New game mechanics you'd like to see?
Posts: 23
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.
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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.
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Permanently BannedPosts: 559
Maybe give a "surrender" option too for cut off units that allow a partial refund of manpower to the guy who surrenders.
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Stale meta of StugE, IS-2, 85s, ISU, OP call-in troops, Tigers, etc.... due to this not being done.
Posts: 23
For example a mode where you only get a fixed number of resources and had to preserve your units.
Posts: 2561
What do you guys think about more game modes for automatch?That already exists as a relic made mod. http://steamcommunity.com/sharedfiles/filedetails/?id=333692191
For example a mode where you only get a fixed number of resources and had to preserve your units.
Posts: 446 | Subs: 2
Also auto hopping things for pathing esp. on retreat.
Then, perhaps, upgrades as the other gentlemen stated!
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.
Posts: 344
-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.
Posts: 3103 | Subs: 1
-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.
Posts: 1248
Posts: 1664
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.
Posts: 322
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