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New game mechanics you'd like to see?

2 Jun 2015, 23:24 PM
#1
avatar of BlueBalls

Posts: 23

What are some new mechanics you think would fit nicely into the game?

Personally I'd like to see some kind of increased specialization, perhaps expanding on the commander system.

For instance the commander you pick gives access to new buildings or even new tech trees. This way every game would be more unique and more content could be added without the need for even more armies. Balance would be tough of course but if done right it could really bring the game to the next level.
2 Jun 2015, 23:33 PM
#2
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Actual upgrades for your units that cost MP and Fuel so you can make a better army instead of just a bigger one.
2 Jun 2015, 23:33 PM
#3
avatar of Inverse
Coder Red Badge

Posts: 1679 | Subs: 5

Proper upgrades. Would make the game a strategy game instead of a pure microfest, and would drastically improve the stale metagame.
2 Jun 2015, 23:40 PM
#4
avatar of BlueBalls

Posts: 23

Actual upgrades for your units that cost MP and Fuel so you can make a better army instead of just a bigger one.


Nice, upgrades like larger squad sizes, heavier armor and better weapons could cost extra popcap.
2 Jun 2015, 23:51 PM
#5
avatar of newvan

Posts: 354

Side armour, really thin back armour and different speed for forward movement and reverse.
2 Jun 2015, 23:56 PM
#6
avatar of WhySooSerious

Posts: 1248

Units able to hop over fences and cover while retreating Kappa
2 Jun 2015, 23:57 PM
#7
avatar of Fuzz
Donator 11

Posts: 98

+1 for side armor. Would make flanking so much more viable
2 Jun 2015, 23:59 PM
#8
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

Side armor, morale (like Close Combat series) and GLOBAL UPGRADES (like Inverse always said).
3 Jun 2015, 00:10 AM
#9
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
commanders that focus on abilities and upgrades instead of units
3 Jun 2015, 00:24 AM
#10
avatar of Mortar
Donator 22

Posts: 559

I'd like it if units are cutoff, the retreat option is not available till they aren't cut off any more.

Maybe give a "surrender" option too for cut off units that allow a partial refund of manpower to the guy who surrenders.
3 Jun 2015, 00:27 AM
#11
avatar of VonIvan

Posts: 2487 | Subs: 21

Commanders deemed obsolete getting re-vamped with either improved abilities or re-done via patching in terms of improvement of old abilities/units(i.e. fix Irregulars, Ostruppen, NKVD, Blitzkrieg Doc, Defensive Doc, Infantry Doc, etc...). :foreveralone:
Stale meta of StugE, IS-2, 85s, ISU, OP call-in troops, Tigers, etc.... due to this not being done.
3 Jun 2015, 00:54 AM
#12
avatar of BlueBalls

Posts: 23

What do you guys think about more game modes for automatch?

For example a mode where you only get a fixed number of resources and had to preserve your units.
3 Jun 2015, 00:59 AM
#13
avatar of Omega_Warrior

Posts: 2561

What do you guys think about more game modes for automatch?

For example a mode where you only get a fixed number of resources and had to preserve your units.
That already exists as a relic made mod. http://steamcommunity.com/sharedfiles/filedetails/?id=333692191
3 Jun 2015, 01:45 AM
#14
avatar of Jaedrik

Posts: 446 | Subs: 2

Side armor, for the love of...
Also auto hopping things for pathing esp. on retreat.
Then, perhaps, upgrades as the other gentlemen stated!
3 Jun 2015, 01:48 AM
#15
avatar of BlueBalls

Posts: 23

That already exists as a relic made mod. http://steamcommunity.com/sharedfiles/filedetails/?id=333692191


Nice it should be looked at, could be fun if automatch allowed different game modes.
3 Jun 2015, 02:12 AM
#16
avatar of Volsky

