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Ammon Ra
27th May 05, 4:48 AM
thread-title is self-explanatory. did a search, sue me if this is listed somewhere else.

I get the impression from dow and ww2 that there won't be any base-building watsoever, or if so, extreemly minimally [1-2 buildings?]. So how would unit aquisitions work? a TW:R/gc style of unit selection before the game starts or a more GC2 style where you start the game and can then purchase units using...erm...some kind of point system?

A pre-game selection screen based on some point system, or a GC selection style would seem appropriate w/o any resources at all, simply a constant supply of reinforcements if you need any, every 10-15 mins [assuming games dont last 30 mins on average as dow's did]

Or myth style.

t-cast
28th May 05, 1:35 PM
At worst, it's like GC1 where you start the mission with certain picked units and that's all you get. ( Hopefully you can get get 10-15 Shermans for each Tiger you face.)
You can repair/heal your units, but no replacements.

I hope it will be a variation of DoW/GC2 where holding a "critical location" over time gains points and allows you to "buy" addition troops/armour/air strikes/artillery.
Or you get a "bounty" for each enemy unit you wack.
Additional troop could arrive at some pre-set or user defined rally point.

Probably no base building.

TheLoneKnight
28th May 05, 1:38 PM
Didn't they say (in the Developer interviews & at E3) that they were using a resource model that focused on capturing strategic areas (ala DoW)?

At any rate, I figure there WILL be base building. Not a whole lot, but probably some.


At any rate, it won't be like Rome: Total War. The Devs have said that the battles will elevate from the initial recon/scouting missions to a skirmish with perhaps a tank or two, and finally ending up as a full-out war between the players.

So choosing your stuff before the battle begins isn't going to happen, methinks. Unless you choose that sort of thing on-the-fly ingame. That could work.

Tiresias
28th May 05, 1:40 PM
Actually i wouldn't like to choose your army beforehand, that seems to me to be counter-immersive, I'd like everything to be done in game. But I do feel that it's unlikely to have base-building like traditional rts, since battles weren't fourght that way.

It has been hinted that the resorce model will be similar to DoWs, so perhaps they will take the concept of reward for territorial gain and success in battle further, and you have to request reinforcements from HQ once you complete a objective. Perhaps objectives will be less conceptual than in Dow where it is these strategic points, and be such as capture the plaza, or the bridge.

TheLoneKnight
28th May 05, 1:41 PM
Yeah, that wouldn't surprise me. After all no one has seen any bright shimmering circles or ancient relics in circular platforms yet.. :p

If they do do it, though, I think it's fair to assume that there will be only a handful of strategic points in each map. Each one is necessary, but they're far enough apart that your initial forces can't hold all of them at once.

So..you might be able to take the town square, but you can't hold it AND the bridge AND the abandoned factory AND the bluff overlooking the western side of the town.

:D

Tiresias
28th May 05, 1:58 PM
yes, although if i hear right you might well be able to demolish the abandoned factory and turn it into a plaza :P.

on another maildly related note, pleeeease relic let us destroy bridges, it would be rather annoying if everthing in destructable except for the bridges. You could rebuild them.

TheLoneKnight
28th May 05, 2:01 PM
I think blowing the hell out of bridges is a given. You know, seeing as we can blow the hell out of everything else. :D

Noir
28th May 05, 2:20 PM
Somehow I don't think you would have very many tank factories in the countryside churning out vehicles every 15 seconds.

I'd prefer that units come out of a side of map that you control in a fashion somewhat like GCII, but without the dropship.

Edit:Interesting idea,maybe there's an "Engineering" soldier who would be able to do such things as build bridges and ersatz fortifications? Not exactly a "builder" unit,but maybe it could be like a specialty?

briareos
28th May 05, 2:39 PM
Edit:Interesting idea,maybe there's an "Engineering" soldier who would be able to do such things as build bridges and ersatz fortifications?

But those, too, would require more time than a typical RTS match.
BTW, I'd prefer a GC/GCII system, without buildings and production queues...online matches can be done with pre-assemble armies over a point system similar to BattleTech or WH40K.

Tiresias
28th May 05, 2:40 PM
Unknown id, your avatar is scaring me!

yes an enjineer unit would be a good idea

(why I doubted that bridges would be indestructable is becasue if they go you could be screwed, so an easy way round is to make them indestructable. C&C generals had this, where somethings were damageable, and others not, for no reason other than its more convieniant.

Maximus Decimus
28th May 05, 3:00 PM
The last thing I would want is a predetermined army system like in GCI, in my opinion it would ruin the fun and fickle nature of battles online. I would like something similar to DoW minus the buildings or keep it at a minimum. For example you could garrison a local building and make it your HQ. I think Desert Rats vs Afrika korps had a very good system set up where units came from ends of the map.

