New Mechanic: Fuel and Ammo bars
Posts: 17
I suggest that every unit has an ammo bar right next to their health indicator. Units not in combat and in a sector connected to base will slowly have their ammo restocked. Units with high rate of fire weapons such as MGs and SMGS would naturally run out of ammo more quickly than their buddies armed with rifles or AT launchers such as panzershreks. Additionally territories with ammo caches on them will resupply friendly troops faster than territories without them.
For vehicles this applies to fuel as well.The amount of fuel shall be indicated on a bar somewhere near the health bar. Each tank, truck, or any other vehicle will use up fuel while moving. When stationary in territories connected to their base, vehicles will slowly refuel. Different vehicles will have different sized fuel tanks, and use up fuel at different rates. If a tank or vehicle runs out of fuel and is stuck in enemy territory it will move at a snails pace until it get's refueled back in friendly territory.
Keep in mind that refueling and rearming is handled automatically and incurs no additional fuel or ammo cost since it was paid for ahead of time when the vehicle or weapon was bought.
Your thoughts?
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Unnecessary realism and complexity which will harm gameplay. People want to play pew-pew, not Transport Tycoon.
This. Your idea is cool but CoH2 is not a simulator. You can play Men Of War.
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It's a RTS in the first place, then only comes the realistic aspect.
If you want these kind of mechanics, why don't you play sudden strike or blitzkrieg.
Posts: 954
Nice idea. It might slow the gameplay like blizzards (wait in ur sector to full ammo like to high temp. etc.). However It might give some different taste, so It should be tried.
this, we don't need another blizzard mechanics to make this game unnecessarily complicate
Posts: 273
this, we don't need another blizzard mechanics to make this game unnecessarily complicate
In competitive sense, you are true but I like struggling. So it might be a mod option.
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Unnecessary realism and complexity which will harm gameplay. People want to play pew-pew, not Transport Tycoon.
Pretty much this.
Nothing feels as good as your perfectly placed unit in MoW getting out of ammo and being slaughtered.
MoW is for such mechanics, not coh.
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Panzer Elite had cheap ammo abilities, but with absurdly high cooldown times. To rapidly recharge them you had to retreat to home sector, OR be in a proximity to an ammunition halftrack.
I feel Relic dropped the ball on OKW resource strangulation. Remember their "unique resource system and territory capture method" promises? Well tough luck, by the time WFA alpha ended there was nothing left but a flat penalty.
I was hoping "running out of fuel" would be included in the game. I think it would be a pretty cool way to balance the superheavies and totally in keeping with OKW design manifesto. Imagine if Jagdtiger or KT was on a 3 minute fuel counter and after that it was "out of fuel", unable to move, and you'd have to click on an ability icon that spends 30 fuel to reactivate it for further 3 minutes.
Posts: 17
The "normal" resupply of ammo and fuel would not work properly in a game like CoH. But it does have a proper place as an inspiration for game mechanics.
Panzer Elite had cheap ammo abilities, but with absurdly high cooldown times. To rapidly recharge them you had to retreat to home sector, OR be in a proximity to an ammunition halftrack.
I feel Relic dropped the ball on OKW resource strangulation. Remember their "unique resource system and territory capture method" promises? Well tough luck, by the time WFA alpha ended there was nothing left but a flat penalty.
I was hoping "running out of fuel" would be included in the game. I think it would be a pretty cool way to balance the superheavies and totally in keeping with OKW design manifesto. Imagine if Jagdtiger or KT was on a 3 minute fuel counter and after that it was "out of fuel", unable to move, and you'd have to click on an ability icon that spends 30 fuel to reactivate it for further 3 minutes.
Well at least one guy got what i was going for.
Posts: 2181
easier idea from this is that Inf in sectors that are cut off cant us ammo abilities. While tanks and vehicle move slower and also cant use abilities. would make cutting of point have a lot more meaning.
nice idea
Posts: 656
easier idea from this is that Inf in sectors that are cut off cant us ammo abilities. While tanks and vehicle move slower and also cant use abilities. would make cutting of point have a lot more meaning.
How is fighting in a cut off sector any different from fighting in enemy territory? It just seems confusing that in one instance vehicles would be subject to penalties and in the other they wouldn't be.
If the goal is to make cutting off an enemy more valuable than it already is then pop cap would probably need to be tied to territory control again. That way a cutoff would not only deprive an enemy of resources but also potentially the ability to reinforce a large army.
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