Company of Heroes: Eastern Front

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pickledpickles

Pages: [1]
1
Ostheer Suggestions / ostheer idea for tanks (pickledpickles)
« on: August 13, 2010, 12:48:39 PM »
OK i just thought of this while i was reading through some history of tanks.  My idea is for all tanks/vechiles of the ostheer to have a large range of verterancy options.  For instance 10 levels of veterancy, this would simulate the relative inexperience of the new crews due to difficulties training them late war, and it would be a more gradual upgrade, also mean that there would be a  much greater need to preserve units.  What i would suggest veterans wise is accuracy, firing time, and maybe special abilities, like German might (or something), acts like heroic charge for tanks/infantry.  Vetrancy IMO shouldn't effect how good the armour is, although possibly could effect received accuracy (veteran crews know how to dodge fire obviously). 

(Conversely) Another idea is, that at various levels of veterancy the tank would change appearance and functionality to represent the changes to tanks over the war.  For instance (and i know this isn't historically accurate but its the only example i can think of) if you have a panzer IV, it starts with the pea shooter and the armour that it was originally designed with, and as you progress through the veterancy levels, it gets better armour, up-gunned, side skirts etc.  This would probably have to be used in conjunction with more common vetrancy upgrades, if the idea is used.

also, due to the high levels of vetrancy included, i think it would be a good idea to be able to have the crew bail-out of a tank when its destroyed or when the player decides to. When bailed out of, the crew would destroy the tank, to represent how The germans treated there broken tanks in WW2, don't want to leave it to this filthy soviets. to make sure it isn't completely op, it would need to be governed by couple of rules.
 One crews couldn't retreat, they would have to make there own way back to base, this would emphasise the need to support your tanks, in case your vetran tank crew has to make a run back to base.
secondly the bail out ability should be an upgrade, or a situational thing, which costs resources.  Either you buy a  global upgrade, to allow crews to bailout of tanks, when you want them to, blowing up the tank, but allowing the crew to fight a nother day.  or you buy the ability to bailout on a pertank basis, for a price i.e 5 fuel, 50 munitions, 100 MP to bailout whenever you want ( instaneous upgrade). 
thirdlylosing anymembers after they have bailed out would effect there veterancy level i.e minus 1/5 of the veterans level (to indicate that losing one man in a 5 man crew would make them a 5th less effective)
Just thinking about this it would probably also be a good idea to allow a contingency method to make sure people don't accidentally blow up there tanks, i.e when bailed out of, theres a 10 second fuse on the tank, which can be cancelled out of.

On the plus side, when they get back to base, you can get them to man the next tank to come out of the production line (i would suggest any vechile, just because you may not have much need for a vet 8 tiger squad, when you only have the resources to build a puma). 

well that's my idea for the vechiles, and even it isn't adapted, i hope you guys can still enjoy the idea  ;)

2
Suggestions / different game modes
« on: August 13, 2010, 03:36:58 AM »
now, it may just be me, but Ive always wanted an option for an infantry only game style, so the game focuses a bit more on micro, and hard/soft countering, rather than a tech race to tanks.  That's probably just me, but if it would be possible i think a lot of people would be happy for an infantry only option.

Also are the soviets going to be added to operations?  the only one i kind of care about is stonewall, i just think it would embody the kind of gameplay that stonewall is, you know, waves of russians sweeping over the retreating wehrmacht army.

3
Suggestions / Re: issues found relating to soviets 1.20
« on: August 13, 2010, 03:25:33 AM »
1.) ok

2.) thanks for clearing that up, so assualt grenades cannot kill, they can just damage?  kinda of weird

3.)cool thanks for clarifying

4
Suggestions / issues found relating to soviets 1.20
« on: August 12, 2010, 09:12:21 AM »
so I'm new to this, but Ive recently found a couple of issues which i felt i should air.

first one is:  the heroic charge ability on the soviet leader, now has a fatigue effect, great.  The problem is though that the fatigue is able to be passed onto nearby units that didn't benefit from the fire-up ability.  Therefore they get all the negatives, none of the positives.  i.e the fatigue takes effect, and units walk up into the area of effect of the ability, and start suffering from the fatigue.

second one is:  i was playing a game against Russians, who where using trenches.  I used assault grenades to clear out the trenches.  The problem was that, the squad wouldn't die.  Some red banner strelsky(?) where in the trench.  The first 3 grenades took them down to about 1 health per man, then the other grenades (3-4) didn't do anything.  Is there some kind of invisibility bug for units in trenches vs grenades?

third:  and this one is just for me, but would it be possible to add a computer, who has the same resource modifiers as the harder level computers, but none of the battle modifiers, such as reduced accuracy, and reduces levels of sup presion. Just so you can practice and actually see how units would work in a multiplayer match.  The resource modifiers, so the boss can actually put up a fight. 

OK thanks in advance

Pages: [1]