Ammon Ra
29th May 05, 3:18 PM
gc1 didn't have pre-determined army. you could customize it to suite your needs. want to go full out tanks? go ahead. prefer infantry? also possible. ect. :p

Well, seeing that relic "stole" [ /me waits for massive to sue relic DR.Smart style...Hah ] the system that massive invented, if they keep on going that way coh will bound to play very much similar to gc1... :p :jest: :tooth:

Noir
29th May 05, 3:40 PM
I was under the impression that DoW and GCII's systems were basically variations from systems that dated back to at least the pre-Dune II era, when RTSes were done on consoles :)

Maximus Decimus
29th May 05, 3:47 PM
I believe you are correct Unknown, I do know for a fact that the GCII system is in no way original.

The Preacher
30th May 05, 8:40 AM
Obviously they aren't talking about the Resourcing/Unit Acquisition systems so they are probably still being developed. However, it can be fun to speculate, so I'll join in. :)

My theory is that they will have some form of map control/area control that rewards players with requisition that they can then use to purchase "re-enforcements" that would appear from off-screen (they would not be built). In addition, I would guess there will be some sort of "tech tree" that represents the escalation of the battle from a skirmish to a full scale engagement. In other words, after my scout infantry takes possession of a certain area of the map, I can spend my requisition on new units. As I continue to buy new troops, they will get "better" until at the end of the battle I have huge tanks, artillery, air strikes, etc.

This would allow Relic to have a "Tech Tree" of sorts that isn't designed to show improvements in technology as much as it is designed to show the escalating nature of each battle.

TheDeadlyShoe
30th May 05, 1:32 PM
Relic did say there would be a tech tree.

Ammon Ra
30th May 05, 2:38 PM
I was under the impression that DoW and GCII's systems were basically variations from systems that dated back to at least the pre-Dune II era, when RTSes were done on consoles

linky, names, something! when were rts' ever done on consoles?(?????)

Noir
30th May 05, 2:50 PM
When that thar Herzog Zwei was king!!!1111oneoneone (http://www.classicgaming.com/rotw/herzog.shtml)

and :lol: at "Spanking Pichu"

Ammon Ra
30th May 05, 3:40 PM
Wow, Herzog zwei, "Duke 2" has more tactical possibilities than...any other "rts" i've seen...

It even has transforming airplanes...and terrain that damages units...wow...It even has a "FPS" [well, 3rd person FPS] aspect to it. and a "control area for resource" type of resource system...

As the Gman said; "I am impressed"...

Thank you vereh much for that linky, "Spanking pichu" ;)

General Blaze
30th May 05, 8:56 PM
Impressive... :jaw: How come I never heard of that RTS before?!

Ammon Ra
31st May 05, 5:31 AM
Perhaps because of its (for Americans) unpronounceable name, (it means Duke Two in German) or perhaps because it was released long before Sonic the Hedgehog catapulted the Genesis into mainstream popularity

i'd actually love to see Herzog drie...:D Hey relic, think you could pull that off?? :p

IWAssassin
3rd Jun 05, 1:25 AM
Heck I'd call it loosely based on TAs system if we had to talk about modern RTSes. TA had "strategic points" in the form of metal deposits which were distinctly limited on a map. "Control" it and put a "Listening Post" [Metal Extractor] on it and you'll gain "Requisition" at a fixed rate. The fact that DoW had listening posts definately reminded me more of TAs system than GC2s [in addition to the fact that Power was also a resource, though in TA power was the plentiful resource not "Requisiton", and in TA you technically had a unified system as for a mere 60 energy per second you could create 1 metal per second [though that meant that even with a Fusion Generator you could only make 16 metal per tick which wont support a large battle]

Elukka
3rd Jun 05, 11:54 AM
I think it may be something like DoW, i'd just like it if it had less buildings (by this i don't mean that CoH should have less apartments and city buildings and stuff). Like somebody already pointed out, maybe a hq and a building or two.

Also, if somebody's interested, here's a couple freeware games that kinda remind me of Herzog Zwei:

Gate88 (http://www.queasygames.com/gate88/)
and
Rapid Aerial Deployment (http://www.leondroog.com/home.html)

If you ask me, Gate88 > RAD, even though it's a little different.

Numenor
4th Jun 05, 12:51 PM
The thing is though, why bother with all the realism they are putting in this game, i.e. ragdoll physics, destructable terrain, intelligent A.I. and that malarky, to then go and ruin it with something completely ridiculous like a Tank Factory that makes flat pack-easy-to-assemble-Ikea-Shermans that take a minute a time to churn out of a building the size of my garden shed. It always ruins the game for me every time.

Again with the DOW territory = points system, it's just plain unrealistic. If we look at it from a realist's point of view, if you take more ground, then naturally your superiors will assume that you're doing just fine with the amount of units you have. If your loosing ground then clearly you need more. Where is the sense in seeing that the man you hired is doing a great job digging a small hole with a trowel and then handing him a pneumatic drill? He doesn't need it...

Tiresias
4th Jun 05, 2:24 PM
Well maybe troops come from off screen, and you order them. Buildings would be more defensive in nature, and also to establish a command structure. Perhaps you have to control the reinforcement points.

TheDeadlyShoe
5th Jun 05, 12:19 PM
I believe reinforcements will come from offscreen, yeah.

