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[Suggestion] Mark Radar Dishes on map.
Forum » Public Server » Public Server Discussion Locked
Joined: 31st Jan 2015
Rank: Public Player
Likes 45
21st Apr 2015

So, the current situation with the Radar Dishes (henceforth known as RDs) not showing on map/not spawning at all/spawning in locations we can't reach (within rocks, buildings, etc) is causing alot of downtime, where we have to spend double the time in the AO looking for a single RD.

My suggestions is to have the RDs either marked on the map similar to the bunkers, or have the RDs spawn on a randomized array of pre-selected locations within the AO.

One third suggestion might be removing the RDs completely, as they now longer seem to fill a purpose except for being a less challenging objective than the bunkers.


Don't go off-topic!

Last Edit: 21st Apr 2015 by TheOvermind
Joined: 4th Oct 2013
Rank: Public Player
Likes 1022
21st Apr 2015

my sugesstions would be:

fortify the rd with enemy, maybe a static weapon.
replace the task of destroy a radio tower and try, kill the leader ? , destroy ammo ? or anything really this approach could help with spawning items ect ............

if im honest the radio things are pointless.....but i think the structure is fine ...we dont need no crutches to make a marker on a map lol...i have eyes and searching capabilities hahaha it could be summin different tho

i would love more than anything, ENEMY : fast air , attack chopper , morters , arty, road blocks, and infantry occuping 60% of buildings for cqb....... ahhhhh the list goes on.........





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"magical realism is defined as what happens when a highly detailed, realistic setting is invaded by something too strange to believe"

"doing the average thing - will get you the average results"

"its turns out that common sence - isnt that common"

Joined: 31st Jan 2015
Rank: Public Player
Likes 45
21st Apr 2015

Well, the main problem is that people are getting so bored that they start dropping off, hence the server goes from +15 to ~5 players after the third bunker has been captured.


Don't go off-topic!

Joined: 4th Oct 2013
Rank: Public Player
Likes 1022
21st Apr 2015

yea i defo agree with that man , not too sure for a solution tho

maybe totally remove the rd ....and just add a extra bunker?

i have been thinking of this, SORRY TO BE A LIL OFF TOPIC :

remove the rd fully,

add a very small side mission / NOTIFICATION, where a enemy asset will spawn after the AO is completed which will effect the next ao ....

lets say you finish the ao (turns blue) and you check the map and BEFORE the next AO APPEARS you see a enemy hinds position and if you dont take it out within 5 mins the marker will be removed and it will be in the next AO somewhere preparing to assult you ......lol this can work for btr's , mortors, arty , fixed wing....pretty much anything ....

i got this idea from reading posts about side missions, and things that people would like to see
this could be a way to do that............................................................................

now the distance for such marker or position of this enemy asset is up for debate, and also what to use and how loong its up for.....

notes: if you use a chopper it could circle a area not too far away for a while then attack the ao , if you used mortors they could be sat somewhere in the correct distance to attack the new ao if not destroyed , same for arty, fixed wing could also circle an area then attack the new ao ......



Signature Picture

"magical realism is defined as what happens when a highly detailed, realistic setting is invaded by something too strange to believe"

"doing the average thing - will get you the average results"

"its turns out that common sence - isnt that common"

Last Edit: 21st Apr 2015 by JEFRO
Joined: 12th Feb 2014
Rank: Public Player
Likes 1010
21st Apr 2015

Quotelets say you finish the ao (turns blue) and you check the map and BEFORE the next AO APPEARS you see a enemy hinds position and if you dont take it out within 5 mins the marker will be removed and it will be in the next AO somewhere.......lol this can work for btr's , mortors, arty , fixed wing....pretty much anything ,.


Do you know how complex an objective like that would be ?

The Radio tower will stay you just need to look for it. It will not be marked on your.

Side missions are on the books but are along way off.

Like you said in a previous post lets sort other thing out first before we get ahead of ourselves i.e Delta armour crew more infantry in building etc.



Gugliemo Cormacchio - Squid 18/02/16@20:01

Why do you drink milk ? It is meant to be consumed by one ton animals.

Because I want to be a one ton animal

DONT FORGET TO VOTE LOL....................

