yes i enjoy doing user control reinforcement and vaulting over walls
Ok. I don't. Simple as.
your examples of reloading ammo and fuel is just fantasy and never in coh.
Yeah, because that was my point. They were never included because it wasn't conducive to the actual gameplay that relic wanted to have. Unlike other rts games, you don't have to micromanage these things. Why not? I mean, surely it would boost user involvement immensely to now have to pay attention to munitions and fuel supply lines!
Clearly if you want your user involvement, you should have no issue with adding these things in, as it can only increase the amount of user involvement.
its all about having the right amount of user involvement.
And that is a line drawn in the sand at an arbitrary point. I literally don't care that there is an option to auto reinforce, and you're going to have to provide an actually good reason for me to start.
how about all tanks have access to crew repairs
I don't see why not, but that's not what we're talking about here.
all factions can build repair bunkers
I don't see why not, but that's not what we're talking about here.
again why not ask for an auto retreat? you can set from your base, a global %hp when to retreat. what you think of this?
If we're going to be completely honest here, this isn't actually that unreasonable. In real life, humans have this thing called "morale", and "self-preservation" that can cause them to run away before every single man in their unit is gunned down before their eyes. But still, that's not what we're talking about here.
will this help you to focus better flanking and attacking?
I don't think you really need to ask me this dude. Like really, the answer is obvious. Of course it would.
in fact why bother about designing map resources layout? just give both teams 50-50 mirror access to fuel and ammo.
This might be some kind of scathing rebuke if this wasn't already the CoH 2 community approach to map design 90 percent of the time, which isn't the case in CoH 3, where in the 3v3 airfield map, one side has easier access to fuel where the other has easier access to munitions. Well, at least that's the map's overall theoretical design. In practice it doesn't work exactly that way, but still, the point stands.
so it comes down to your build order choices and how you control the units in battle.
Dear god. A game where your build order and how you control units in battle decide who the winner is and not who snorts the most cocaine/ does the most adderall?? I don't think I could live with myself. I mean just imagine... The better tactician wins the game??? In an RTT?!?! I just can't. You know what? I take everything back.