DatonKallandor
5th Jun 05, 12:42 PM
Units coming from offscreen has the possiblity of "spawn camping". Relic would be the first to implement that into RTS *shudder*.


Daton
PS.: Ammon your avatar is really distracting. Cute though.

Ammon Ra
6th Jun 05, 6:34 AM
daton: I know :p 5th comment iirc.

Each player starts with equal number of forces, say, 4 squads of infantry.
then depending on how many "VL"s you have you get extra reinforcements after 5 mins, while the team that doesn't have the VL only get their normal reinforcements.

Also, regarding what numenor suggested, depending on how important the objective is, the "brass" will send more or less reinforcements. i.e. if it's a low-important objective and you're loosing, you're less likly to get reinforcements than if you're loosing to capture a high importance vl.

Noir
6th Jun 05, 2:21 PM
Ohhh,a variation of the GCII system, sounds good.

Ammon Ra
7th Jun 05, 1:37 PM
Well, sort-of, yes. that's what i'd guess they're working on. Each side gets a limited number of units per reinfocement wave, and depending on the number of vl's you control, you get more units, and/or different types of units.

Considering relic is trying to be innovative, i get the feeling that the conventional "tech tree" won't be present. Depending ont he number of vls you control, you get acces to more powerfull units. i.e. say you control 5 vls, you then have acces to the tanks, anwhere below that you only have acces to infantry units. but more powerful/specialized ones depending on the # of vls you control.

There, i developed relic's new game tech tree. in under 5 mins. For free :D

Noir
7th Jun 05, 5:53 PM
But if that's the case, how can we make it so that even a player with fewer important places is able to turn the tide? We would have to put in some kind of mechanism that allows a player with fewer important places than the enemy so that although he is outmatched materie-wise,he still has enough to be able to outthink the enemy and potentially turn the tide, which is a textbook example of skill right there.

IWAssassin
8th Jun 05, 2:11 AM
Not directly so. The player with the fewer VLs has one simple objective - get more.

If there are no "bases" per se, then this can lead to all kinds of tactics here. Most straightforeward would be the hit and fade. Hit the enemy at any point on the map. Chances are you can outnumber him if you hit hard and fast, then run away. If you have the smaller force and fewer VLs, all you need is to hit VLs to take them and slowly you have more. Your force being smaller has its inherent advantages.

It's a simple concept for anyone who's played DoW with more than one opponent and with control area victory conditions on. Just because you have fewer control points NOW does not mean you've lost. In fact having fewer means you have less to defend, and if units are limited to a Company Size, and maps are reasonably large you can get quite a game of cat and mouse going while the smaller force grows in strength to the point where it no longer IS the smaller force.

As for the realism of giving reinforcements based on your effectiveness as a general - There are two sides to this. First is the turtle concept. Reinforce what's doing badly so it can do better. Then there's the attacker. Reinforce what's doing well so it can do even better. Put simply as a General if Lieutenant Bob's Platoon defeats an enemy Brigade, I'm definately going to consider giving that Lieutenant an entire Company to Command to see what he can do with a larger force.

Though you're right on the reverse. If 2nd Company is losing a critical bridge I might consider reinforcing 2nd Company with more units. [Or in a twist of logic I might have Lt Bob take Command of 2nd Company to kill two birds with one stone]

Noir
8th Jun 05, 4:22 AM
Oh yeah forgot about that little tidbit,makes sense :)

Mr.Popo
8th Jun 05, 9:18 AM
Honestly since it's WWII, I'd rather there not be any kind of resource gathering or base building model. I'd rather you could just set up strong points and forward bases by occupying a town or holding a hill (something along those lines,) and in terms of resources maybe you could get some kind of 'reinforcement points' by holding particular areas or defeating enemies, then call in for extra troops or tanks instead of building/training them a la your standard RTS, sort of mirroring DOW but with some deviation to go along with the WWII setting. Then again Numenor said that's pretty unrealistic - maybe you'll only be able to call in reinforcements in extranneous circumstances? It'd put more emphasis on strategy, if all you've got for most of the game is the units you start out with.

TVSharker
8th Jun 05, 2:15 PM
No one here ever played the Sudden Strike series??? They had no resources... but you got off screen reenforcements when you captured key parts of the map (indicated by zepplins). In MP these zepplins work alot like the DOW capture points and that as long as you hold them you got additional troops every few minutes. Single zepplins gave a few troops.. but if you were able to get a seriesfor like zepplins (red, blue, yellow, whatever) then you got large and super unit reenforcements.

Great game to this day (2D)... hope COH will be the next good WW2 RTS.

TVSharker

Aces_High
8th Jun 05, 2:55 PM
Again with the DOW territory = points system, it's just plain unrealistic. If we look at it from a realist's point of view, if you take more ground, then naturally your superiors will assume that you're doing just fine with the amount of units you have. If your loosing ground then clearly you need more. Where is the sense in seeing that the man you hired is doing a great job digging a small hole with a trowel and then handing him a pneumatic drill? He doesn't need it...

