Here are my impressions/thoughts on what would make warmap even better and more fun, i know how much work it had to be put and time taken from all involved for it to be in current state
and how much even MORE work would have to be put for changes, but bear with me,
after all, this is for everyone of us to make EIR a better experience.
I will be concentrating only on the things that could be done slight differently and would make it even better, the warmap is good and i appreciate all the work that went into it.
So that means all the parts which i do not speak about, are awesome! thanks Eirmod! I know that you and team have probably other vision of Warmap but alas take a moment to read
what has been written and maybe or not you will like them.
1) Company progression:
PPs:
I think you should be getting pps for every game (alas with a daily limit, like the old old eir? so no one has lvl 9 in 1 day) and those who do not have time to play would still get pps from faction pp.
I wouldn't even mind a higher pp cost for doctrines if you would be getting pps for every game.
This gives you a personal level of affecting your company apart from the collective effort on warmap.
Advantages:
Advantages should be tied to PP and not sector.
Advantages are tied to your company on a personal level and not to warmap because advantages affect your company build so they are directly tied to your
company.
Having advantages on warmap makes you create a slightly different company everytime you are on a different sector. This gives a slight frustration that you have to alter
your company everytime you move on warmap.
Advantages just like company build and doctrine should be under full control of the player.
2) Warmap
Warmap needs to have balance in 2 areas, collective and individual - what is good for collective mode (capturing sectors, support points, attack, defend etc) and what
is good for individual; (offmaps etc)
Sectors:
Likes said previously, sectors should be without advantages.
Starting territory:
I feel that neutral territory is unneeded.
(i will be altering warmap how i envisioned it):
Defending:
Defending imo should only be allowed in sectors next to the front. Being able to defend on whole map can create a situation where players will stack defend on a sector behind the front
and when the sector ahead is captured, enemy needs to fight stacked next sector. Only supporting fights should be allowed on sectors behind front. example:
Stacking attacks and defend:
As we know no company can fight constantly without having to replenish fuel and ammo etc fighting at front line. This would be impossible to simulate in warmap and
in-game of COH though so i propose a simple system that would not allow to sit constantly at front stacking points for capture.
Give every player 4 attack and 4 defend points, and when you run out of them, you need to go back with the company to a resource pool (which would be suited at spawn) and when you go back you
replenish points and you can go back to front again. (note: you can play support fights as much as you want anywhere).
Offmaps and support:
Offmaps can be a collective effort, having the number of offmaps would be dependant on how much points on one side
is under control (i'll will use the airfield icon for this).
As we can see allies and axis have 3 airfields, meaning they can buy 3 offmaps at resource pool( you would unlock your offmaps normaly in doctrine
but you'd be able to buy them only when on a resource pool on map).
The parachute is 'support card' you would earn this as a warmap card and it would enhace you attack and defend point by 1.
That's all for now.