Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: wordsmith on April 18, 2010, 02:38:40 AM

Title: New Ost. tech idea - optional tech system
Post by: wordsmith on April 18, 2010, 02:38:40 AM
Ostheer tech idea
by Wordsmith

This is pure the idea of tech possibility, not whole concept. It could be used as combination with other veterancy proposals, units, doctrines etc.

The idea is to make all buildings available from start (similar to soviet) but teching would be performed as "Campaign/Operation support" and would include to spend not only the resources but also some units. "Campaign" would be issued from HQ with special buttons. The prerequisite of teching would be to send some infantry units inside HQ and those units would be sent along with some resources to support distant campaign which would be part of Eastern front. This has to reflect the fact that Eastern front was huge battlefield where many local battles were fought at one time and German troops assisted each others during those battles. And player as a commander of some Ostheer part should assist other commanders who need support.

There will be always 3 buttons - as commander decide how much support he wants to send. When pressed, teching (or in other words support were sent) will start and would not be possible to cancel and units stationed in HQ will disappear. There would be obligation to have at least one unit which would be needed to tech-up.

(http://img441.imageshack.us/img441/1287/techbuttonshq.jpg)

(http://img17.imageshack.us/img17/4484/techbuttons.jpg)
 
The benefit of sending more support will be that in return after some period (like about 2mins - when teching would be done) those units which were taken will return with some bonus (veterancy or upgraded) and if more supplies were sent then some bonus unit will arrive along with them. Those units will arrive as all call-in units on map border. The bonus could be also something different like some global ability which otherwise wouldn't be available/accessible. Or it could be dynamic - meaning that every time it would be something different, random pick but balanced so player doesn't waste resources but will not know what will receive - like Kinder surprise :)

The number of Campaigns could be 3 or 4 representing tiers. After new tier will be unlocked, then new units will be available.

Example build-up

Please note that all costs and units are used only as rough example, it could be fit and designed to meet actual concept:

Infantry barracks (150 MP)
Tier 0: Ostheer infantry (general inf)
Tier 1: MG34 (suppress unit)
Tier 2: Gebirgsjäger (scout, long range)
Tier 3: Stormpioneers (close combat inf)
Tier 4: Assault infantry (AT inf)

Support barracks (200 MP, 10 Fuel)
Tier 1: 7.5cm le.IG 18 infantry gun
Tier 2: Halftrack (possible upgrade to Flak or other...)
Tier 3: 7.5 cm Pak40 AT gun
Tier 4: Raketenwerfer 56  (rocket arty)

Armor barracks (250 MP, 20 Fuel)

Tier 1: PzII Luchs (recon)
Tier 2: PzIII (general tank)
Tier 3: StugIII (assault gun)
Tier 4: Tiger (general tank)

Campaigns:

Tier 1: Barbarossa - invasion to Russia
- light support - (200 MP, 10 Fuel), bonus received: none
- medium support - (200 MP, 20 Fuel), bonus received 7.5cm Inf.gun
- heavy support - (200 MP, 25 Fuel, 50 Ammo), bonus received PzII Luchs

Tier 2: Taifun - battle for Moscow
- light support - (200 MP, 25 Fuel), bonus received: none
- medium support - (200 MP, 35 Fuel), bonus received Halftrack
- heavy support - (200 MP, 40 Fuel, 50 Ammo), bonus received PzIII

Tier 3: Fall Blau - Kavkaz fields campaign
- light support - (200 MP, 35 Fuel), bonus received: none
- medium support - (200 MP, 45 Fuel, 50 Ammo), bonus received Stormpioneers+Gebirgsjäger
- heavy support - (200 MP, 75 Fuel, 100 Ammo), bonus received StugIII+PzII

Tier 4: Unternehmen Zitadelle  - Kursk battle
- light support - (200 MP, 50 Fuel), bonus received: none
- medium support - (200 MP, 50 Fuel, 50 Ammo), bonus received Assault inf+Halftrack
- heavy support - (200 MP, 100 Fuel, 100 Ammo), bonus received Tiger

So f.e.: if player decide to tech from Tier3 to Tier4, he will put 1 Ostheer inf. and 1 Stormpioneers inside HQ, select Heavy support -> those 2 infantry units from HQ will disappear. After 2min. they reappear at map border with +1lvl of veterancy along with 1 Tiger and are available to player's disposal.

Example pictures to show the basic idea:

 (http://img532.imageshack.us/img532/1098/optionaltech1.png)


(http://img14.imageshack.us/img14/1516/optionaltech2.png)

I hope pictures helped to clarify my idea a little. It sounds complicated but it could be fun to play especially if bonuses were some unique abilities. This could give player lots of possibilities.
Title: Re: New Ost. tech idea - optional tech system
Post by: vietlord on April 18, 2010, 03:10:55 PM
really great work indeed ! but unit put in quest-HQ must be put at start pop ... otherwise, it would be too easy ....

