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WWM needs to look to other games for inspiration


WWM should take some lessons from new games like Hell Let Loss with 50v50 players on a map with at least 5 objectives taking up to 90 minutes of game time. Pay attention to the fact that the commander is on the actual map and can communicate directly to squad leaders that in turn can communicate with the remaining players on how to support taking the main objectives. Give the commander direct access to provide resources on the map so you create a real dynamic between those who do the actual attacking/defending and those who do the strategy.

 

The world of gaming is moving forward but WT is just making more models and putting them into the same 8 year old game play, this is a very shortsighted strategy imho.

Edited by Gunship
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  • 2 months later...

Old Topic, But I Kinda Wanted To Touch On It Nonetheless.

I Don't See How You're Trying To Compare HLL To War Thunder, Or Remotely Want WT To Become Like HLL In Any Kind Of Way. You're Controlling Tanks Here, 50 v 50 Players All In Tanks, With VoIP Command And Command Structure Teams, Ain't Gonna Cut It In Any Kind Of Way For War Thunder. 

War Thunder: WWM Is Based Around Map Scale Control, While HLL Is Just A Bitesized Region Where At Max 2 - 3 Tanks Drive At A Time Per Side. You're Attempting To Want WWM As A Tank EC, Which For 1 Is A Whole Different Mode And Is For Now, Separate From WWM.

A Gameflow Like HLL, PS & Squad Isn't Something WT Needs Or Can Achieve, That's Something Enlisted For Example Could Learn Out If They Were To Consider It. 

Sure, Gameflow Between Random Players And Squadron Players Isn't There As It Should Be, Gaijin Is Somewhat To Blame For It, But So Is The Playerbase Aswel. In HLL You Can Play How You Want Without Really Hindering The Team, Meanwhile In WWM There's A Whole Other Dynamic You Have To See Instead Of Trying To Turn Blind For It. 

Edited by ShimakazeChan
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