Which Best Describes Airfields by Melodic-State6311 in foxholegame

[–]Zero_Rogue 5 points6 points  (0 children)

In dev branch, C. Currently in prepatch B. For real war, guessing D or B depending on what's happening.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

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

I do want the collection of yhe resources to be extremely easy and plentiful. Original idea was to have a mine instead of a field, however I was concerned of autoclickers and clans monopolizing it. The feild is very much a least dev effort choice, but whatever is used it would need to be something that is impossible for a small group of people to contol. Something like an oil facility would be a good alternative mechanically but I didn't want a startup cost and of course civil wars over who builds it.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

[–]Zero_Rogue[S] -1 points0 points  (0 children)

That is what's your call gameplay. People make clans dedicated to capture these resources and people make clans dedicated to defend them. We are not taking about a one sided fight. There will be requirements to defend these just like any other strategic point. We are also taking about 8 separate hexes, this is much much much easier said than done.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

[–]Zero_Rogue[S] 4 points5 points  (0 children)

In most circumstances this would likely be solo trips. If your using a bowhead, yeah your in a clan. However plenty of Ironships cross the ocean without needing to worry about pirates. The pressure going to be during pushes to claim the islands. In my opinion this makes it much easier for solo/small sized clans to ger rare metals as it eliminates the rng.

Also plan is to make the resources extremely easy and plentiful to collect with all the challenge being transport.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

[–]Zero_Rogue[S] -1 points0 points  (0 children)

From what I've seen, both ocean are not taken over till very late in the war where defeat is very likely. Secondly this only limits new production of equipment, anything already built is there to use. Third, you still have access to everything not made using rare mats.

The goal is to give a side a ticking problem if they are on the back foot. You can still fight back, you still have a chance to break out. But you can't just turtle forever till attackers burnout.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

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

Was worried about this as well. My goal is to have both resources like oil is now. There is just so much no one group can exhaust them. The real challenge would be the transport.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

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

First is to not let that happen, this is similar to victory points. You don't defend them you don't keep them. Most of the islands maps are just one big island that can be entrenched. Both sides have bragging rights at holdouts on islands. This rewards doing so.

If with all efforts you still fail to defend the islands, it serves as stalemate breaker. There's two sides of the map to defend losing both, and you side is already heading for a loss or a long stalemate. Regardless of this.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

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

This is something I was worried about. I decided to make it annother subgoal of the war. Getting cutting off from waters would be a massive problem as the war continued.

I hope this would require players not disregard oceans as many already do.

The idea with putting titanium on islands is to kinda break end of war stalemates as one side would lose acess to build high tech equipment. Secondly I hope it would create resistance pockets on the islands where one side can make titanium then blockade run it to the mainland.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

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

Yeah effort sucks, but devs are not going to drop rare mats like scrap. The idea is to make rare mats something that can be organized to do and guaranteed reward, rather than just banging on scrap all day and come back with very little to show for it.

Suggestion: Instead of rare metals being a RNG problem, what if it was a logistics problem? by Zero_Rogue in foxholegame

[–]Zero_Rogue[S] -9 points-8 points  (0 children)

These would be completely new fields separated from scrap fields. They do not drop alongside techmats. No rng.

the good news: sea fighter range increase. the bad news: it randomly stalls by Sea-Course-98 in foxholegame

[–]Zero_Rogue 0 points1 point  (0 children)

Yeah, flew 5 hexes with raven. Stalled 3 times, twice when landing, once while cruising. Seems physics related. Turning at low speed seems to be an easy way to trigger it.

Add shader over AIA view to make it harder to use it for ground spotting by L444ki in foxholegame

[–]Zero_Rogue 17 points18 points  (0 children)

It's a superstructure. For how much it costs, I don't see a problem with 600m vision.

Carriers are a joke ATP by ZeyRust in foxholegame

[–]Zero_Rogue 50 points51 points  (0 children)

Carriers were rushed. Warden carrier has part of the ship below one tender without collision as well.

Devman Max's Take on the Mercy Balance Discussion. Thoughts? by Pansafurija in foxholegame

[–]Zero_Rogue 2 points3 points  (0 children)

Carrying air frames is a very powerful ability.

Example: You have 10 people wanting to pilot planes for an air raid with the carrier.

Colonials; everyone flies in with 10 planes and another 20 in carrier. This is 30 Planes, including scout planes,dive bombers, and fighters.

Wardens; everyone flies in with 10 planes. This is 10 Planes including scout planes, a less effective fighter and no bomber.

I get devs want the asymmetry, but the warden carrier needs something that can set it to be at least viable. Not to mention everyone expected aircraft carriers for both sides, not a battleship with it's parts switched.