Posts: 344

-cracks knuckles-

-Different speeds for forward and reverse gears.
-Return of target tables (yes, this makes lazy-assed balancing hard to do, BOO HOO, us modders want it and it would make the game better).
-Actual upgrades (larger squads, more training--accuracy or whatever, more weapons available).
-The return of actual. Tactical. Utility. I.e., some form of sandbags, bunkers, trenches, wire, mines, and tanktraps for all--not locked behind some absolutely garbage DLC doctrine.
-Smarter targeting; units won't desperately attempt to blow up the hill between themselves and that Tiger 50 m away.
-Better LoS system (unit's can't see over hills or into valleys unless they're positioned to have a direct line of sight--makes use of land features; hills, valleys, ditches, whatever, more feasible).
-Expand the zoom function, and allow units/objects/the map to render from farther away.

-BETTER OPTIMIZATION TOVARISCHE ))))))))))))))

-Ability to govern ammunition stocks (probably disabled for core gameplay, but available in the game's files for use by mods).
-Ability to have a minimum line of sight, so that infantry can hide in cover and physically sneak up on tanks--would promote proper infantry support of vehicles, and would also be neat-o to have in mods.
-Ability to have multiple LoS cones attached to each unit, and to have said cones affixed to each weapon, or placed in a static location--I.e.; one FoV for the driver (fixed), one for the hull gunner/radio op (moves with what little traverse the hull MG has), one for the gunner (his gunners' periscope), and one for the TC (either a scope, commander's copula, or both).
-Ability to have projectiles pierce cover based on their penetration values, to strike targets on the other side (I.e., the shield of a ZiS-3 deflects 9 mm rounds, but an AP 7.92 mm will punch straight through and rip Evgenyy's face off).
-Ability to import models from other games--I.E. give us the full modding ability we've been asking for for the better part of two years now, rather than making more DLC.
-Morale (as seen in the Close Combat series); demoralized units might break and run, and demoralized and inexperienced units might leave their weapons on the battlefield.
-Ability to loot enemy weapons and ammunition, either to re-arm your men, or to profit (i.e. to scavenge).
-Ability to revive men if they receive a 'minor wound' crit, or the ability to have medics return the wounded to their squad.
-The return of medic tents in general.

EDIT
-Front, rear, side, top, and underside-armor.
-Better implementation of projectiles--the way they're in currently is just terribad for ballistic weapons that arc--having tried to mess with them for so long, I'm surprised that the mortars, howies, and whatnot actually work--vCoH was MUCH better in this regard.
3 Jun 2015, 02:30 AM
#17
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post3 Jun 2015, 02:12 AMVolsky
-Ability to have projectiles pierce cover based on their penetration values, to strike targets on the other side (I.e., the shield of a ZiS-3 deflects 9 mm rounds, but an AP 7.92 mm will punch straight through and rip Evgenyy's face off).

In the meantime, buff M2s and DShKs!

...if they buff PTRSes any more, the forums will probably shatter with rage.
3 Jun 2015, 03:23 AM
#18
avatar of WhySooSerious

Posts: 1248

von pls im still waiting for you Kappa
3 Jun 2015, 04:23 AM
#19
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Infantry not seeking cover while moving. Only tightening their formation when stopping in cover.

Hold-fire for all units.

Penetration bonuses at vet 2 or 3 for light and medium vehicles.

Auto-reinforce toggle on units a-la DOW2.

Cp's and Vp's aren't physical objects that mess with pathing.

Reduced HUD size and/or adjustable settings.

Customizable hotkeys.

Improved tacmap (too small, make a toggle to only be able to select your own units and have their icons display over any allies or enemies.)

USF officers build progress displayed in the top right of the screen like other units being built. Same with tech buildings and battle phases for all factions.

An option to rotate and/or lock turret in place on turreted tanks.

Bulletin/DLC trade functionality. Even as basic as being able to give each other your loot without needing a complicated crafting system or anything yet, I have 5 of some commanders while friends have 0.
3 Jun 2015, 04:34 AM
#20
avatar of _underscore
Donator 33

Posts: 322

Small chance for any penetrating shot to detonate a tank regardless of health.

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