Company of Heroes: Eastern Front

Author Topic: rush mode  (Read 5416 times)

Offline mads

  • Strelky
  • **
  • Posts: 57
  • quite honestly who in their right mind would repla
    • View Profile
rush mode
« on: March 22, 2012, 11:15:13 PM »
Hey guys ;D
I've got a brilliant idea for a new game mode. Rush mode.

The Objective of the game is for the attacking team to destroy the defending team's objectives.

Objectives could be bunkers, flak towers, buildings, factories, secret weapons, heavy artillery and much more.

The attacking team will start with a high number of resources, but will not get more until their objectives are destroyed.

The defending team will start with a low number of recourses, but will instead have a completely normal resource income.

Both teams will have the same PopCap.

The defending team will win, when the attacking team runs out of recourses and have no units left.

The attacking team will win when all objectives is destroyed.

The defending team's base has a pair of objectives to protect, and when both objectives have been destroyed, the map is expanded, making room for a new base with a new set of objectives to protect, where the defenders have to fall back. This process is repeated until the last defending base is lost. A number of 6-10 objectives per map would be nice.

The idea is taken from the battlefield games with a game mode called Rush, just fitted into COH style of play.
Quite honestly who in their right mind would replace a Calliope for a Jumbo?

Offline Mass Killer DL

  • Strelky
  • **
  • Posts: 69
    • View Profile
Re: rush mode
« Reply #1 on: March 22, 2012, 11:27:57 PM »
Good ol Rush from Battlefield gotta love it.

But how would this work?

Would you purchase troops from Mustering Tents and stuff, and produce vehicles from Tank Factory's?

Or would you call men from off the map?

Just curious how this would work, its easy in Battlefield games as you just spawn on bases as a single troop and once you have captured a base Tank, Helicopters, Jets etc would spawn.

Oh and what about the Command Tree's they may make things a little OP.
They come for our blood but drown in their own!

Offline mads

  • Strelky
  • **
  • Posts: 57
  • quite honestly who in their right mind would repla
    • View Profile
Re: rush mode
« Reply #2 on: March 22, 2012, 11:45:39 PM »
hhhhhhhhhhhhhhmmmmmmmmmm ???
yes I can see what you mean.
but so far I have not come yet.
i think of map would be best.
doctrins I dot think they will cause problems.
Quite honestly who in their right mind would replace a Calliope for a Jumbo?

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: rush mode
« Reply #3 on: March 23, 2012, 01:55:34 AM »
Dont mean to rain on anyone's parade but IIRC the devs said no more mini games :(.

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Jeff 'Robotnik' W.

  • Developer
  • Mr. Spam
  • *
  • Posts: 1961
  • Forum historian
    • View Profile
Re: rush mode
« Reply #4 on: March 23, 2012, 02:32:02 AM »
^ i dont remember us saying that, i think?

either way i did have something like this planned and in a sort of alpha state, ill see where it goes

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: rush mode
« Reply #5 on: March 23, 2012, 02:51:19 AM »
^ i dont remember us saying that, i think?

There won't be any additional game modes like the Red Tide/Blitzkrieg or Operation Save Christmas in the near future. Sorry, guys.

That's what I remembered :P.

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Jeff 'Robotnik' W.

  • Developer
  • Mr. Spam
  • *
  • Posts: 1961
  • Forum historian
    • View Profile
Re: rush mode
« Reply #6 on: March 23, 2012, 02:54:47 AM »
^ maybe from them, but if i am able to get something like this working i dont see any reason for it to not be included. However, game modes like these are not much of a priority for most of the devs, and are mostly side projects that get done when the devs feel like working on them, so maybe he meant something like that

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: rush mode
« Reply #7 on: March 23, 2012, 07:43:46 AM »
Robo we already had an idea of that before you came into the dev team lol.
I identify as a four-eyed bird man. /s

Offline Jeff 'Robotnik' W.

  • Developer
  • Mr. Spam
  • *
  • Posts: 1961
  • Forum historian
    • View Profile
Re: rush mode
« Reply #8 on: March 23, 2012, 03:53:47 PM »
^oh wow, well i guess there might already be something planned then lol

Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: rush mode
« Reply #9 on: March 23, 2012, 07:50:01 PM »
I said that referring to some posts in the Dev section where it was said that those alternative game modes hinder main progress. But well, I guess it wasn't so dramatic then, lol.

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: rush mode
« Reply #10 on: March 23, 2012, 07:56:54 PM »
I said that referring to some posts in the Dev section where it was said that those alternative game modes hinder main progress. But well, I guess it wasn't so dramatic then, lol.

:p I think it should stay in the Devforums then
I identify as a four-eyed bird man. /s

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: rush mode
« Reply #11 on: April 03, 2012, 11:48:05 PM »
I think there is some merit in the Idea of extensible maps for the Campaign system. Maxi did a tutorial on Action flags sometime ago in Mapping. When a certain number of objectives were held an action flag would 1. save the existing map. 2. go into an interlude where the new map is loaded. if the other team turns the tide the action flag would return you to the previous map. The Existing OBs could be handled as a call-in to the new map base area with a FHQ and one builder.

This would be real nice for the encirclement of Kiev, advances on Moscow, Rostov, and the Narva campaign,(some one is/has developed a good historical map for the Opening battles there). It might even work for Stalingrad; but I can see a lot of difficulties for that one.
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: rush mode
« Reply #12 on: April 04, 2012, 12:26:13 AM »
I think there is some merit in the Idea of extensible maps for the Campaign system. Maxi did a tutorial on Action flags sometime ago in Mapping. When a certain number of objectives were held an action flag would 1. save the existing map. 2. go into an interlude where the new map is loaded. if the other team turns the tide the action flag would return you to the previous map. The Existing OBs could be handled as a call-in to the new map base area with a FHQ and one builder.

This would be real nice for the encirclement of Kiev, advances on Moscow, Rostov, and the Narva campaign,(some one is/has developed a good historical map for the Opening battles there). It might even work for Stalingrad; but I can see a lot of difficulties for that one.

AFAIK, that tutorial was concerning mapping details for effect markers, but I'm not sure if I'm talking about the same thing. I don't think you can make the Essence Engine automatically save. If you fail a campaign mission typically you have to start from the beginning...the only campaign mission I ever "Failed" was the Tiger Ace's initial assault on Expert...I had to start over.
"Balancers are 10 a penny"

Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: rush mode
« Reply #13 on: April 04, 2012, 02:34:05 AM »
Cranial, you are correct again. The tutorial I did some time ago dealt with the so called "action markers", a way to add sounds or visual effects to a map. However Otto is on the right path, there is some other kind of markers, the scar markers, closely related to the action markers; they just serve another purpose - to trigger events, spawn units, let timed artillery rain down on a certain area of the map, to state only some examples. Scar is the scripting language Company of Heroes uses; without it, no campaign mission would really work. My knowledge about scar is very limited, thus please ask Walki or Rizz for more details.  :)

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: rush mode
« Reply #14 on: April 04, 2012, 02:58:48 AM »
Seems to me that when playing campaign mode and win a scenario you are given The option to continue. IIRC in wolfheze II the PE army resets to base area. I remember having an MG42 squad that got stuck in place in the restset though.
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War