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Secret Weapons Division: CoH Suggestion Box

  1. #601
    Member kippcasper73's Avatar
    Join Date
    Nov 2006
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    Idea for enhancing SUPPLIES (muns/ammo) - SUPPLY TRUCKS

    Ok, got this idea after watching some History Channel last night...

    Both sides could have available another vehicle type Supply Truck. These could be recruited from Motor pool and from t2 or 3..

    Once recruited, u could park these guys next to your captured points, which would give a multiplier effect to the resources gained from that point. Say limit trucks to 2 per side. These would add a whole new layered dimension to early/mid game.. they would be desirable as recruited units, and high priority targets for enemy. They should move slowly, and have no bonuses or attack ability.. purely a passive multiplier.

  2. #602
    Add a covered duce and a half truck, like you see in the 'redball express' mission picture.

    it has Extreamly limited armor and no defencive capabilites.

    you can only purchause on from Mortar pool or Krieg Barracks, by sitting this truck Next to a CP it increases its out put by 1 level. Make a Low point Medium, Medium high, and doulbe the amount high give you.

  3. #603
    fil512
    Guest
    When I click on an MG in the field, I want it to display the firing arc like the way bunkers do.

  4. #604
    That is a damned good suggestion - it is very annoying that the only way you can see their arc is by forcing them to redeploy.
    It is also frustrating that you can have units not reacting to enemy troops because they are slightly outside their sight range, especially when said enemy troops are trying to capture a flag and your defenders don't react without you edging them forwards bit by bit (especially annoying for a MG or AT) until they start firing.

    Come to that, why doesn't this game have a "Guard" function?
    "I'm as sane as the next river."

    Hussars Web Site
    [1stHssr]Blackadder

  5. #605
    EViLMinD
    Guest

    New dialogue #2

    version 1
    01.29.07


    American Allies


    “You keep ridin’ me an’ I’ll knock yer goddamn block off!” - Allies (w/ repeat mouse clicks)

    “Ahh...a belt uh’v da’ good stuff always sets me right”

    “Wack these fukin’ pricks”

    “I don’t think I like yer attitude, buddy”

    “THAT’S how you knock one outta da’ park” (after nading enemy)

    “I feel like a packed sardine” (tank)

    “Made in America, Motherfucker!” (tank unit rolling out of depot)

    British Commonwealth Allies

    “Oh shit, I stepped in dung”

    “Action is eloquence.” [Shakespeare]

    “I must be cruel only to be kind” [Shakespeare]

    “So may he rest, his faults lie gently on him” [Shakespeare] [comment about fallen comrade]

    “They left their bodies to fatten the wolves” [Yeats] [comment about fallen enemy]

    "Who is he that calls the dead? “ [Lord Byron]

    “Shat-up, you...twat”

    “Sod off”

    “I’m a bit peckish. You?” [when near a dead cow]

    “After that I sure could use a warm one” [sickos like warm beer]

    “Formation, lads. Formation”

    German Axis

    “Fuck up like zat again and you’ll be on za next train heading East”

    “Jazz ZUCKS!”

    “Give me despotism or give me DEATH”

    [voice 1] “I believe in the sound of mu...-” [voice 2] [interrupts] “Zilence!”

    “Achtung. We need backup!”

    “Hans, hans...get your hans off me you fairy!”

    (btw I return to edit/add to my posts. I may refine or change some things)

  6. #606
    Atro
    Guest
    1. M18 Hellcat

    2. M36 Jackson

    Would love to see them fighting axis tanks

  7. #607
    Mobile artillery such as Hummel or Wespe and Priest.

    M18 and Hetzer tank destroyers.

    PAK40 AT gun.

  8. #608
    ugordan
    Guest
    Not sure if this was already suggested, but I'd rather not go through 40 pages to find out.

    Basically, a technical suggestion : for guys with less than 1 GB ram, make the game force medium (or even low) textures in automatch/multiplayer. Leave single player/skirmish as is, it's up to them if they want to play a laggy game.

    What is NOT okay is folks with 512 megs ram showing up and having several minutes of load time and a laggy game altogether. When you complain to them they say "dude, I got a Pentium 3 Ghz and 7600 GT, it's fine". I actually think swapping to hard disk due to low memory is the sole reason the game lags (apart from bad connections). Bad onscreen framerates are one thing and likely only affect you, but swapping to the disk chokes the entire game process for a while, really killing the game for everyone.

