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World War II Online Forum » General Discussion raquo; This is good!!!

2 posts found
  chanss

Novice Member

Joined: 11/26/06
Posts: 21

 
7/27/11 3:42:37 PM#1

DEATH OF SPAWN DELAY

Over the past two years, several host updates have provided us with the means to get rid of spawn delay in favor of a series of features focused on making it easier to play the underpopulated side. The theory is to make underpop so sexy and easy to play there is no underpop. Expect that we'll start out with all the knobs cranked to 11 at first, then adjust as needed based on how it plays out in the live campaign. Here is what we're working on:

  • Remove spawn delay timer unless imbalance gets redonkulous
  • Capture (and other) timers for underpopulated side are decreased
  • AI rebuild for underpopulated side rebuilds faster
  • AI for overpopulated side is disabled at high imbalance
  • Underpopulated side receives extra supply of desired units when they are out of supply

This is slated for 1.34 if we can do it. And we're pushing hard to get it included.

Above from WW2Online website

 

I supose the rebuild delay for forward resuply units still is in place though?

  Tontoman

Apprentice Member

Joined: 5/13/07
Posts: 130

7/27/11 4:26:30 PM#2

Should be interesting when the attackers are trying to burn off supply for an attrit cap.

So how's that going to work with the 'global map tactics' of cutting manouver and cutting off supply?  Yeah that's a question...

Is that also going to mean 10+ tiger tanks running around?  Might not work out well on class balance.  One of the saving graces of supply limits is when the snipers ran out, some folks would spawn more useful things.  Might see a lot more tanks running around while the CP's get capped from under them.

Ooooo, short timers for those AI MG's covering vital points is going to be a treat hehe.