WWII Online

WWII Online

Buggsy Nov 10, 2024 @ 7:53pm
How to make a visible, interdictable, realistic, supply route without players having to drive every single piece of equipment up manually.
https://www.youtube.com/watch?v=ADLW5udsnLM

I made this suggestion 19 years ago on the old WWIIONLINE forums on how to get full visible interdictable logistic working, instead of teleporting logistics and got into a flame war with some of you in old forums who said it wouldn't work.

You lack vision.
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Showing 1-5 of 5 comments
Wiesshund Nov 10, 2024 @ 8:34pm 
Originally posted by 🤮 WHERE'S THE MEDS?:


I made this suggestion 19 years ago on the old WWIIONLINE forums on how to get full visible interdictable logistic working, instead of teleporting logistics and got into a flame war with some of you in old forums who said it wouldn't work.

You lack vision.

It was never that it would not work.
Mind you the video you posted is so far off of wwiiol, that is is kind of irrelevant.
The above does not need to facilitate what equates to moving and managing AI across 10,000 individual clusters and then making sure that the clients, who may very well be crossing cells at 300+ mph from any random location, are apprised of such info.

Oliver already had AI driving around, problem was some people would see it, and some would not, specially if they were running a low viz limit.

And there was never the time or funding.
Time and Funding does not grow on trees unfortunately.
If it did the game would have had it 24 years ago, since it was part of the original concept.
Actually, we'd have a lot of stuff
1lb_tex64  [developer] Nov 11, 2024 @ 9:02pm 
Originally posted by Wiesshund:
Originally posted by 🤮 WHERE'S THE MEDS?:


I made this suggestion 19 years ago on the old WWIIONLINE forums on how to get full visible interdictable logistic working, instead of teleporting logistics and got into a flame war with some of you in old forums who said it wouldn't work.

You lack vision.

It was never that it would not work.
Mind you the video you posted is so far off of wwiiol, that is is kind of irrelevant.
The above does not need to facilitate what equates to moving and managing AI across 10,000 individual clusters and then making sure that the clients, who may very well be crossing cells at 300+ mph from any random location, are apprised of such info.

Oliver already had AI driving around, problem was some people would see it, and some would not, specially if they were running a low viz limit.

And there was never the time or funding.
Time and Funding does not grow on trees unfortunately.
If it did the game would have had it 24 years ago, since it was part of the original concept.
Actually, we'd have a lot of stuff

@Wiesshund

Thanks for remembering and sharing that perspective. A number of people forget and don't recognize that our supply STILL runs through the road network to return the supply ticket back to it's point of origin.

We'll keep grinding, good things continue to happen in WWII ONLINE.

!S,
tex
Buggsy Nov 13, 2024 @ 8:47am 
Originally posted by Wiesshund:
Originally posted by 🤮 WHERE'S THE MEDS?:


I made this suggestion 19 years ago on the old WWIIONLINE forums on how to get full visible interdictable logistic working, instead of teleporting logistics and got into a flame war with some of you in old forums who said it wouldn't work.

You lack vision.

It was never that it would not work.
Mind you the video you posted is so far off of wwiiol, that is is kind of irrelevant.
The above does not need to facilitate what equates to moving and managing AI across 10,000 individual clusters and then making sure that the clients, who may very well be crossing cells at 300+ mph from any random location, are apprised of such info.

Oliver already had AI driving around, problem was some people would see it, and some would not, specially if they were running a low viz limit.

And there was never the time or funding.
Time and Funding does not grow on trees unfortunately.
If it did the game would have had it 24 years ago, since it was part of the original concept.
Actually, we'd have a lot of stuff


Sounds like a can't do attitude to me.

Every town already has around 10 AI each, which is more complicated than a moving truck following waypoints. They track players and shoot at them, in real time. Server tracks enemy players, hundreds of them, in real time. And scripted trucks following waypoints aren't trying to lag exploit like players, so you won't need to update their position every 0.1 seconds.

Not simulating logistics in a realistic war sim, is like a machine gun on a tank in World of Tanks. Has anyone playing World of Tanks ever asked themselves, "gee wiz, why is there this useless machine gun on my tank?" "Gee wiz, why did someone put a short barreled, low muzzle velocity, cannon on my tank?" "Gee wiz, who designed this tank with such thin armor, sure it's fast but big whoop when you're getting shot at by another player?"
Last edited by Buggsy; Nov 13, 2024 @ 8:49am
I can think of several dynamic campaigns in older flight sims that are still popular today that had supply logistics that you could assign or that the AI generated on its own. Examples are,

Suger VGA harrier ( and its logistics from ship to shore via LVT-7 which also tracked your stocks of remaining supplies on ship) you could generate waypoints for supply or the AI did it automatically when needed.

EECH Enemy engaged Comanche Hokum (Ai generated flights of cargo helicopters to supply bases all around the map)

Falcon 4.0

F22 Total air war/ EF2000

If those sims can generate simple AI units to move supplies then there is NO excuse that WWIIOL can't generate something simple as trucks moving down a road from one city to another or a city to a FOB and back.

The biggest memories I have of boredom in this game are the masses of player driven tanks and trucks on a 30 minute or more drive on a mission to another city to resupply. Huge columns of players, back and fourth. That really needs to change. Give commanders the ability to simply press a button and send an Ai column of supplies to another city. Bam...done. Very simple scripting. Simply no excuse....period.
Last edited by ♀⛤WitchyWoman⛤♀; Dec 1, 2024 @ 5:00pm
1lb_tex64  [developer] Dec 1, 2024 @ 7:36pm 
Originally posted by ♀⛤WitchyWoman⛤♀:
I can think of several dynamic campaigns in older flight sims that are still popular today that had supply logistics that you could assign or that the AI generated on its own. Examples are,

Suger VGA harrier ( and its logistics from ship to shore via LVT-7 which also tracked your stocks of remaining supplies on ship) you could generate waypoints for supply or the AI did it automatically when needed.

EECH Enemy engaged Comanche Hokum (Ai generated flights of cargo helicopters to supply bases all around the map)

Falcon 4.0

F22 Total air war/ EF2000

If those sims can generate simple AI units to move supplies then there is NO excuse that WWIIOL can't generate something simple as trucks moving down a road from one city to another or a city to a FOB and back.

The biggest memories I have of boredom in this game are the masses of player driven tanks and trucks on a 30 minute or more drive on a mission to another city to resupply. Huge columns of players, back and fourth. That really needs to change. Give commanders the ability to simply press a button and send an Ai column of supplies to another city. Bam...done. Very simple scripting. Simply no excuse....period.

Awesome, send me over your CV or related experience as we can always use more volunteer developers.

tex64@corneredrats.com
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