What does this suggestion change/add/remove:
Currently the Mastery requirement for the Anti-Armour job is 15. Very few of our enlisted are reaching Mastery 15, yet AA is perhaps the most important wartime job to fill. Particularly in the quieter hours there are often only a couple of people on...
You might argue that those binds are also inappropriate for when someone is actually under fearRP, I'd be fine with a ruling on that. I'd also say that some of the stalling is to be expected, given that the current experience is basically the captor trying to rush the situation as much as...
What does this suggestion change/add/remove:
Lately I've seen strip binds (having a key bound to '/me strips weapons, comms, etc') cause numerous arguments. A key complaint is that removing weapons instantaneously feels cheap and prevents proper RP during a kidnap. A lot of players are also...
+support
If there's one guy online on the enemy team then kidnapping shouldn't be allowed. There's no chance of negotiation or rescue in that scenario so all it does is discourage people from leaving base. Perhaps have a rule that there must be at least 1 CC+ online (excluding the victim).
+support, with caveats
In a perfect world I'd like to see peacetime length scale with player count or time of day. Right now the longer timers are crippling activity outside of peak hours, since with a 1h30 wait few people stick around for late wars. Especially when that war ends up being a 40...
+support
Given the limited supply of grenades on spawn, it makes very little sense that the grenadier cannot resupply GL ammo at all. Having to die to get more ammo isn't conductive to RP.
-support
The reality is that nobody likes attrition wars. Low player count wars are already bad enough, this would essentially kill them off entirely. A better fix is to dramatically shorten their duration so that only minimal gains/losses are possible.
-support
This could be summed up as "give me an uber job", and your proposed restrictions are laughable.
If you proposed some kind of RP-friendly "field ops" job with a bit more utility I'd probably get behind that, but your creation is essentially an infantry Autorifleman merged with...
+support for expanding access to the cargo drone.
If making supply trucks better is off the table, we need more people who can actually fly the supply drones.
What does this suggestion change/add/remove:
Right now 4v4 (lane?) wars are in a bit of a bad place. 40 minutes of 4v4 infantry combat feels like a massive slog and results in a lot of players leaving the war early. This might be partly because with slow cap rates and close spawn points you...
What does this suggestion change/add/remove:
Currently supply trucks are a bit of a pain to drive. They have several quirks which put people off using them, most notably:
- A lot of slopes can only be climbed in reverse gear. Reverse seems to have better climbing ability than forward, which is...
Having been on both sides of this tactic, it just feels silly. FOB assaults on neutral territory are something we do regularly, and that's part of the risk of building in the neutral zone. However, needing to keep 4 people per FOB stationed during peacetime (to protect ammo and prevent...
What does this suggestion change/add/remove:
In recent weeks a new meta/trend has developed where players try to sneak onto enemy FOBs during peacetime and waste all the ammo supplies by firing the emplacements repeatedly (as assaults on non-neutral FOBs are forbidden). This creates an endless...
-support
A lot of people jump (once) when startled, warning people for that strikes me as petty. Deliberately jumping to give yourself an edge in combat should be what the rules are targetting.
+support for a general clarification, though
What does this suggestion change/add/remove:
Currently the map is plagued by large circles drawn around several object types, which makes it more difficult to read than it should be. For example:
(This is a very outdated map, before anyone thinks of metagaming ;))
It's even worse on the night...
-support
The USSR hasn't existed for over 30 years, and the server is set in "WW3". Perhaps consider revamping NWO to address the player count issue, I'm not convinced the name is what's causing problems.
What does this suggestion change/add/remove:
A recurring issue during off-hours is a lack of online High Command members to lead a faction. This is expected as 24/7 coverage isn't realistic, and in these scenarios the chain of command is followed and the highest ranking user typically leads the...
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