers on a rock some distance away both cover your flank and harass the enemy. Those men would be there under orders, commanded by a NCO and incur the usual 1 spawn point per death (or 2 points per spawn if the NCO is not present for some reason)

Ramirez Nicholas J.
03-08-2019, 12:00 AM
Ted E bear, its got not a thing to do with command style. its the way the Game is now Made to play. we had officers who didnt need little white lines placed upon the map, that players , now are so lost, if an officer does not place a white line down. To watch people spending more time looking at the ground, worried if they are on the white line, is almost comical to watch happen. Here is a command style, tell everyone to wack off creating a little white line,LOL. They should be more concerned with the enemy, and somewhat know where they are on the line. no one has a peripheral vision at work here, unless 1 has 3 monitors running at once. Where skirmishers were a valuable use to send out to the flanks, that now to do so, cause more tickets for out of line. neither side can see the total out of line tickets, neither side can see the cause and effect till after action report. WOR has become what the game developers want only, NAPOLEONIC LINE BATTLES, how does anyone win that, Whats the FUN in that? When one side is taking cover behind a fence, or rocks, must also be standing or suffer higher penalty for kneeling, if killed. The objective has become pointless, why have one? look if i didnt love this game I wouldnt have spent so much on it. to say people should be concerned about how the game is played over a win, is NOT the American way of doing things. If WOR want huge line battles make the servers, 500 man strong or more, WOR would get the line battles it wanted with what we want.

Americans dont go to races to watch all the cars look pretty going really fast around the track, they do it to see the crashes, the speed, and the first one to cross the finish line, the fastest, after a grueling 500 mile run, THE WINNER. unlike if WOR had control of the race, the rules would be, no red paint allowed, and anyone going faster than 55 mph, must return to the back of the pack for speeding, LOL. like wise with boxing, to see each other pound the shit out of each other to see the WINNER. Like football they dont go to watch a pretty ball being passed back and forth upon the field as a game of catch. If WOR had control of football all games would, become in my opinion a game of catch football. where anyone caught taking a knee, or drop the ball, would be removed from the game. as both sides throw the ball back and forth, in hopes of hitting and empty space, unable to be caught to be thrown back, for a point score. with no one allowed to cross the 50 yard line. Less players open up more of a chance the ball cant be caught. What fun is that, I could play that game in my back yard.

Completely do away with this absurd out of line tickets, for both sides. let players use cover and concealment, to surprise the enemy with skirmishers, with what really counts Killing the enemy. the game changes from breaking to battle ready can be based upon deaths including last stand. Do away with that absurd timers to be some where, and never leave it. People already know where to be, when its time to save the point. dont tie em down as as staked rabbits for the enemy. Let commanders lead, not tie their hands behind their backs and tell them to fight, like its become. add medicis to the game for those who can be saved to return to the fight, as to not cause a death count to change the parameters of the game changes. Add a ammo wagon, to replenish ammo, also let people see how much ammo they have, so they know oh shit, i need to get more ammo, unlike it is now, surprise, you just fired your last shot. As it is you have 2 choices, charge in for a death count, out of line ticket or respawn, for and out of line ticket, whats the difference? add spice to the game let there be a enemy transfers of surrendered soldiers, held in a captive area, where living is more important then out of line ticket. let players decide, with holding up there rifle over there heads, who can now, no longer shoot. but and enemy can still stab him if he wants, but add that for every prisoner can add prisoner exchange. to that side. ammo was the real issue for both sides, so make it limited a set amount for all including ammo wagons, let players decide if its important to try and steal a ammo wagon, and objective, all one is left with is a bayonet.

I understand WOR is in development, players want objectives, set forth by commanders upon the field, we fight to win. not line up for a line battle. im not saying that isnt useful. its when to do so, based upon the field terrain. Its important to have skirmishers to prevent a rout of the main line, reconnaissance provided by skirmishers, one has to know where the enemy is, so commanders know what to prepare for, what to do next. open up the field of battle, rear guards, were so important, boring, but they can be what saves an attack from the rear, or a stolen wagon. that a player controls to go forth and replenish to troops with ammo, that can be so needed. a valuable target for both sides. a player controlled ambulance wagon, a valuable target, take the doctors off the field, capture them. same with cannons.

Its not about just 1 style game play, line battles only. players want objectives, not timers. I would rather deal with rambo officers again, than deal with a timer, he was either really brave, or stupid, maybe he became so bored of a line battle he just wanted to call it quits. either way, at least a timer wasnt involved. players want to win. get rid of tickets that no one can see till end of game. I hate hearing stand up or you will cause more ticket counts for the team. I want to her take cover behind those rocks, give em lead. to provide less of a target to the enemy. people wont want to play line battles only with no objectives, im not amish, nor a conscientious objector. I dont want to play a game of tag, your it. Oh yes, I use to see 5 plus servers 150 strong, in each, wishing one could get in, to see more servers fill up, now its 1 or 2 with plenty of room to get in. and I hate playing any harpers ferry maps. Ive played them all.

^^^^^
Hmmm, good stuff BABY. Take note people.

calmmyst
03-09-2019, 03:22 AM
the 1 life 1 kill is ok I like that, But once again, I WAS KILLED BY A TIMER, 3 different times, and I was with a group of 12, 14, and 8. This TIMER sucks. Please get rid of it. this new skirmish mode, is just another form OF A LINE BATTLE. if you dont stay as a group as a whole your going to TIME OUT. Its just a new form of a LINE BATTLE, with TIMERS.

Oleander
03-09-2019, 03:37 AM
I had this happen a few times to me as well. Sometimes I got the timer sometime I didn't. Sometimes the timer would pop up while it clearly said I was in formation.

calmmyst
03-09-2019, 03:56 AM
I had this happen a few times to me as well. Sometimes I got the timer sometime I didn't. Sometimes the timer would pop up while it clearly said I was in formation.

Oh I got like half a dozen of those oleander, thus why I had enough of tonight's new update, guess many others too, because it was the only sever with 150, and when I left an hour later it had a total of 63. WOR cant figure it out, WE HATE LINE BATTLES WITH TIMERS, LMAO. People came and went in that hour many complained, and Oh well, people will flock to play other games, and this game can be so good. but once people get the bad taste of timers, they will go play something else. The 1 life 1 kill was good, but the timer killed me alone 3 times and almost half a dozen other times when I was in a large group, LOL. again in development. Now theres a place to put a timer, have a medic get to ur side in 2 min or ur DEAD. but he needs 20 seconds per person. so if a lot go down not all can be saved. but dont loose ur medics, cause they cant revive from the grave LOL, but WOR wont add that feature as it goes against The Timer and a LINE BATTLE, and all this new Shirmish format is nothing more than a Line battle, so whats the POINT of it?