  9. #609
    jazzadellic
    Guest
    couple quick ideas that come to mind:

    1. Obviously the other 2 allied powers should be in the game, and should have their own campaign.

    2. Even though it may be considered taboo to pretend to be Nazis, I still think the axis should have their own campaign. This is what made starcraft so dang fun was the ability to play a single player campaign for each of the different species. This problem would be less significant if you had done all 3 allied powers, and a campaign for each--that would give us the variety of different units and play styles we want in the SP campaign. The different commander trees help this a little, but it only adds a minimal amount of variety.

    3. I second many of the obvious comments above like fixing pathing of tanks, using special abilties while garrisoned, grenades in the tank. There are actually a ton of small, but obvious refinements to the existing game that would make the game so much more better. I can't tell you how many times for example, I have been owned because my tanks or halftracks ran over my sandbags, thus exposing my entire squad to NO COVER instead of heavy cover, while I was busy doing something else, and so the whole squad gets wiped out, with 0 losses on the other side. You shouldn't have to worry about this in a game. Then you end up being afriad to use your tanks, without micromanaging every single little turn they make. *edit* Oh here is a possible solution, maybe put a button for the armored vehicles you can press, either they are in "take the fastest route possible" mode, or they are in "don't destroy any terrian/structures on route" mode. Clearly there are times when having your tanks drive straight through walls and maybe even your own sandbags, would be ok, if you are about to lose the game or a critical part of the map. But if you are just moving and repositioning tanks around, there is no rush to get them from point a to b.

    4. An interesting thing to see would be a pacific war expansion, where you actually spend a large portion of the game on the open sea, with a naval fleet. Infact, you could start with pearl harbor, move onto the open sea as you advance towards japan, do the little islands that we raided, and end with the bombing runs on japan itself. I realize, once again we get into sensitive territory if you put the two nuclear bomb runs into the game, but this is historical fact, it happened, it should be in the game.

    5. With something like 20 million Russians killed in the ww2, you could do an expansion on the german advance into russia alone.... Or better yet, how about an expansion with both the pacific war, and the german advance into russia?

    6. As always, the AI in the stock game is pretty stupid (what game hasn't suffered because of this?). So spending a significant amount of time improving and tweaking the AI to play more like a strategic person, would always be a welcome improvement.

    7. It would be nice if you could put in some automatic code that would make the tank drivers keep their rear armor facing AWAY from anti-tank threats, when manuevering during combat. No matter how carefully I try to maneuver my tanks, they still always end up turning their backs to the tank or AT gun they are dealing with. I do use the click and drag arrow feature, and point the arrow towards the threat, which works sometimes in that the tank will back up. But many times the tank will still turn around 180 degrees, just to go back 5 feet. Maybe another solution for this would be a button you could hit "reverse gear" which would only allow the tank to drive in reverse, so if you click the reverse button and then click 50 yards behind it, it would have to get there by driving in reverse.

    8. Snipers should not be automatically visible, and attackable just because they are in a building. They should remain invisible, except for a few seconds after they fire, just like when they are camoed on the field. Their LOS should be longer, as they have scopes on their rifles right?

    there are tons more of things, I am sure I will be back to post more later!
    Last edited by jazzadellic; 30th Jan 07 at 7:11 PM.

  10. #610
    Rod Solid
    Guest

    What I'd Like to see

    • Option for Allies Vs Allies and Axis Vs axis in online Skirmish mode. ( Stops the griping about balance)
    • Lose the Pop cap or at least Change it
    • 120 mm Mortor for the Allies against Nebl
    • Small light tanks like the Panzer III and Short Barreled IV, Flame Hetzer, Chaffee and StewartM5
    • Damler Amoured car and More halftrack up grade options AT or extra MG's mortar, Both Sides
    • Rifle Granades
    • Cheap Mines, there rarely used because there so expensive
    • Unit grouping
    • Cheaper infantry, the games all about a race to tanks right no, recon units of 3 that perform better than eng perhaps with Stealth or Better field of view
    • Fog of war regrows
    Hey it's like christmas can't hurt to ask

  11. #611
    Franticpunk
    Guest
    - Tactical map ala new dawn of war expansion or rome total war
    - Voice communications inbuilt for multiplayer
    - streamlined Multiplayer interface, improved performance maybe even moving to hosted service similar to Battlenet. Can't help but think the current setup is an experiment that is far less than perfect

  12. #612
    but the game ISN'T a race to tanks... thats all the Other RTS out there. that is what makes this a welcomed change

    more suggestions
    -Axis missions.
    Play as Whermacht invading Russia, or the German advances in Early war, (Pre-1940) attacks on holland, france, and africa.
    -New multiplayer styles
    --tug o war. you don't have a base. however you have reinforcement call ins for all the units in the game. this makes the game a straight slug match. have a time limit, whom ever control more land on avarage wins.
    --Assault/defence basicly a 2v1 map(s) one side has a pre made base and defences, the other side has an inegaustible supply of reinforcments. Defender(s) must hold out. for given time length to win.
    --Capture Point change-. ability to modify the amount of points in your pool making games last longer or shorter (100 points, 200 points, up to 750 points.)

