Company of Heroes: Eastern Front

Author Topic: Balancing and Gameplay questionnaire  (Read 27011 times)

Offline Max 'DonXavi' von B.

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Re: Balancing and Gameplay questionnaire
« Reply #15 on: September 30, 2011, 09:38:12 PM »
I smell an upcoming operation..  ;D

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Killar

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Re: Balancing and Gameplay questionnaire
« Reply #16 on: October 01, 2011, 08:59:16 AM »
EDIT:

In a campaign mission we can add the Maus tank, either as defending the factoy where it was build or mission aim is to secure this tank before it gets blown up by the germans (secondary mission target). If you succeed you can use it in the next mission as call in.

Vehicle is already avaiable online as model, animated and textured.

Implementing the Maus tank in a single mission would be cool and unique.
 
(For the history fans: Maus tank is more likely at the eastern front than IS3. At least we have a battle report about it.The tank was blown up to avoid falling into enemy hands. This was made with most of the KT´s.
There is no valid information of any IS3 taking part in a battle.
But thats NOT for discussion here.)


Offline Pac-Fish

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Re: Balancing and Gameplay questionnaire
« Reply #17 on: October 01, 2011, 09:39:22 AM »
Yippie ;D! Maus terror at it finest >:D

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Offline Walentin 'Walki' L.

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Re: Balancing and Gameplay questionnaire
« Reply #18 on: October 01, 2011, 01:00:32 PM »
Quote
i think autobahn is cool too. maybe vehicles could get a substantial speed bounus for using it. watch out for mines though ;D

Vehicles already travel faster on roads and are choosing roads to get to their location fast.
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Offline HerrVoss

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Re: Balancing and Gameplay questionnaire
« Reply #19 on: October 01, 2011, 08:05:40 PM »
I am actually working on an autobahn map, have been for some time.
Ostheer is a new German faction for this mod.
It will be done when it is done.
Keep mapping and modeling.
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Offline Pac-Fish

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Re: Balancing and Gameplay questionnaire
« Reply #20 on: October 01, 2011, 11:27:49 PM »
Just to clarify when you guys say autobann you mean cars right ???

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Offline GodlikeDennis

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Re: Balancing and Gameplay questionnaire
« Reply #21 on: October 02, 2011, 06:30:31 AM »
Autobahns are the big German highways that have no speed limit these days. They were built initially to make deployment of the military very fast (since historically that was one of the main ideas behind roads).
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Offline Pac-Fish

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Re: Balancing and Gameplay questionnaire
« Reply #22 on: October 02, 2011, 09:57:07 AM »
These autobahns exist today? Do they have alot? Sounds like in the US where in certain parts of the country there is litterally no speed limit ;D

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Offline Walentin 'Walki' L.

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Re: Balancing and Gameplay questionnaire
« Reply #23 on: October 02, 2011, 12:44:16 PM »
Quote
Autobahns are the big German highways that have no speed limit these days.

That's not that right actually only 10% have no speedlimit.
I identify as a four-eyed bird man. /s

Offline stealthattack1

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Re: Balancing and Gameplay questionnaire
« Reply #24 on: October 03, 2011, 05:23:03 PM »
These autobahns exist today? Do they have alot? Sounds like in the US where in certain parts of the country there is litterally no speed limit ;D
haha, yes they still exist today, mostly in Germany though. what godlikedennis says about them being big is probably just freeway size for us Americans. then again, idk where you live, its just where i live the freeways are 6 lanes.
and still there are traffic jams.
long live socal :P
« Last Edit: October 03, 2011, 05:25:47 PM by stealthattack1 »


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Offline Alexander 'ApeMen' J.

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Re: Balancing and Gameplay questionnaire
« Reply #25 on: October 03, 2011, 06:48:48 PM »
EDIT:

In a campaign mission we can add the Maus tank, either as defending the factoy where it was build or mission aim is to secure this tank before it gets blown up by the germans (secondary mission target). If you succeed you can use it in the next mission as call in.

Vehicle is already avaiable online as model, animated and textured.

Implementing the Maus tank in a single mission would be cool and unique.
 
(For the history fans: Maus tank is more likely at the eastern front than IS3. At least we have a battle report about it.The tank was blown up to avoid falling into enemy hands. This was made with most of the KT´s.
There is no valid information of any IS3 taking part in a battle.
But thats NOT for discussion here.)



i realy like that idea^^



Offline HerrVoss

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Re: Balancing and Gameplay questionnaire
« Reply #26 on: October 12, 2011, 07:18:15 PM »
This thread should get a sticky so that people can just make suggestions and the more talented mappers can be inspired.
Ostheer is a new German faction for this mod.
It will be done when it is done.
Keep mapping and modeling.
Tell a friend about EF.

Killar

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Re: Balancing and Gameplay questionnaire
« Reply #27 on: October 14, 2011, 02:10:17 PM »
New ideas:

  • Soccer stadium: outskirts of a big town with a damaged former soccer stadium. Even one HQ could be in that.
  • Factory hall: Map layout is a big factory hall. One player HQ starts in front of the hall and the other one inside. On most maps Hedges, walls, houses, cliffs block your way.
    In this scenario debris of the factory blocks your way/gives green cover. Could be nice setting because of tools, machines, other parts that the factory used to produce a product layes around.
    But in comparison to Sevastopol the area has to be cleaned so no pathfinding issues and the roof has to be removed. (in Sevastopol its jus too crowded)
  • Dambusters: A map in the mountains where a dam was just been destroyed. The big water wafe has destroyed a nice little town that was nearby. All houses are destroyed and half buried under rocks and sand. A Bridge over the former small river has been destryoed too and is now under water. Fields are flooded too.
    I would set the water depth knee deep. Otherwise it would be just too similar to flooded plains which sucks
  • Moskau map: I want the Kreml  ;D
  • Berlin Tempelhof: I think everybody knows this historic airport.
    Is it possible to implement other planes instead of the crappy henschel? In fact Me262 were there
  • Forest map: A map in a forest with some impassable areas but mostly scattered and burned wood (destroyed by arty barrage). Important for me are the different heights. Would be nice to have some detail on it rather than just texture.
  • Overthrown houses: Is there a texture for houses? A tall house could be not just collapsed but thown over with debris at the side.
  • Wholes in the street: if you make a street in a town, it could be damaged so the sewery is visible. Gives the scenery more depth

Offline cephalos

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Re: Balancing and Gameplay questionnaire
« Reply #28 on: October 14, 2011, 02:24:42 PM »
... hmmm... Dambusters sound cool... but having water everywhere would severly hamper the gameplay because of negative cover everywhere and reduced movement.

Killar

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Re: Balancing and Gameplay questionnaire
« Reply #29 on: October 14, 2011, 02:49:48 PM »
... hmmm... Dambusters sound cool... but having water everywhere would severly hamper the gameplay because of negative cover everywhere and reduced movement.

Thats why i wrote "not like flooded plains" ;)

Only in a particular area that will not disturb the gameplay


2 suggestions:






on the top there is the broken dam. The former river blue) is now dry. At the sides of the river there is destruction (red area). pink rectangles are damaged neutral buildings (village). A road over a bridge in the middle. The HQ (red and blue rectangles) are opposite to each other. At the dam there is a bigger house (brown rectangle) where the machines are in (to produce electricity).
« Last Edit: October 14, 2011, 04:39:36 PM by Killar »