Perhaps there could be an upkeep system, like WC3 or or perhaps GCII? The more units you have the more your income deteriorates, and so you can't requsition as much because HQ thinks your doing just fine as it stands. That way a person who loses a lot of ground and troops can feasibly bounce back because their income rockets back up.

This is how GCII works right? I've only played the demo a bit (man I just got to go out and get that game).

Ammon Ra
9th Jun 05, 1:50 PM
/me nodds,
Yes, indeed you must get that game...
/me puts a spell on Ace
:p

A "maintenace" system could work, but the upkeep in wc3 was extreemly annoying, but considering that there is a high chance that buildings/bases dont exist, it could work...Also a limited unit selectio with no reinforcemnts probably wouldn't work very well. TW:rome and gc1 [and entire myth series] both had limited units per MP game, and you dont really see alot of their fanboys preeching that it's the bestest rts out there... :Pimp: correlation i agree, not causation.

FIG
9th Jun 05, 8:17 PM
I want base building, I really don't care if its unrealisitic because its supposed to be a fun game, not a 100% accurate depecition of a specific battle in WW2. Lets hope supply lines come into play and that we can build bases like military operations do in REAL LIFE. Thats what they call a base, headquarters. Lets also hope requisition also comes into play like in Dawn of War. The thing I am most excited about is destructable environments.

Aces_High
9th Jun 05, 9:17 PM
Base building is not fun imho...
So I would rather not have a HQ in the traditional RTS sense. It just bogs down the gameplay with unnecessary micromanagement.

@Ammon: I agree, fixed troop selection is not so great. It works for something as grandly scaled as Total War, but for a company sized engagment it would be nice if we could reinforce our troops.

TheDeadlyShoe
9th Jun 05, 10:40 PM
I agree with the point about sudden strike.

If there are enough units on a map, you run into the problem where packing more people into an area heightens the overall power of the group but lessens the efficiency of each person. Thus you need to keep units back to be efficient. Furthermore, if there are no bases, you do not have any preconceived notion of where the enemy is going to be, or what he's going to have there, and of necessity are hesitant to commit your full force in a headon assault, especially if all it gains you is killed enemy units.

This applies particularly if there are artillery units; a squad holed up in a building can call artillery/plane/whatever strikes just as effectivly as a company, but is less vulnerable to getting splatted in turn.

Look at it this way.

Perhaps you commit more troops to the field, but without bases, if you lose more troops taking a point than its worth to you and the enemies losses are paltry in comparison, you are losing your advantage in the war, though you might have won the battle. (Since, after all, you haven't destroyed factories or anything.) In Dawn of War, everyones whole armies are likely to be commited in any particular battle, and there is virtually no point in maintaining reserves.

Ammon Ra
10th Jun 05, 4:23 AM
base-building can be somewhat fun...i remember building huge bases in tiberium dawn with laser walls, several dozen nod pillars of light...and an edited rules file that literaly covered the map in tiberium :D

it depends on the audience and the gameplay involved.

Considering the amount of "base building" is going down with each relic release, it's probably safe to assume that there will not be much of any base-building.

However, there is the potential problem that, if people have no preconcieved knowledge of where the enemy is, that people would tend to turtle, and be less exploratory/agressive. This is probably what caused gc1 to be less popular than it was, although you did have the option for limitless reinforcements. Correct me if i'm wrong, but didn't myth 1,2,3 work the same way? limited number of units to fight with each other? played the demo of myth 1 alot, nuver baught the game or the follow-ups...:(

ionfish
10th Jun 05, 5:12 AM
Base-building tends to be fun only if you have some investment in the style of the thing; it's the Sim City attraction. When you're desperately trying to throw some buildings up in order to get your troops into action, it's not really that enjoyable in and of itself, as the time pressure tends to preclude the contemplative aspect of such activities.

No Surrender
10th Jun 05, 7:26 AM
Homeworld didn't have any basebuilding and it turned out well. Acutally, I would like a degree of base building but what I really want is for Relic to come up with it's own concepts and ideas like it did in the past instead of just "take a bit of this, take a bit of that."

FIG
10th Jun 05, 6:27 PM
Well theres something that I love about basebuilding. Then again i am one of those dreaded turtling players but I also don't play online. I always play skirmishes more than anything. I guess reading about how units are going to be blown to smithereens makes me want to have a base so that i can have large, massive battles that take a long time to play. I've played some skirmishes against the a.i. without the unit and vehicle cap in Dawn of War and some of the battles have drawn out for 2 hours or more easily because the enemy attacks as I build up my base and keep them at bay. Then theres that one point where I've made such a large force that I send in all of my squads of space marines, terminators and lots of tanks and just wipe out each and every enemy out of existence. I guess I'm into large, long drawn out battles so thats why I want the base building. :sniper: (misc.php?do=getsmilies&wysiwyg=1&forumid=146#)

Mr.Popo
13th Jun 05, 10:47 AM
But I'm not into the whole "build as many buildings and crank out as many units as you can" rush that accompanies every single base building RTS game out there. You don't need base building to have long, drawn out battles - just lots of reinforcements.

