Implementing EFA revamp changes turned out to be an even greater hassle than originally anticipated. Hours turned into days, and we figured it would be more productive to get a first, working version out for players to try, while we hammer out UI. The same goes for British Revamp.
We'll investigate. It's possible that the penalty doesn't apply properly.
Both Relief Infantry and Rapid Conscription are possibly broken OP in DBP. Nobody cared about conscripts in live; now they're better. Relief Infantry requires too few losses to spawn ostruppen. Both also last way too long. They force the enemy player to either cede complete map control or have to face 2-3 new squads.
Ideally the officer should be there to cover basic close-combat needs. MP40 sounds like an interesting proposition. The problem, though, is that Ostruppen drop like flies out of cover, so moving aggressively won't help them.
In order to add hold fire (for camo), AT assault and detection we had to drop an equal amount of abilities. If you believe some of them are redundant, we can keep them out and re-add molotovs.
We can probably fix the downgrade aspect by giving a lower minimum aim time for AT nade assault. That way you deal equal-or-greater damage than normal nades before the tank can run out of range.
Currently, conscripts have a crappy version of cloak with detection radius equal to 10 (live version JP4). Snipers et al have a detection radius of 5.
We're open for suggestions!
Penals should probably be given a role to keep more options open for the doctrine. Currently the doctrine nudges you rather strongly to go for T2 (for camo AT guns). So, it would be nice to have a counter-point.
The ability spawns a small hull down deformation where the tank is planted. The longer the match goes, the more difficult it becomes to spot options. Bushes-in-FoW we can fix. I've only tried ambushing once vs Ulare, but that probably doesn't count, since I didn't warn him that any of this was part of the doctrine changes. Maybe he'll be more careful next time!
We can also alternatively make bushes appear at a distance further than the tank itself.
We're already planning on removing damage. It turns out that tanks deal a crapton of damage vs advancing infantry too, and that could be frustrating to play against.
The requirements for cloaking are 10 seconds out of combat, iirc. Detection radius for cloaked tanks is 20 (equal to live-version luchs).
Hull/coaxial MGs will automatically cease firing the moment the tank becomes stealthed.
There's also the scatter in-fow aspect. One of the primary reasons howitzers became obnoxious in FBP was because you could always reliably aim them at the enemy's base to score some low-effort wipes on retreating units.
The deflect damage is only on AP rounds; the tank can't fire while moving/rotating.
Guards can break hit the dirt almost instantly; so it's not as much of a double-edged sword as the conscript version. At the same time, they need to lay down for sometime before they gain the bonuses too.
The DBP is make me want to play again. Better balance and fresh concepts to test !!! Great job mod team !!!
Thanks Relic !!!