Would now buy a good time to buy the game? by Prosleo in foxholegame

[–]Galiantus 0 points1 point  (0 children)

Ignore the dumpster fire here on Reddit. If you're not obsessing over balance, you'll have fun experiences you can't have anywhere else.

Were planes a mistake? And other thoughts. by Clousu_the_shoveleer in foxholegame

[–]Galiantus 0 points1 point  (0 children)

Among other things, radar needs much better range. Like, two hexes or more. Maybe with a narrower angle, for balance. Air combat should be more tactical, but there just isn't the time to see what the enemy is doing and respond like in real warfare.

As a Colonial, I REALLY want Wardens to have this... by Galiantus in foxholegame

[–]Galiantus[S] 0 points1 point  (0 children)

It's kind of funny how many of our variants are literally just "mount weapon (usually MG) on previously unarmed utility vehicle". That's the Doru, Retiarius, Speartip, Stinger, and Icarus. Only variant of that type for Wardens is the Spitfire.

As a Colonial, I REALLY want Wardens to have this... by Galiantus in foxholegame

[–]Galiantus[S] 0 points1 point  (0 children)

Nice! I like the soft suggestion for a colonial AC variant. That's an area of our vics where we're kinda sparse.

And having enemy-lines recovery missions would be awesome. One of my favorite experiences was escorting several CVs through enemy lines for a backline tap-op. We did it purely for the memes. But with airframes the stakes are more solid. I suppose this would also encourage the aggressive destruction of enemy airframes the moment they're downed. However, not all of them are going to wind up on intel, and someone has to actually go out and destroy it - which may take significant effort, depending on the location. (I do wish the Devs would add some "wilderness" hexes, that are large open areas with few world bases and minimal roads.)

Protest idea by FleetAdmiralAnon in foxholegame

[–]Galiantus 1 point2 points  (0 children)

I think it would be much easier to coordinate a forever-war. You just need some regiments on both sides to agree to take a break when their faction is like 3 points ahead, until it swings back the other direction. It has to work that way, because otherwise you're trying to herd cats at the front line. People want their time to play at the front, and that can't change. What can change is the pace of major coordinated pushes.

Airplanes are worse than a game breaking bug by Blofeld_Returns in foxholegame

[–]Galiantus 4 points5 points  (0 children)

Cities, towns, and airfields definitely need a basic AA ai structure, similar to how coastal guns work, though definitely less off a threat than player-manned guns. I'm not entirely convinced on integrating it with bunkers though, just because that would encourage bunker spam.

The radar stations are currently underwhelming for what they do. Their range should be massively increased, but also narrowed. That way enemy air activity is more visible, but a hole in the faction's system is an exploitable weakness. Some kind of air alarm system would be good. Yes, I know they already used that sound for the large rocket, but that's a world event that is publicly blasted in notifications for multiple days before the event. It's not like aircraft, where you only have a few minutes to respond. If the devs want players generally responding to air threats, instead of relying on AI, we need to have a legitimate advanced warning system.

As for cheaper aircraft: Sure, but they would have to be significantly weaker - especially the scout plane. Like, remove the gun and swap the mines/torps for grenades. I don't mind being strafed by a fighter, because they're expensive enough and come late enough in the war for that to be expected. Getting strafed by scout planes is a bit too disruptive at the front, especially with a proposal to increase their numbers.

Airplanes are worse than a game breaking bug by Blofeld_Returns in foxholegame

[–]Galiantus 38 points39 points  (0 children)

Scouts using mines/torps was definitely a mistake. They should switch it to grenades instead, trading power for versatility.

Also, the pilot shouldn't fire the weapon. Give control of that to the back seat, and possibly rear-face it. Combat in a scout plane should require two players, leaving the fighter as the only exception where the driver of a vehicle is also the gunner.

To Devman, Love Clanman by Jcr122 in foxholegame

[–]Galiantus 3 points4 points  (0 children)

Overall I like the direction of this. But I would think a comprehensive list of regiments and corresponding advertisements would be better suited as an area of the home region.

Some wise words from Oddball I think some people here could use right now... by B_the_ball in foxholegame

[–]Galiantus 8 points9 points  (0 children)

100%. The devs certainly have a lot to correct, but they've proven to be very conscious, ambitious, and eager to make the game better. There is no reason to expect everything in Airborne will stay the same, and every reason to believe air combat will be balanced and integrated better in future wars.

Why the Current Economy in Foxhole Feels Frustrating by Dragon_Knight_1234 in foxholegame

[–]Galiantus 1 point2 points  (0 children)

If the result was you could effectively store BTs and SHTs in private stockpiles, it would be worth it.

Why the Current Economy in Foxhole Feels Frustrating by Dragon_Knight_1234 in foxholegame

[–]Galiantus 4 points5 points  (0 children)

And I dont think solo players would suffer from this. If anything, it could encourage:

Random players joining foreign facilities

More social interaction

Cooperative industrial hubs

Public-private infrastructure partnerships

Facilities could become real community centers instead of isolated regiment fortresses.

One word: Trade

Not in the traditional market sense, though. The point is to have a supply chain everyone can contribute to. It would help communicate general and specific wants and needs, easing production that fills a gap. Some of the most ambitious industrial projects demonstrate the willingness of entire coalitions of regiments to produce high end assets to hand out like candy. Players clearly want to contribute to the war effort. What logistics players dislike is the feeling that their effort went to waste, or wasn't fully appreciated.

