I wanted to make a mod like that but got discouraged at the UI stage.
My idea was to have FOUR separate pop caps. Before you laugh it off, bear with me. They would be called Infantry, Support (weapon teams, some vehicles), Armour (vehicles and tanks) and Elite (elite infantry, tanks and any other "special" or rare unit). Each would have its own color coding and symbol and each would have up to 10 "popcap squares" that would fill up. Some units could take up more than 1 type of popcap.
As a reference, an MG would be 3 Support popcap, engineers would be 1 inf / 1 support, a basic infantry squad would be 2 - 2.5 infantry popcap, whereas elite infantry like Shocks and Obers would take up 3-4 Inf and 3 Elite popcap etc.
The idea is to organically promote combined arms and eliminate spam even in team games. Gone would be howitzer spam, AT gun walls, Panther spam etc (these are all to frequent in 4v4s). But it would also eliminate some 1v1 cheap tactics such as pure infantry spam or MG spam.
It would furthermore present an additional design knob that would allow some units to shine. Through clever use of popcap you could unnerf some units that were nerfed to the ground over the years. For example the Sturmtiger could take up 5 tank, 8 support, and 5 elite popcap, meaning you could field no more than 1 Ober squad alongside it, and you'd have practically NO support weapons. In this environment suddenly it no longer makes sense to overnerf the Sturmtiger, as fielding it means you have demonstrably gutted your army in a few other key aspects that means you can counterplay against it. Jagdtiger could be restored to its former overpowered glory if it took up 7 Armour and 9 Support popcap, because that popcap would mean that the OKW player has no support weapons of any kind and can only have, say, 1 Schreck fusiliers (in this example let's say Schrecking up Fusiliers takes up 1 support popcap). Suddenly the Jagd player has a weakness that can be exploited.
For example, there is a thread about the Pack howitzer up right now. Now let's say an Ambo is 3 support popcap and Pack howitzer is 4 support popcap. You would never be able to get 2 pack howies AND an ambulance. Getting 2 pack howies would practically leave you without other support weapons OR even other units that take up support popcap (maybe 105 Shermans take up 3 tank and 2 support popcap each? etc. etc.) This means that there would be counterplay to twin pack howies -to exploit the weakness in the army composition that the US player opend himself up to.
Steel Division 2 has exactly that 
Not laughing at you. On the contrary, it makes a lot of sense.
I remember FlakPanzer rushes in COH1.
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I wish you could charge with a demo charge. With no timer, I mean.
Just hoorah and explode with the click of a button as in demo charge
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On 1v1, what we have now. On 2v2, what we have now but cheaper. On 3v3+ KT levels of HP pool.
Heavies punishes builds relying too much on medium and AI vehicles with little to no support AT. A single AT gun can stop a medium or 2 if you have another tank. A single AT gun won't stop a heavy from going forward, killing it and the pulling back.
The nature of the game mode is always gonna favour tank destroyers and artillery from 2v2 and onward and there's nothing you can do because each player has 100popcap to work with on maps which generally have 3 VPs.
Could remove the popcap entirely, so that there isn't any popcap.
I've been thinking about making popcap for armor only. And infantry not have any popcap. Thoughts?
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Currently, getting a medium or saving for something else is a bit like The prisioner’s dilemma.
You are both offfered 2 choices. You can either get a medium, or get a tank destroyer.
If you both choose medium, you are on even ground.
If 1 chooses a medium and one chooses a tank destroyer, the medium player will probably loose
If you both choose a tank destroyer, you are on mostly even ground
1) If you choose medium, you will either be on even ground or likely to loose
2) If you choose tank destroyer, you will either be likely to win or on even ground.
Option 2 is much better because there is no chance you’ll be likely to lose.
And if you lose, he will be able to get another tank just as you get yours, and 2 tanks are very likely to win against 1.
He can even get a medium as his second tank to kill you infantry, and even if you go tank destroyer his tank destroyer + medium should win.
Just build AT guns and TD exclusively. That will win you the game 100%
Teams with 9x+ AT guns and 6-7x StuIIIGs cannot be beaten, ever!
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Go complain when the commanders will be in a surprise mechanic box with 1% drop chance, with remaining 99% being 10 bulletins that don't even change into currency.
It really doesn't get any more stupid to equalize DIRECT FUCKING PURCHASE OF WHAT YOU WANT with something that's being locked from you behind a math that is supposed to make you invest artificially set sum of money before you're allowed to have a chance at what you wanted.
In CoH setting, if you go to buy a banana, you go and buy banana.
In EA setting, if you go to buy a banana, you'll get 200 onions before you'll get a banana and that's if you're lucky, other customer may get banana on first try, while another may pay a lifetime supply of onions and never see banana.
Believe me, there is no one on this forum who knows as much shit about that as me, after all, I used to build this shit.
What do you mean you used to build this shit? |
Could just make ranked play have a minimum level that takes a while to get to (5-10hrs?).
I approve. |
- They should re-open same positions but at 1$/yr
- They should fire all CEOs and board and replace those by 1$/yr
positions (perks included)
- Actually, they should fire everyone and re-hire at 1$/yr for entire staff (no perks)
See if money comes in?  |
They deserve to have their souls eaten.
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We actually tried this, and we managed to make the Sturmtiger fire in a "howitzer" arc (it could fire over buildings even) but the speed of the projectile can not be changed so it would effectively have been a nerf, because it took 4-5 seconds to hit max range which normally takes only 1-2 seconds. It could perhaps be introduced at some point as a secondanry firing mode.
- THAT I can get behind.
Go for secondary firing mode.
I mean, direct fire (for a howitzer) and indirect fire mode for a howitzer.
Sounds 100% legit for me. It'd fix the elevation thing, and when shooting at a base or minefield
or set of tank traps why the FCK not? It's not like those mines are going to scurry away.
I mean, look at KV2 |
ugh, that would get EXPENSIVE
the molds alone that would be able to withstand that temperatures, the energy needed to heat it up, ....
ready for a 10k $ OKW tungsten bundle? 
If it has swastikas and SS all over them, sure!
Needs to come with false 1944 seal of authenticity though (in German) |