The differences between the two isnt anything game breaking. The Ostheer mortar shoots much faster than the Soviet mortar, but the soviet mortar has 6 men and the much better precision strike ability. I never feel disadvantaged when i field a soviet mortar. |
Thanks all for the comments, Braciszek, I'm adding your doctrine to the main post (which is getting pretty big now)
Made some small changes in my post (mainly regarding sabotage mechanics of the supply trucks).
Ill probably write more later, because: why not? A faction needs to have at least 3 commanders. |
you could do something simple like every time you recover a gun or team weapon, you get like 25 munitions for having conserved supplies
Done. Rather intuitive and neat, if you ask me. |
weapon loss compensation doesn't really make sense in a commander that can't call in guard rifles.
Very minor, but in case the 3 man PTRD squad loses a PTRD at some point, or if a squad carrying a DP picks up a weapon, and is killed down to one man an drops the DP, but returns to base. I was trying to figure out something along "restock" without it being too stupid.
If you have a replacement suggestion, then that would be great. |
Restock and Reaffirm:
"Attempt to retrieve more supplies from the front lines while keeping your artillery stocked and keeping the enemy within your sights".
2 CP: Spy Nest.
"Convert a building to a spy nest, and allow yourself to monitor all activity within the building's territory".
For set fuel and set manpower, you can convert a building to a spy nest where it will look like an ordinary building, but it will mark all enemy units in the sector on the minimap. If you spend munitions, then for a short amount of time, you are given all sight of the sector. When a spy nest is established, the enemy receives a tip that there is a nest in a group of sectors (enemy has to find which sector is holding the building), and the building looks no different and shows nothing different when the enemy hovers over it, but if the enemy guesses right and occupies the building with the spy nest, then the nest is instantly destroyed.
3 CP: ZiS ammunition truck for set manpower and fuel with limit of one (and this truck can tow around artillery to adjust them in better positions)
"This ZiS truck carries ammunition to your artillery/rocket batteries, allowing them to fire more frequently. The truck is also willing to tow around static artillery in case of enemy advances" - The truck reduces any artillery cooldown by 15% in a set radius. Has a small animation of hitching artillery and towing it to a new location at a reduced speed. Has to deploy though and pack up so it cant simply drive everywhere and assist everything nonstop, and is vulnerable to enemy flanks this way as well.
3 CP: Weapon loss compensation (passive)
"Weapons that are lost on the battlefield are resupplied for free at the HQ when the squad reinforces. Additionally, all units with any active ability cooldowns get their cooldowns reset once they retreat back to the base".
Any unit that losses an upgraded weapon or PTRS while on the battlefield gets their weapon returned once they return to the base via retreat. Unit cooldowns on abilities reset once units reach the base on retreat.
OR
3 CP: Weapon Preservation Rewarding (ability like mechanized vehicle refunding)
"Stavka rewards you with munitions whenever you return valuable team weapons that have been lost in battle."
Would require fancy coding: Soviet team weapons lost in battle can be refunded with munitions once recaptured and brought to the base (and has to be coded that the weapon was decrewed outside the base). Use ability and click on the team weapon, and the members of the crew will drag the weapon out of the map. Example: 25 munitions per weapon or each team weapon has their own muni value.
4 CP: Resource Depot
"Build a resource depot in your base to send off ZiS resource trucks to receive resources from the front lines (AKA: CP's). The further away a CP is, the more you gain in resources."
A neater version of extra supply gain, you build a supply depot in your base which can build and field a max of two ZiS resource trucks to gather resources (does not take up popcap). They spawn empty, and you can automate them to bring resources from a CP. Selecting a CP will have the truck automatically come to and from the CP and resource depot. Once arrived at the CP, the truck will go through the animation of loading resources, and once full, it will return to the resource depot. There, it will go through another animatiom of unloading, and then you get resources depending on how far the CP was from the base (would need hefty adjustments and tinkering). This would be a cool way to simulate resource gathering compared to the Opel blitz, and the ZiS truck is very vulnerable when traveling to and back from the CP, and perhaps the resources from the truck can be sabotaged by the enemy once it tries to return to base.
Sabotage brainstorming: if truck with resources is shot by small arms, it has a high chance of being abandoned upon death. In its death, it will become an ambient vehicle wreck that cant be used but the resources on the back can be retrieved by any infantry. Critical wont work with tank guns and explosive weapons/explosions.
Perhaps you can draw the trucks' path of travel on the minimap to the chosen CP.
6 CP: Watch that enemy!
"Any unit that is seen in your sight can be targetted with this ability, sending a Red Army plane to stalk the unit until the plane is shot down or its time is up".
Works like mark target's spotter plane, but obviously the targetted unit receives no debuffs. Lasts for a minute or until it is shot down, and is marginally cheaper than mark target.
This commander simulates logistical support in both the ammunition truck and resource truck. It is cool to have these small factors going around and contributing to resource production and ability cooldowns compared to the fact that everything has unlimited ammo and does not need logistic support in this game, and you gain resources magically through capturing land. Guards PTRS and DP's of the basic Soviet cant even be bought back, so i might as well make this faction a passive commander ability to get lost equipment back for free. Helps the PTRD squad and in case of DP squads who pick up an extra weapon and lose the DP when they retreat back to base with one man. OR you can get some muni off of late game weapons teams lying around. The spy nest and recon plane help the awesome stock artillery gain sight of targets.
Feel free to comment. |
What should the style of the base buildings be? |
Whatever it is, the activation of the ability better be dramatic and include a lot of shouting. |
All the artillery... And the great lack of lend lease American halftracks in the form of Russia's own ZiS-6. (good thing)
I like. (Soviet specialized infantry, yes...)
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One less ridiculous Soviet unit means the Soviet faction is one step closer in its revision. Im happy that the ISU is no longer as dominating as it was before. It required no skill and micro whatsoever to roll over the enemy, and... Im happy that it isnt an obvious choice in every match. Makes me use Counterattack tactics, Lend Lease, and the IS-2 more (still relying on callins, though )
It made winning feel fake. And it was super annoying to face off as Axis... |
Obers are Stock units -
Other elite infantry are doctrinal.
Ober LMG has twice the DPS of the regular MG42 - anyone defend why it shouldnt have the same DPS as the lmg42, as the lmg34 also can be shot on the move?
Price never justifies performance. On the ober price/teching logic, it would be perfectly fine for the Soviets to call in the Hammer of Dawn for 300 munitions after all tiers are built, and this weapon instantly destroys every OKW player's deployed truck. But its balanced because it is expensive, right?
This elite infantry is available every game - and who is NOT going to build OKW T4? OKW T4 is the only final tier that rewards an elite infantry unit - the equivalent of 6 inches of icing on top of a cake - and obers are massively cost efficient and handle doctrinal elite infantry very well. Obers snipe models on the move and kill squads whole, paying for themselves. Half the time, an OKW plays so conservatively, that he realizes that he can field 2-3 obersoldaten to deal with everything. The simple availability of the unit is way too much to begin with...
With the muni you didnt spend on obersoldaten, you can buy panzerschrecks for your early game volks to guard your obers from tanks. |