Ammon Ra
15th Jun 05, 10:12 AM
turteling isn't a "bad strategy". i personally loved turteling in TA, and it worked. YOu could play it like that but you'd be a really easy target as hundreds of units march towards you. Turteling in other games is simply not-possible or you get skrewed if you aren't an expensionist incarnate. p.s. some TA games can last hours. Good game that was...*sigh*

However, coh shouldn't have basebuilding, not that base-building itself is a bad idea, just that if it's done well enough it's a good idea, but doesn't work for most games.

And to get lots of reinforcement=large epic battles, you'll probably be limited to the larger maps with more "vls". Wouldn't be good on your pc if it's an old one, or if you're 56ker.

3zekiel
19th Jun 05, 10:31 PM
What if CoH was based more on giving you a set number of troops and simply gave you the choices of equipment? i.e.: "All right, you guys get some mortars and SMGs, you guys get rifles and grenades, and, oh, Jones, can you and your lot drive that tank?"

Resource-gathering and any meaningful level of base-building would be incredibly unrealistic for a WWII game, especially on a company-scale. Were it larger, you might see some critical locations set aside as "supply line access" or some such, but, as it (is?) I think it's got to be pretty much independent of resource-based gaming. It'll have to focus on tactics and positional advantage, which (as was noted on other threads in this forum) makes it more like chess than risk.

Then again, I'm a little inebriated.

davincie
25th Jun 05, 3:34 AM
ok i found out something in my local PC magazine about recources and base building (PC gameplay) here is an badly translated version: PCGP: What kind of RTS in Company of heroes? Josh mosqueira ( an lead designer) : Company of heroes is an traditional RTS. You will build an base and build units but you wont have to gather resources on the classic way. you will have to control points on the map and those will give resources or allow special reinforcements it also is important that you defend those points well

3zekiel
25th Jun 05, 7:23 PM
If the game ends up as davincie sez above, i.e., DoW in a G.I. uniform, I don't think there will be much resemblance to realistic gameplay at all. (IMO.)

Mr.Popo
25th Jun 05, 10:00 PM
Just my humble, personal opinion, but if that's what it's going to be like, then if Relic's listening, BACK OFF NOW!! IT'S SUPPOSED TO REDEFINE THE RTS GENRE, NOT RECYCLE IT!!

Zilor
19th Jul 05, 8:45 AM
I just figured I'd toss in my two cents, I read through roughly half of it and basically decided to throw my hat in to the speculation.

Let's for the sake of argument that an average game will last an hour, so I think that every 10 minutes you should get re-enforcements, however how that is handled is the problem because if it is a static location it will not take much to bone you.

There is a limited amount of units you can have dropped, either static or it increases slightly with ever drop to force bigger engagements. Most infantry take 1, unless they are a team of some sort, and armor takes a great deal more due to weight and size.

So have several options for infantry and armor drop offs.

Armor Re-enforcement Points:
Road: Can be called in to any Road that leaves the edge of the map into friendly territory (dont want people popping up behind the enemy).
Dock: Can be told to unload at a dock off of a transport.
Shore: In wide rivers and dockless maps you can unload onto the shore, it's a bit slower to find a suitable place but you're less likely to be found out.

Infantry Re-enforcement Points:
Road: Can be called in to any Road that leaves the edge of the map into friendly territory (dont want people popping up behind the enemy).
Path: Can be called in to any Path that leaves the edge of the map into friendly territory (dont want people popping up behind the enemy).
Dock: Can be told to unload at a dock off of a transport.
Shore: In wide rivers and dockless maps you can unload onto the shore, it's a bit slower to find a suitable place but you're less likely to be found out.
Air: Infantry can be air dropped into a battle field, it's a little innacurate but you can drop basically anywhere.

Edit:
Also on maps with limited areas for entry battles could errupt around trying to hold out against enemy re-enforcements coming one way, and an assault force trying to clear the way from another.

Say if the map was given 2 entry points per nation, maybe even putting objective to control near them, it could make for some super cool and constant fights.

Magus
19th Jul 05, 12:42 PM
As for base building, that doesn't necessarily imply a Starcraft/C&C "I have a permanent military installation set up in minutes." It could be a something different, more like actual bases. For example, perhaps you start with a Captain in a command truck. That truck has all the necessary comm gear to keep command running. But you can unpack the truck into a building or a tent to gain some sort of command advantage. You could be able to tell your troops to set up trenches/walls. Not like concrete walls and massive earthworks, but sandbags thrown up together and scrapes in soft ground. In those cheap wards troops could set up heavy machine guns or anti-tank rifles.
Basically prefabricated stuff or primitive defenses, not tank factories.

Zilor
21st Jul 05, 9:02 PM
I really like the sound of making fortifications like that, it's identical to what I have eben wanting where you actually have what looks like real fire fights behind cover and intelligent units.

Uususally they stand in a field and go rambo style firing at each other.