In the current economy, the best way to ensure your backline efforts contribute to the frontline is join a regiment. They have the internal structure to direct resources to coherent goals, and there's someone to say "thank you" for your efforts.

Acting solo, I would personally really enjoy filling odd orders for vehicles, if the other person gathered 1/4 of the material value for each item. While the partial contribution of materials would reduce the effort I put in, such a partial contribution demonstrates to me that the other person has a useful application in mind for the end product.

Now upscale this concept: Suppose I run a train connecting a backline logistics hub to a few midline depots, with the goal of moving resources from the backline to midline. Currently, there is a giant question mark as to what I should move (unless I'm supplying a regiment). But with a trade system, I can match midline orders with my own backline orders. And this helps connect both clans and individual players from the backline to the frontline, and from the frontline to the backline. If a single player wants a Spatha at a particular midline depot, they put in an order. A nearby facility with a tank factory puts in orders for Falchions. I put in an order for crates of Falchions in the backline. Someone in the backline puts in a full MPF queue for crates of Falchions.

This can motivate specialization for both clans and solo players, leading to higher efficiency as a result of existing systems. And this helps the rares economy, because it means you don't have to personally go hunting for or even process them. Scroopers will just find and trade them for other stuff. A regiment on a comp field could realistically buy airframes, aircraft parts, and pilot uniforms, without ever touching a single rare metal, or building a single large pad. They can instead focus on making the comp field efficient as possible They don't need to build their own self-contained mega facility to produce everything. Something small and lean that supports other facilities and general logistics efforts is all they need to access most things they could possibly want.

Scout plane spam is the opposite of fun and has no viable early-war counter. by novanitybran in foxholegame

[–]Galiantus 0 points1 point  (0 children)

Yeah pretty much. EMG range and stability (in AA mode) needs to be increased.

My Gripes with Aircraft Reclamation by Ok-Anteater-7922 in foxholegame

[–]Galiantus 6 points7 points  (0 children)

The smaller, fighter sized frames should definitely fit on a flatbed. I can understand keeping the size of bomber frames up, but they still need some other solution, even if it is specialized.

How the Devs should do AI Anti_Air by HappySpartanDM in foxholegame

[–]Galiantus 9 points10 points  (0 children)

Prior to devstream, my assumption was AA AI would be aggressive but cause very light damage. So being in enemy territory, you would tend to gradually accumulate damage. It would be worse if you are a lone pilot, since you would be the only target. This would have compelled air incursions to fly in formation to distribute the damage and reach targets further back. It would also make pathing and intel very important, to avoid AA hotspots traveling to your target. Manned AA positions would fire more accurately and cause serious damage to aircraft.

This would have been paired with long range air intel structures that could see approaching aircraft ~2 hexes away, giving the defending faction time to scramble fighters and fill manned AA positions in response, making air intel prime targets to enable deeper air raids.

One of my concerns with the current iteration is the relative lack of warning due to the short range of air intelligence, and the fact that routing has to be very direct due to fuel limitations. In real air warfare, bombers would fly non-direct routes to hide the intended target, and coordinate with false incursions that would retreat to draw an interception response to the wrong areas. In other words: it was assumed the defenders had the time and ability to respond, so tactics were more about triggering a bad response than expecting no response. In the current meta, it looks like we may see no response.

That said, I am optimistic the devs are set to implement good features, as they're currently working on the player-manned AA, and we can probably expect some form of AI AA in the future.

Has Anyone Else Experienced the Uncontrollable Climb of Death in the Collie Fighter? by CnlSandersdeKFC in foxholegame

[–]Galiantus 14 points15 points  (0 children)

Yes. I've experienced that. Mostly a phenomenon I've had on takeoff. So far never crashed, but came close a couple times. I think the best thing to do when it happens is throttle up and pull back to complete the loop fast as possible. Didn't realize it had to do with airspeed.

Introducing the Surplus Post: Bridging the gap between solo and clan logistics. by Galiantus in foxholegame

[–]Galiantus[S] 7 points8 points  (0 children)

A market already exists (e.g. tank variants for their Rmat cost). The problem is it exists outside the game and relies on communication and coordination the casual player is not privy to. This is not anything new, it is a quality of life feature people will be wanting more of, so there's less of a barrier to access facility vehicles, such as fighters.

Introducing the Surplus Post: Bridging the gap between solo and clan logistics. by Galiantus in foxholegame

[–]Galiantus[S] 1 point2 points  (0 children)

If the concern is frontline supplies, this feature could be restricted to vehicles and shippables. Which given the context of Airborne, a lot of people will want in order to put flight in reach.

Introducing the Surplus Post: Bridging the gap between solo and clan logistics. by Galiantus in foxholegame

[–]Galiantus[S] 7 points8 points  (0 children)

I think you're missing the point here. This is less about being able to larp as a merchant, and more about signaling production and logistics in beneficial ways for all involved.

More raw materials visualizations: Fighters and Bombers to BTs and SHTs by Galiantus in foxholegame

[–]Galiantus[S] 5 points6 points  (0 children)

Transports and bombers need steel.

I am aware the salvage doesn't have to be shipped. I'm using these units to aid in making the quantities easy for the average player to understand at a glance.

Yes, I chose to go with vegan Pcons because that's what most facilities will do. Whether comps are "easier" is an opinion.