I play online once each week. I agree with the concerns raised by others in this thread. Here are a couple that have not been mentioned:
1. "Double Crews": Three times I have killed a vehicle and two crews have dimounted. They have the same designation and can move independently. I have worried that this must screw up the database, so I have always tried to "park" one out of harm's way and ignored it.
2. Voice: I assume Roger-Wilco remains the proper way to permit voice communication during the game.
3. PLEASE IGNORE THIS COMMENT _ PROBLEM SOLVED _ I HAD TO USE THE F2 KEY TO CORRECT IMPROPER PLAYER DESIGNATIONS. I built a scenario, sent it to my opponent, and it did not quite work right. Some of the units, (about 25 out of 390), would not move properly. First, the game would not find the units when I hit the "next unit" key. I could only get them by going to the unit list and highlighting them. Second, when I moved one of these units, it would not trace a path. It jumped to the destination hex. Third, If one of these units triggered op fire, the game froze. For a while I could "move" these units to the exit hex and clear them out of the way. Later, sending any unit to the exit hex also froze the game. I have this scenario if you would like me to send it to you.
4. PLEASE IGNORE THIS ONE, TOO. THE F2 KEY FIXED THE PROBLEM. The latest scenario I created will not work online. The system only recognizes one player. (The screen that lets us pick sides only has one option instead of two.) The computer takes control of the other side. When I investigate the sides in editor mode, (under Deploy - HQ), The scenario reports that both sides are called player 1. If I load the scenario for local play, I can choose human and computer sides.
5. Ammo vanished: I was playing "Steel Shield" online. On about turn five or six, all of the mortars on the US side went to zero ammo. They could replenish when I moved them to an ammo dump. It was almost as if the depletion of one mortar unit got copied to all. On-board and off-board howitzers had no problem. There was no impact on the German side.
6. There was an earlier thread in the forum that mentioned a TCPIP problem. I don't remember the details, but I seem to remember that errors accumulate during the synching of sides leading to serious difficulties for large or long scenarios.
7. Adjacent fire sound: This is not a big deal, but when firing at an adjacent unit, the sound effects are (frequently?, always?)off. The fire effects seem just fine. We don't mind, but it might represent some sort of path error in the program.
This is a great game. On-line is the best way for me to reach a live opponent. Thanks for looking at improvements.
John Van Vliet
"Rangers Lead the Way!"