FIG
29th Jul 05, 11:04 AM
vbmenu_register("postmenu_1016997", true);
ok i found out something in my local PC magazine about recources and base building (PC gameplay) here is an badly translated version: PCGP: What kind of RTS in Company of heroes? Josh mosqueira ( an lead designer) : Company of heroes is an traditional RTS. You will build an base and build units but you wont have to gather resources on the classic way. you will have to control points on the map and those will give resources or allow special reinforcements it also is important that you defend those points well

Great news, it plays just like Dawn of War! :D

black_ranger
31st Jul 05, 3:07 PM
YES!!!

i hop there is a skirmish mode

Agdune
1st Aug 05, 5:45 AM
Relic is yet to exclude one from any of its games (As far as I know, anyway. The only one I haven’t played is Impossible creatures, so I can't pretend to speak for it.)

Though on the subject of skirmish mode... what would the chances of randomly generated maps be? I've been missing them since Empire Earth (Not that I play Empire Earth 2. My lord that was a letdown of a sequel...)

General Blaze
1st Aug 05, 7:00 AM
(As far as I know, anyway. The only one I haven’t played is Impossible creatures, so I can't pretend to speak for it.)

Don't worry, Agdune. There's a skirmish mode for Impossible Creatures.

I pray the'yll be randomly generated maps. PLease include random map generators!

The Collector
1st Aug 05, 8:58 AM
Just eliminate the "construction unit" paradigm for the most part. Infantry should be used to dig their own trenches and make sandbags, it'd encourage heavy camping but oh well.

Engineer units would be needed for demining, setting up advanced obstacles and blowing bridges, rather than having to "build" sandbags, trenches and whatnot.

TheDeadlyShoe
4th Aug 05, 3:30 AM
The problem is that all of that ocurs on a somewhat grander scale than CoH. Trenches take time to dig and sandbags a lot of time to pack and stack and ship.

Agdune
4th Aug 05, 5:42 AM
It doesn't take days to dig a small hole though- perhaps such a feature would take the place of heavy fortifications; leave a squad digging holes for 10 minutes or so, and "tada!" the enemy are going to need some damn heavy guns or some good flanking to dislodge them.

(Foxholes rock.)

Valdarez
4th Aug 05, 3:02 PM
Actually i wouldn't like to choose your army beforehand, that seems to me to be counter-immersive, I'd like everything to be done in game. But I do feel that it's unlikely to have base-building like traditional rts, since battles weren't fourght that way.I couldn't agree more. Defining your build before the game starts would make for extremely static gameplay and completely lack the dynamics you obtain through random build/tech trees based on tactical or strategic decisions during the gameplay. In a worse case scenario, the game would be decided from the get go simply based on the build of the players (discounting their skill/ability factor), or players would be forced to create the exact same build every time to counter their opponents builds. Diversity of the gameplay is one of the main keys to ensuring the games longevity. Setting the build order at the start of the game is like cutting Diversity's legs off at the kneecaps and asking him to run. ;)

I am eagerly awaiting this game from THQ/Relic, and there are several things that I would like to see in this game that I have enjoyed to some extent in the Axis & Allies RTS game (yes, it got bad reviews, and no support from Atari or TimeGate, but the multiplayer play is great none-the-less). I'm not a true RTS expert so I don't know how many of these are common features now adays, so no flaming please. :)

Units Gain Experience through battle (more defense, better attack)
Resupply Zones (I'm guessing regiments are resupplied with more units as long as the regiment doesn't die?)
Special Powers (Be able to call in an Airstrike, or get tactical information, or bring in a Tank, the list could go on and on)
Morale (causes the troops to break and run, this is a love it, or hate it feature in A&A RTS, one nice feature would be for the number of dead bodies on the field to affect the morale of your troops... hence the need for the Medic down below)
Flanking (real flanking that causes more damage, morale loss, and has a real affect other than just outnumbering your opponent)
Suppressive Fire (I believe they are already doing this per a Developer interview posted at GameSpot)
Varying Assault formations (affect speed, defense, attack... definitely would like a Bezerker mode, if only for the infantry)
Line of Sight (already added, it's going to be an awesome feature)
Multiple/Stacked Tacticals (meaning that if you have a certain set of tactical locations, then you get special bonuses... for example the top of two hills of a valley, one on the right side and the other on the left side, owning both would pretty much shut down that valley completely.)
Medics (Lets get these boys patched up and healed, or off the field of battle so as not to lower the morale of our troops... no soldier left behind!)

Resource Gathering
The resource gathering unkown is the one thing that worries me. I played Axis & Allies RTS, where there is no resource gathering at all, and then went and played Empire Earth II, where it's the whole create your gatherers and get the resources approach, and I have to admit I absolutely abhored Empire Earth II because of the resource gathering alone. I would much rather create my regiments and fight, without much thought given to my required resources other than 'do I have enough for what I have on the field'?

