Westy,
Meh... with all the issues listed, we'll probably find such a game around 2012, which does have less than half of the listed issues.
Let's see couple things though..
* WWIIOL does have an auto exit after death, it has about a minute long timer.
In AH it's easy to arrange - that one pilot dies -> exit.. which kind of sucks when you have plane full of live crew but the plane 'dies' after the pilot gets shot.
In WWIIOL auto-exit timer starts after certain things have been 'destroyed' (usually the crew gone KIA)
* people likes and doesnt like to see what/who killed you - I for one don't prefer to see what or who killed me.
* what game does not involve the score potatos and cap da flag?
Only thing you can improve would be to have some sort of frontline to go with.. but good luck making up an idea how to simulate it without cap da flag stuff, especially without 10,000 players dug in across the frontline around the clock.
Score potatos in detail.. I wouldn't say theres that many score potatos.. some are plain stupid and runs into the fire like brainless zombies and then some players goes in as a team.
It ain't easy being a score potato in axis side.
Perhaps thats causing the difference in our view point about the score potatos
* this win siding thing of course doesn't happen in most of the games already? :I
* you cannot shoot through the walls without HE ammo.. thats a long time proven fact by now.
Before the problem was with the netcode and troops - they zipped all around and even if they stopped within the walls after running, the enemy outside might've seen them zipping outside just for a split second and they might be able to shoot the enemy troop zipping outside due to netcode.
To my knowledge this should have changed somewhat since the changes to netcode...
Another way to kill through the walls, is HE rounds - a very narrow kill cone will come through the other side (
)
* haven't noticed FPS loss inside the buildings.. no idea about the stutters lately, regarding memory issues, so ill speak of the time prior to 1.9
I've noticed FPS get lower when theres been alot of people.
a few too many lost packets will cause BAD stuttering, which is kind of silly.
* meh.. random battlefield noise would be rather disturbing if the closest fight is too far away to be heard or if theres just a couple vehicles running around. (Which can be heard..)
With a few players it'll comes quite noisy.
* direct hits on infantry with cannon makes a big red poff.. try hitting infantry with 88mm, you can't miss seeing the hit.
Shooting someone with a rifle or SMG in real life doesn't have all the blood spraying around like in hollywood movies.. at worst, you won't even see any indications of a hit, not a flinch.
Anyway.. you will see hits as a smaller red poffs with rifles and SMGs...
Since the new infantry models, you've been also able to see them flinch when hit.
but you wont see blood or flying bodies... perhaps something to do with CRS lazyness or age ratings.
* no noticeable drop at long range? yeah right... go shoot someone from 600 meters in the game and do it with the point & shoot mentality.
I'd say 80% of the time you've over estimated the distance "by a bit"
* with these fairly small caliber rounds and on the allied side, mostly solid AP shots, you wouldn't see a big effect even in real life when hitting and penetrating a tank, unless you hit the ammunition or fuel.
Only exception here is the APHE rounds (only in axis tanks ATM), which should have a differing visuals when penetrating and not... since when the APHE round penetrates, it won't create a big poff outside the armour like it does now, regardless did it penetrate or not. (gee.. wonder if it has something to do with the explosion going in the tank)