Great ideas, Yolo!
Yolo911 wrote:Multiplayer:
#1 I have 14 matches listed and only two are active. Devise a way to delete the inactive ones. Resigning isn't working and some you just need to delete.
I have the same problem in a couple of MP matches. After agreeing with my opponent that we would quit our current game and restart with the latest/fixed update for the scenario, OOB wouldn't let me resign. I think it's possible that only one of the players (maybe the one who 'hosts' the challenge?) can resign from MP. This might be a Mac only thing though? I don't have the PC version
Yolo911 wrote:#2 Design some fair and balanced multiplayer scenarios that are tactically challenging because both sides have an equal a chance of winning based on skill not predetermined factors.
For sheer beauty, geographic accuracy, historical realism and wow factor, I'd strongly recommend Erik's MP scenarios (link here ->
viewtopic.php?f=374&t=64991). They're amazing. I get the impression these are becoming increasingly playtested as OOB becomes more popular, but some might need a little tweaking to balance them, eg. delaying Jap invasion and giving Allies some ground troops (or ability to transport them from Oz, per reality) in Coral Sea MP, and changing the Allied victory conditions from 'capture' to 'capture and hold' for the Guadalcanal/Watchtower MP scenario, etc... but I'm sure that these improvements will happen as we discover them. Am happy to play you on Midway, Coral Sea or Watchtower meanwhile...
Yolo911 wrote:SP and MP:
#1. Seabees and Engineers. Give them the ability to build roads, bunkers, airfields and ports. And the ability to destroy same.
+1. Engineers can already build bridges. Would be awesome to add other build functions eg. roads (time taken depending on terrain, so a road on open ground, 1 turn, vs road in jungle, 3 turns), bunkers (1 turn), airfields (5 turns)... Maybe?
Yolo911 wrote:#2. More damage by subs.
+1. Subs seem to do only 0-2 damage and then take 4 turns to reload. This doesn't really work because a sub might be able to scratch a target, but it will then continue at normal high speed, with 8/10 or 9/10 strength to its destination (see your #4 below). Subs alone are pretty useless in OOB. And 4 turns to reload is the same time a B17 takes to fly from Brisbane to Port Moresby. You'd hope a sub skipper could reload 1 tube faster than that! Maybe let subs fire a 'spread' of 3 torps, before having to reload? Subs could also have a deck gun to finish off transports/supply ships, while they're waiting for the 4-turn reload. But if they use the deck gun, they'd have to be surfaced and vulnerable.
Yolo911 wrote:#3. Limit number of bombing/torpedo attacks by planes. Right now I'm playing Palau- New Guinea Multiplayer and the B-17's sit over my units for 13 turns bombing them into pulp. Not realistic.
YES!! In my MP games, as bomber or as the sucker underneath, it's too easy for bombers to sit and bomb every turn for 5-10 turns, before having to return to refuel. And since a single bomber usually knocks off 1-3 damage per turn, 3 or 4 of them will win a game. Maybe bombers should be limited to 3 bombs before having to return to base to reload?
Yolo911 wrote:#4. As ships take damage, limit their ability to move and shoot. Maybe have critical hits that keep uber Destroyers from sinking Battleships with torpedo(never missing)
Damage model for ships is a brilliant idea! I was wondering about this after trying to attack with subs. My sub torpedoes can make that 0-2 damage per torpedo scratch, but it doesn't harm what the target can do in any way. Maybe if transports suffer <6 strength they could be limited to half speed, if transports have <3 strength they could become immobilised (unless a support ship can repair them back to >3 strength). Could apply the same idea to warships, <6 strength could half their attack values, <3 strength could half their speed?
Yolo911 wrote:#5. Carriers -- Reduce their ability to launch planes, store planes and repair planes as damage accumulates.
+1
Yolo911 wrote:#6. Subs-- Aircraft should be able to have a roll-of-the-dice chance to attack subs, especially if you keep certain aircraft in vicinity of your convoys and surface attack groups as antisubmarine protection.
Not so sure about this. The Allies used aircraft to attack subs in the Atlantic, especially when they were surfaced, but I don't know if aircraft had much of an anti-sub warfare impact in the Pacific? I assume that OOB already lets fighters/dive bombers attack subs on the surface?