Last Edit: 21st Apr 2015 by Will
Joined: 4th Oct 2013
Rank: Public Player
Likes 1022
21st Apr 2015

yes willeham i agree we have more things to do , FOR THE RECORD THO i DONT MEAN SIDE MISSIONS LIKE DISCUSSED BEFORE I MEAN WHAT I HAVE WRITTEN ABOVE LOL ...a side mission that lasts 5 mis or a notification that says thers a heli here u have 5 mins or your fuked in the next ao ....lol ...i hope you get it ......lol NOT a proper side mission that others have discussed before ...

as for how complex it is ect ect ....yea im fully aware how tedious and complex it may be but that is why its an idea..... 1% is the idea and 99% is actually doin it ...... i will never forget this lol

my thought process was :

ao completes , set a btr to spawn on completion whereva suitable, show on map ,after a time limit remove this marker , then make this veicle attack the next ao if its not destroyed.... i will try play with this see what i can up with ....but im sure just some simple triggers and waypoints could make this happen?? .... i dunno lol


Signature Picture

"magical realism is defined as what happens when a highly detailed, realistic setting is invaded by something too strange to believe"

"doing the average thing - will get you the average results"

"its turns out that common sence - isnt that common"

Joined: 16th Nov 2013
Rank: Public Player
Likes 723
21st Apr 2015

For the time being They will stay and for the considerable future as it is a crucial part the public server experience. One it stops people just from running from bunker to bunker and then , what do you know the AO is complete. Two it invokes communication\teamwork between squads and other asset's.

And no it is not the simple case of a few triggers and way points.


Respect is earned, not given

Joined: 28th Sep 2013
Rank: Public Player
Likes 127
21st Apr 2015

Well i just wanted to get this thought out of my head, it's been with me since old TWC. Why not remove the markers all together? Only mark the AO, but not the radar/bunker markers. Squads will have to communicate with each other to get good intel. And not compete on, who gets the bunker. But forcing the players/squads to recon, or use recon team for intel, and by doing that you raise the vaule of sniper team, and possibly make squads cooperate more.

I've finaly shared my thought ! Orgasm


Simma lugnt//Hajjen\\Sajjen

Joined: 16th Nov 2013
Rank: Public Player
Likes 723
21st Apr 2015

Trust me i have thought about that for a while but what the markers for the bunkers offer a simple way for new players knowing where to go, but i do see your point and I have some ideas that I will trail over the following weeks.


Respect is earned, not given

Joined: 20th Jan 2013
Rank: Management
Likes 1700
21st Apr 2015

QuoteWell i just wanted to get this thought out of my head, it's been with me since old TWC. Why not remove the markers all together? Only mark the AO, but not the radar/bunker markers. Squads will have to communicate with each other to get good intel. And not compete on, who gets the bunker. But forcing the players/squads to recon, or use recon team for intel, and by doing that you raise the vaule of sniper team, and possibly make squads cooperate more.

I've finaly shared my thought !  Orgasm

The issue is when it's midnight, all but five to six have dropped out, and everyone is on the downtrend of enjoyment from assaulting the AO. It feels like an eternity for those ten to fifteen minutes searching for the last radar tower, only for you to realise that you had to use up your AT on the Ts. Now, do you make the round trip to base via a HMMWV (if it hasn't despawned) to get supplies or just disconnect after losing all that energy? 

I like the radar towers, certainly if they'll return to being the trigger to cease reinforcements. I don't mind having to destroy them at all. It certainly provides a little bit of difference to the AO onslaught. 

However, because at the moment all they do is serve the purpose of artificially increasing the difficulty of the AO, by ensuring someone brings a demolition block or you're fortunate to have some AT remaining at the end, they don't provide any challenge. It just becomes an object of frustration when the AO is cleared, but you cannot find it, such as last night. Everyone drops out, because searching for it becomes labourious. 

For the moment being, a marker on the map for its location, akin to the bunkers doesn't ease the difficulty of the AO, but is a reasonable solution to the aforementioned issue. If possible, it would be nice if it were population based, where it would only show the marker below a certain population count. This meaning when sufficient population is achieved, you can have your sections communicate for the search and destroy. 

It's a problem of scale, and when you want to boost low numbers, bandaging paper cuts helps the overall health. 



"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Joined: 12th Feb 2014
Rank: Public Player
Likes 1010
15th May 2015

Suggestion Not approved we will be sticking with the current system of having to find the radio tower.


Gugliemo Cormacchio - Squid 18/02/16@20:01

Why do you drink milk ? It is meant to be consumed by one ton animals.

Because I want to be a one ton animal

DONT FORGET TO VOTE LOL....................

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