At the begining i want to say that i'm not a modder, so don't expect me to bring this idea to life,
by myself but i would appreciate if someone use worldbuilder to do so
So let's get to it:
I want to suggest (yes, i'm talking to you devs.) bringing back some good-old CoH1 gameplay,
and by that i mean Operations.
Especially operation Assault (that one wit hell lot of bunkers and single heroes running left'n'right).
In my opinion it would make very interesting addition to standart multi battles and ocasional ToW Co-op missions.
I wolud love to see it coming back, renovated, with improved graphics, gameplay mechanics and (perhaps) new maps.
The idea could stay basicly the same: Two teams, digged in like it was still WW1, and "minions" rushing
simultaneously from both sides, guided by (up to 4 per side) heroic Squads(!). Yep. Squads, not single soldiers. That's one of changes that (IMO) would make sense.
They wouldn't be Ultra OP as in first game, they should have normal stats, they're suppoosed to be better simply because player controls them, not the AI
With time they might level up. And that's the matter i would like to see diffrent.
In COH1 soldiers simply got better, but qverall do the same thing. I personally would like to see something more like:
all teams would be able to score max 5 stars like OKW, and every lvl up wold somehow affect squad
with single upgrade more, and more determinating their role on battlefield.
Example: Officer can become frontline capitan with boosting auras equipped with SMGs and personal armor OR
support commander issuing airstrikes and establishing forward Fall back positions.
For now i have idea for only four "classes" of squads deployable:
-Assault: Shock troops, nuff said 4-6 people
lvl.1 faster running / more armor
lvl.2 SMG upgrade (mp40->stg, M3->thompson) / LMG
lvl.3 smoke grenade (ability) / reduced suppression effect
lvl.4 incendiary grenade (ability) / sprint (ability)
lvl.5 grenade rain (ability) / suppresive fire while moving forward (ability)
-Recon: like pathfinders/ Light jeager infantry 3-4 squad
lvl.1 longer range / bigger sight
lvl.2 camuflage / sprint (ability)
lvl.3 flare (ability) / faster moving (passive)
lvl.4 bigger squad / lesser squad, but with elite training (automatically better guns)
lvl.5 incendiary bullet (or suppresive shot, not quite sure) / light artillery call (abilitiy)
-Support: like american luteniant/ all around squad/ LMG at start /(maybe AT weapon) 4-5 people
lvl.1 more armor / faster walking
lvl.2 suppresive fire! (ability) / better rifles for long range combat
lvl.3 rifle grenade (ability) / additional LMG
lvl.4 smoke grenade (ability) / defensive position (active skill)
lvl.5 transform into HMG crew (need to be deployed, but auto supress.) / At weapon (bzooka-panzershreck)
-Officer: Buffs, boombs, and arty
lvl.1 recon flight (ability) / more armor
lvl.2 starfing run (ability) / Defensive aura
lvl.3 supply drops (ability) / attack upgrade
lvl.4 hevy artillery (ability, long cooldown) / Offensive buff aura
lvl.5 CHARGE! (breaks suppresion, increased attack ability) / forward fallback point (active skill)
As have i mentioned before, all squads might have diffrent "builds", so no battle would be the same.
If you have better, worse or just diffrent idea, or want to add something, go ahead!
Express your opinon.
the more peoplesee this post,the bigger the chance that devs would actually add it.
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161. Upon entering abandoned M3 Scrap-car, one man duplicates to man both, rear and front gunner seat.
162. Sniper can hit conscripts laying behind stone wall, but cannot hit officer sitting in, standing perfectly still, open M3 car.
163. conscripts need to eat ammo in order to be able to cry "URA!"
164. when engaging light vechicles, instead of trying to hit driver or gunner, soldiers always shot engine first. |