Though I didn't play vCoH much, I like the first one's system better and like the suggestions here. The only thing is that it might be too much work as this basically splits 1 commander in half, doubling the amount of commanders and, with 6 commanders chosen, will increase the interactions between them (which might be a nightmare for balancing).
Maybe an easier way similar to the original suggestion is to just basically make each commander similar to a vCoH doctrine? Add an ability to each commander and split them into two trees, like so:
Then the rest of the system can either be the same as in CoH 2 (they can pick any 3 commanders) or, for something closer to CoH 1, be like the original suggestion and have 3 doctrines/commands. Mock up:
@Sarantini
Glad you agree! Saw it in Tycho's UI suggestion and thought that was pretty good.
Yeah, I thought of that and put it up anyway since it's just to demonstrate an idea. Which exact stats to put up will have to be decided later but I just wanted to suggest that defensive and offensive capabilities should be quantified somehow. For tanks it works a bit better: Health + Armor -> durability. Might also indicate which tanks are effective/ineffective against them depending on... Penetration + D/Shot -> AT effectiveness Splash -> AI effectiveness Rate of Fire -> good for tanks since their cannons should stay the same
(though I don't know how it'll work for KV-8s and MG upgrades) Speed -> might not be necessary, but good to know. Maybe to check if you can chase something down?
I also like that building icon suggestion. I notice it more now that you've mentioned it. It's a small thing but can really make the difference when things get hectic. Also works well with the suggested reinforce icon since, if it's now in the upper left, those units are probably in relative safety anyway.
@MW.(YrU$
Thanks! Yeah, I made this post knowing that they probably won't work on it, especially since the current UI is usable and they got a lot of other things to work on. But I thought I'd put it out there anyway. Hey, it might even give Relic an idea or two somewhere down the line.
Hey, sorry to bring up an old thread, but I got a couple of ideas that I think might be good for the UI.
(I don't know how to make the images clickable, but just right click -> view image to view a larger version for those who didn't know. Each image has a bit more explanation.)
Bottom left side:
First is to group map awareness stuff together. The unit shields, notifications, and mini-map are now all on the lower left so that you don't have to alternate between top right and bottom left to get unit position and unit status info. Yes you can just open up the tac map, but this gives almost the same amount of awareness without being taken away from microing your troops.
Also, the distance from selecting a unit from their shield icon to controlling them on the minimap is greatly reduced, making it a bit faster and easier to do, especially for those that don't use hotkeys much.
Some other small changes are "reinforceable" status icon near unit shields so you know which troops you can reinforce while your screen is away from them and using unit icon/shields on the mini-map just to give a bit more info.
Bottom:
Resources are now on bottom left and vertical again. This is just to localize the useful info to the lower left, and I find it much easier to view a vertical list. Any unit costs that usually appear above the horizontal bar can now appear as glowing numbers by the actual resource numbers.
A somewhat big change is the "stats box" to right of the unit portrait. I'd like a box there containing some important unit stats so we can get an idea of how capable a unit is. By looking there and comparing unit stats, we can get an idea of how a match up can play out.
Added benefit is that we know more about upgrades/vet and how much stronger a unit becomes with them. Numbers on the health bar is just an extra touch, but could be important to show unit durability together with armor stat in the box.
Transparent hover box area can stay there to provide additional info when mouse is hovering over something.
Green line just there to show that the playing area becomes a nice clean box. Relevant information is grouped on the bottom left and middle. Bottom right still remains as that selection grid.
These changes make the UI (personally) a bit more usable and much more informative.
Do those figures include the pre order sales, or are those over and above the 400 k?
(Edit, it says brick and mortar retail. I suppose that could include some pre orders as my local shop had a pre order option. However it makes no reference to any digital buying a.k.a steam, I wonder just how many copies have been sold.
I don't know, but I would come to the same conclusion as you did. And yeah, Steam/digital sales are missing at the moment so we can only speculate right now. If it follows current trends though, digital sales should closely match or exceed physical sales.
Like the title says, CoH 2 sold 380k physical copies between June 25th and 30th. Digital sales are unaccounted for right now, but that should push the numbers even higher. Congrats to Sega and Relic for a strong start!
Hey guys,
I've been browsing the forums for a while and finally decided to register and post. I'm very new to the game so I can't contribute much to the discussions here, but I'll be following this great site a bit more closely now. See you around!