Valdarez
13th Aug 05, 1:57 AM
On a bright note, I read a developer interview and they said that the you won't see any infantry chopping down trees. :)

General Blaze
13th Aug 05, 4:39 AM
Of course you won't. Relic never had tree chopping in any of their games whatsoever since Homeworld. Why would they have it in this game? ;)

Valdarez
13th Aug 05, 9:25 AM
Hah, well, that was their reply to the amount of resource gathering required in CoH. They puffed it off basically, and that leads me to believe it's going to be very limited whatever the approach which is perfect from my perspective. :)

FIG
13th Aug 05, 5:07 PM
Its going to play just like Dawn of War but with destructable environments and a WW2 theme, I just know it. I can't wait.

mr. x
27th Aug 05, 9:22 PM
To Valdarez:
In Axis & Allies you have to capture a city to gain resources.
-------------------------------------------------------------
So is CoH gonna have base building because I just thought up a way of getting infantry units to the battlefield.

Barraks- The building wont be made of brick and metal instead it will be a tent with a truck on the side. The structure will be small so it wont take up a lot of space. When you want to train a squad of Rifleman, the truck moves to the edge of the map and dissapears. It comes back with a truck full of Rifleman on the back. If the barraks is built too close to the edge of the map the build time will be longer but if its far away from the edge the build time will be short. If the truck is under attack... well you guys think of a way.

Thats all I can think of a way to get infantry. About the tanks, its hard to think when your head hurts. :banghead:

Ammon Ra
31st Aug 05, 11:39 AM
Of course you won't. Relic never had tree chopping in any of their games whatsoever since Homeworld. Why would they have it in this game? ;)
Tree choping? what?! you mean the tree-harvesting game? :p

Valdarez
31st Aug 05, 6:47 PM
To Valdarez:
In Axis & Allies you have to capture a city to gain resources.
-------------------------------------------------------------
So is CoH gonna have base building because I just thought up a way of getting infantry units to the battlefield.

Barraks- The building wont be made of brick and metal instead it will be a tent with a truck on the side. The structure will be small so it wont take up a lot of space. When you want to train a squad of Rifleman, the truck moves to the edge of the map and dissapears. It comes back with a truck full of Rifleman on the back. If the barraks is built too close to the edge of the map the build time will be longer but if its far away from the edge the build time will be short. If the truck is under attack... well you guys think of a way.

Thats all I can think of a way to get infantry. About the tanks, its hard to think when your head hurts. :banghead:
To be more specific, in Axis & Allies RTS, cities provide additional resources. The resources break down into money, ammo, and oil. Each city provides at least 10 addition dollars per minute with a completely random and optional +5 to money, ammo, or oil. Regular resources are aquired by creating buildings in the form of barracks (which units are created from), and supply depots for ammo and oil. It's very basic, very easy, thus more time is allocated to focusing on build order and fighting, rather than resource gathering which is very mundane to say the least.

Valdarez
14th Oct 05, 12:50 AM
I just spent some time playing the Blitzkrieg II demo, and there are some things I like and somethings that I dislike.

The Good
The gameplay is interesting, the tanks move like tanks, and they only take a couple of shots to be destroyed when fired on by other tanks.

The Bad
There is no economy. Players are given a certain number of reinforcements to call in and that's it. This greatly reduces the complexity and subsequently the fun of the game. Economy and upgrades trees are a must. They must be simple and easy to grasp, but not completely non-existent.

Busby
27th Nov 05, 6:23 PM
I agree with mr. x. Just some extra thoghts about it though:
1.) The truck is not already there, so multiple trucks with multiple squads can come at a single time for protrection (like GCII were you order what you want then bring it)
2.) Upgrades for the transports; 1st upgrade mountes .50 cal, 2nd upgrade changes the truck to a halftrack with .50 cal, 3rd upgrade gives it a escort (what im not sure)

Tenak
29th Nov 05, 10:39 AM
Could someone tell me what Sudden strike 2, or axis & allies multiplayer was like? This is because personally I am very sceptical about rts' without bases. I kind of saw CoH to have a similar system to DoW (in terms of resources and production etc), but apparently to this thread that has not yet been confirmed…

Mr.Popo
1st Dec 05, 3:48 PM
Well I think that having base building in a WWII RTS that claims to be historically accurate and all that would be self defeating. There's nothing wrong with having no base building, but say a limited amount of reinforcements you could call in at certain times. Say, you could have your radiomen get to open high ground to transmit a request for reinforcements, or artillery/air support, etc. If you don't have a radio, maybe you could capture a German radio outpost, or one off a dead German radioman, something to that effect.

Valdarez
1st Dec 05, 10:55 PM
I don't think they are claiming to be historically accurate are they?

Agdune
2nd Dec 05, 2:45 AM
Relic has said that, basically, they were aiming for a degree of realism, but would also take certain liberties to make the game more enjoyable for a wider audience.

Mr.Popo
2nd Dec 05, 8:47 PM
They said they want to be historically accurate, not technically accurate. In other words, get things like large troop movements, dates, people, etc. right, but not include such details as weaker armor on the sides of tanks or limited ammunition for your troops or things like that.