Pz4 is a must-have, maybe in a new version
 the luchs seems quite expensive
Title: Re: New Ost. tech idea - optional tech system
Post by: wordsmith on April 18, 2010, 05:56:03 PM
really great work indeed ! but unit put in quest-HQ must be put at start pop ... otherwise, it would be too easy ....

Pz4 is a must-have, maybe in a new version
 the luchs seems quite expensive

Thanks :) you mean that units needed to sent away must be reinforced to full men strength (not health), yes it could be a condition to tech-up... or it could be only condition to tech-up with medium or heavy support. It could also define the outcome, benefit - the better units player sends, the better benefit it would be (this could be hard to determine with program coding).

About units - as I said, the units and costs are not the subject of this proposal. You can include your own and use this priciple in your concept if you wish ;) I would like to see this idea in whole complex concept but I don't have time to build another concept. I'm working on graphic chart of Wehr&PE strategies vs Soviet in my free time.
Title: Re: New Ost. tech idea - optional tech system
Post by: vietlord on April 18, 2010, 07:28:46 PM
the better units player sends, the better benefit it would be (this could be hard to determine with program coding).

well a early unit doesn't mean as effective as a middle effective unit so usual xp lvl are allready dissociated.
  (hope that is understandable)
Title: Re: New Ost. tech idea - optional tech system
Post by: Pollarisz on August 23, 2010, 04:42:19 PM
it will be the Ostheer?
Title: Re: New Ost. tech idea - optional tech system
Post by: Seeme on August 24, 2010, 12:15:03 AM
Yes I believe hes talking about the Osbteer, but this is not certain. Looks good though ;)
Title: Re: New Ost. tech idea - optional tech system
Post by: cephalos on August 24, 2010, 12:30:19 AM
Correct me if I understood wrong...
I pay to send one unit for two minutes somwhere to heaven to get Vet and upgrades, and then I advance on the next tier? So what's the point of sending heavy support, if I can send light?  ??? getting a tank for slowing my teching up?
Title: Re: New Ost. tech idea - optional tech system
Post by: 2LTAndeh on August 24, 2010, 01:33:01 AM
Correct me if I understood wrong...
I pay to send one unit for two minutes somwhere to heaven to get Vet and upgrades, and then I advance on the next tier? So what's the point of sending heavy support, if I can send light?  ??? getting a tank for slowing my teching up?

I think you got it. I think the difference between the Light, Medium and Heavy support options is just that the Light Support option just gives your infantry vet based on what Tier youre on, Medium Support gives vet but unlocks some particular units, and Heavy Support unlocks heavy vehicles with vet along with giving your infantry vet. The point of having these seems to let you have more options in determining what strategy to use and how you're going to use that strategy.
Title: Re: New Ost. tech idea - optional tech system
Post by: TacticalNuke on August 24, 2010, 04:38:23 AM
It sound really cool, but I have a few questions. Would the units you used to 'tech' still cost you population? Also, what kind of number of units would you be dedicated to use? Too many might really mess you up in a battle. Please forgive me if these seem like dumb questions, but I don't fully understand your idea. I do love what I can understand. Its very unique.
Title: Re: New Ost. tech idea - optional tech system
Post by: IJoe on January 04, 2011, 08:08:01 PM
I think, the author has got a really nice idea for Ostheer vetereancy:
"Sending away reinforcements" and getting back vetted units
could well be the (only) way of vetting for this faction.
I sure like it, for it's truly unique. Though I'm not sure how it would affect the general gameplay.
Title: Re: New Ost. tech idea - optional tech system
Post by: Paciat on January 04, 2011, 08:31:48 PM
[...]
I quoted the whole thing to show how long it is.
Who will remember all that.
Teching should be easy. Noone will remember a 3 page manual for teching only.
EDIT: Not 3 pages, but 5. :o
Title: Re: New Ost. tech idea - optional tech system
Post by: Venoxxis on January 04, 2011, 10:46:20 PM
[...]
I quoted the whole thing to show how long it is.
Who will remember all that.
Teching should be easy. Noone will remember a 3 page manual for teching only.
EDIT: Not 3 pages, but 5. :o



come on paciat the concept is so easy to understand you dont even have to read it after all :D

just as i did not do :D

I like the idea as well 'ol mate. Maybe its just a bit too simple ^^


Regards,
-V-
Title: Re: New Ost. tech idea - optional tech system
Post by: Blackbishop on January 04, 2011, 11:00:43 PM
Edited some posts to keep this thread readable ;).
Title: Re: New Ost. tech idea - optional tech system
Post by: Mattdamon07 on February 19, 2011, 02:05:20 PM
this is an great idea!!!