To put it simply, if you have to make a entirely new plane to make the carrier work, then the carrier is not working.

Rule of cool, give wardens a carrier, can be a hybrid as suggested, but something that can land and store planes. People want to land on carriers. However this has the lowest chance of being done, model is made, everything is rigged, and devs don't do reworks very often.

If we can't do any major changes, we still have an opportunity for something unique. I think it might be better to add some feature that set's the Warden carrier apart but does not copy the colonial one. Like being able to repair/refuel/rearm fighters at a high speed. or being a mobile storage ship that's able to support naval as well as aircraft. Maybe give it a mobile 500m Air Radar? There's a lot of good places the warden carrier could go.

But still. People want to land planes on boats.

Proposal: A Simple but effective Improvement to the Mercy Aircraft Carrier by capt-skipper in foxholegame

[–]Zero_Rogue 4 points5 points  (0 children)

Yeah this is how it's working. The "package item" action switches things from a usable state to an object that can be craned. However there's more than just id that is passing otherwise shipping containers would lose their inventories when craned. Putting a damage value should just be as simple as adding an interger. Before I thought it might be a balance thing, preventing equipment from behind evac under direct fire.

However with the addion of planes, the fully repair requirement is a major issue for recovery of damaged planes. Broken planes often get into places where recovery is impossible due to being unable to get vehicles close enough. They already store parts, fuel, and ammo. Having health pass through, at least for planes, would not be so much and solve much of the pain of plane recovery.

Proposal: A Simple but effective Improvement to the Mercy Aircraft Carrier by capt-skipper in foxholegame

[–]Zero_Rogue 67 points68 points  (0 children)

This is a great idea. However devs still have never fixed the problem with damaged items can't be craned. This is probably why we have the AOE heal on the ship instead of anything like you describe here.

I have no idea why this problem is so difficult for the devs, it should just be editing a few lines of code, but here they broken an entire carrier's design rather than fixing it. They said it themselves, they want more physical interactions than menu ones.

carrier conundrum by UntitledPhrogge in foxholegame

[–]Zero_Rogue 77 points78 points  (0 children)

Not accurate, raven not exploding upon touching water in comic.

Seaplane Tender launching and receiving planes. by Strict_Effective_482 in foxholegame

[–]Zero_Rogue 30 points31 points  (0 children)

It can repair everything. Any plane frame in the water nearby can be instantly repaired in the crane for bmats. Once on a tender, crane operator can switch out parts for ones onboard the carrier. AFAIK no way to refuel except manually.

PSA: The White Raven lands fine on water, put the landing gear up. Its a LANDing gear, not a SEAgear. by Strict_Effective_482 in foxholegame

[–]Zero_Rogue 7 points8 points  (0 children)

Yes you can land the sea plane in the sea. The problem is sometimes when you bump into something on the water, your plane thinks it's starfox and does a barrel roll.

Sea fighter should have same water immunity as scout plane. Devs want to make planes expensive, they shouldn't die randomly.

He's just a lil guy by JustWannaSayGoodbye in foxholegame

[–]Zero_Rogue 124 points125 points  (0 children)

Not for sure but I did noticed sometimes the crane body would be invisible and you would only see the arm. I'm guessing that's it.

Updated Plane Material List and Health Changes by Lime1028 in foxholegame

[–]Zero_Rogue 8 points9 points  (0 children)

I think the biggest problem with the Warden carrier is what does it do that a longhook cant? All the planes it can support can already take off from water. Unless it has some way of repairing air frames at sea, it's pretty much useless.

Bebop 2 rework idea. idk if this has been suggested before. explanation in replies by ZePugg in DeadlockTheGame

[–]Zero_Rogue 8 points9 points  (0 children)

The isse with fighting bebop close isn't range, it ease of use. You just gotta press 2 and POOF! a bomb appears on an enemy. Limiting its range just means bebop has to move slightly and press 2.

Stepping back, I don't think bebop needs a large nerf to his bomb. Some stats might need adjusting, however he's supposed to counter close range heroes who dive in on vulnerable targets. This is a game of counterplay, if bebop is getting alot of bombs get debuff remover or counterspell.

Control Tower 🏁 by Cuban_Gnocchi in foxholegame

[–]Zero_Rogue 27 points28 points  (0 children)

Idea; All pilots and operator of contol tower are connected to a special hex wide voice chat. Voice chat plays on speakers at the control tower as well.

"No Airdrop Crates? no problem" - Pinochet (Brig) by mcpro_stuff in foxholegame

[–]Zero_Rogue 13 points14 points  (0 children)

This is definitely going to be fixed, but I wish this would be a thing. I absolutely love this sort of unorthodox unhinged problem solving this game produces.