While some people might not agree with me, I think that if they want to be historically accurate then the game shouldn't include a large amount of base building, and focus more on battlefield tactics and strategies instead.

elffsh
8th Dec 05, 9:43 PM
I don't know if this would work well for this game ,but I really like the idea behind the game called "SAVAGE the battle for newerth".
It's an RTSS,real time strategy shooter, one person as commander builds base,with the help of ten workers and/or first person units(up to 32 per side). Those that help build and gather resourses build over time bonus points that give you better armor and hand to hand weapons,as does kills,resourses include stone and gold,stone only can be gathered at stone piles but gold can be resoursed or gained by kills.The gold by kills is "taxed" so the commander gets a small amount from first person kills,though most goes to that unit for buying upgrades and weapons.
The commander can also issue orders such as protect this unit,build here,return to base,ect.
I think this is a very cool concept in combinding staregy and first person combat,but not sure it would work in a WWII setting,more workable in a vietnam setting I think,were forward bases are setup and builtup over time.

Valdarez
8th Dec 05, 10:21 PM
After playing Axis and Allies RTS, and then playing AoE III, I have to admit that I really enjoy the Axis and Allies RTS experience more. Mainly because it's not the traditional RTS build, fight, and die. A&A RTS groups units into 'regiments'. For example, there may be 6 infantry, and 4 machine gunners in a regiment. When engaged in battle, 5 of the infantry and 2 of the machine gunners may die, but you can retreat the regiment (the remaining infantry unit and 2 machine gunners) away from the battle, and allow them to heal. This effectively makes the battles much, much more intense, and turns the game into an 'Action' RTS. ARTS if you will.

With that being said, it is war, and people die. In Axis & Allies RTS you can play a full game, and never lose a single regiment. i.e. ZERO losses. In mortal kombatese, that's a 'flawless victory'. While that adds to your ego, I have to admit, that I much more enjoy seeing the numbers displayed after playing a game of AoE III. There's nothing like seeing 500+ kills or 200+ losses after an epic battle/game.

If the game designers could combine the regiment based aspect from Axis & Allies RTS, along with the unit tracking aspect of AoE III (and most other RTS), then it would make the game much more compelling to play.

I still say that if they allowed you to define your own regiments, based on unit availability, so you started each game with a list of possible regiments, that it would put their game far above anything that is currently out there. Player could create their own regiment possibilities, and you would need to learn regiment structures, and create counters before playing a game. In AoE III, when playing good players, you have to look at their 'Deck' to see what kind of builds they can do. If players could create their own regiment types, then the same would be true in Company of Heroes, only instead of cheezy free crap via cards as in AoE III, the regiments that players could create in Company of Heroes would be based around their build and play capabilities. For example, a regiment of 30 infantry would cost more and take longer than a regiment of 10 infantry. Where a regiment of 30 infantry could hold a key location, it could only be in one place at once, where as 3 regiments of 10 infantry could be in 3 separate locations, thus give the player with the 3 regiments more tactical capabilities, but less strength when engaged. Now that would be an awesome game guys.

Innociv
18th Jan 06, 12:11 PM
I like base building alot.

IT would be nice to have interesting animations for getting the units, though.

I also hope that there aren't jsut the simple location capping liek DoW. It would be nice if you captured actual buildings that are different and get more "requisition" from putting units in that area to defend it, instead of building listening posts.

Putting up a flag on a point liek in DoW would be lame for a ww2 rts. :p

TheDeadlyShoe
26th Jan 06, 8:52 PM
There's nothing like seeing 500+ kills or 200+ losses after an epic battle/game.

Hah. I remember one truely epic game of AOE2. My side had the advantage of initiative, but the map was Highlands (river dividing the two teams) and the other guy had river control. I was playing Byzantines> I swear to god I had 9 barracks. i would throw huge groups at the guys and they'd get hit by fire ships and all die in the ford but i just kept coming. Trebuchets were useless because they would get killed by the ships on the river. Had to switch it up a couple times but eventually managed to break through 5-layer think walls. My buddy got a wave of cavalry through while my men were massacred by chu ko nus and ripped apart the enemy resource ops. I think I had a 400 kill to 1600 loss ratio. I was playing Byzantines, they got cheaper troops at later tech levels i think. Anyways, that was crazy. enough war stories.

Relic's said that the resourcing system is gonna be much cooler than DoWs. judging by the cool ideas people have thrown out here, im hoping relics implementation is really really cool. :)

Twitch2396
11th Feb 06, 11:03 PM
I have Rome:TW and some of the numbers after the fight are like 2000 kills for me, 300 kills for them(then again this is against barbarians and i am the romans right now).

oh and i hate base building/resource gathering(resource gathering is the worst of the two)

Megajames
19th Feb 06, 5:26 AM
I think it would be absorlotly great it they could have foxholes and trenches, but I think that engieers shouldbe able to build things somtimes, like say you have to protect a war torn town, you could place pillerboxes, barrbed wire, tank barracaids. Also I would love it if CoH had mines in it, that would make open battle fields much funner