  13. #613
    fil512
    Guest

    ships

    thats all. introduce a map with a naval component.

  14. #614
    Bijo
    Guest
    Dunno if these are said already, but here goes anyway... thread's too long to go through.

    --It'd be nice if you could merge squad leftovers on the field into one (complete) squad. Example: two Allied Riflemen squads both have 3 men left, so on the field you just put them together and it shows 6. Or of course 3 and 2 makes a 5-man squad.

    --Less overall micromanaging. Example: I want the Axis bunker already complete with an MG, instead of having to separately make one, and the other bunker build options should still be there.

    I think this one has been said already:
    --Planes for the Axis.

    --Both sides feel different, and they should of course, but in terms of control/management the Axis feels TOO different for my taste. Also, I don't like how some Axis abilities cost so much.

  15. #615
    CptCassius
    Guest
    Hey guys, first post

    A few things that i'd love to see:
    -Inflatable boats to ford rivers-engineer units/special type.
    -Ability to 'clear' enemy bunkers/buildings and make an enemy's forward barracks a normal building again-gaining intelligence maybe.
    -HQ not a farmhouse!-church, castle maybe!
    -not sure if this has been put in a patch but ability to produce snipers from a forward barracks.
    -Jeeps/tanks can 'run over' guys. Infantry could run out of the way. Gun teams could dive and get their weapon crushed?
    -AXIS CAMPAIGN!!-90% of WW2 games are (normally) america vs. germany-MOH, Call of duty etc.! Maybe Germany vs Russia/France/Poland even post D-day allies?
    -Pacific Campaign-Japs, Brits (and commonwealth-go australia ), Specialised Marine doctrine.
    -North Africa-Brits (Commonwealth-cmon ppls Tobruk) vs Italy and later Germany-North Africa sorta has to be an allied campaign.
    -Eastern Front-Get Russia in!

    Generally the idea is more teams and maps.

    Thankyou
    -Cassius

    Edit: Maybe with the British team it could be different countries as its doctrines-Britain, Canada (?), ANZAC.

  16. #616
    Banned mckchun's Avatar
    Join Date
    Sep 2006
    Location
    Canada
    Doctrine:
    After we picked either Allies or Axis, then we can pick one of the countries listed.

    For example:
    Allies--> America, Canada, France, Russia, Britain...etc
    Axis---> Germany, Japan, ...etc

  17. #617
    damocles
    Guest
    Request for the next patch:

    Can we please have it so when you issue an attack-move order they only stop for enemy combatants, not for observation posts or base structures?

    It's annoying as hell when your MP40 volks catch a glimpse of an OP and stop at max rifle range shooting their MP40s at it.

  18. #618
    - Option to select specific doctrine for individual AI.

    - Hand held smoke grenades for rifle men/grenadiers.

    - Anti-personnel mines for snipers. Less of a pinning effect than standard mines but much higher chance of killing infantry rather than just wounding. Would be limited fairly by munitions cost and amount of snipers.

    - Temporary Hightened alert of a infantry squad whoam suffers a sniper casualty, therefore if a sniper is too close it's alot more difficult to jump back into cloak mode if within units viewing range + forces them to keep distance before taking the shot.

    - Fuel upkeep for tanks.

    - Air cooled 30.cal individual unit upgrade for Rangers, same as the grenadiers whoam carry an mg42 by hand by the air-cooled 30.cal variant instead. This would be an alternative to the use of the thompson smg upgrade.

    - Defensive position command for infantry + hold fire. When initiated troops will hold their current positions (including returning to them when scrambbled by artillery) and recive a slight accuracy bonus. When in this stance troops may not retreat and the stance can not be engaged whilst/within a period of moving or underfire. Hold fire can be activated when in this defensive stance.


  19. #619
    KCE
    Guest
    Tanks stop bullets and thus can be used for cover or light cover.
    Last edited by KCE; 7th Feb 07 at 2:22 PM.

  20. #620
    An add to my post about playing as American/British or the Russians against German players (if the new races are added to the next game). Some new ideas to consider.

    There could be German units, abilities, doctrines, etc. specific to which side they are facing.

    For example:

    If Germans are playing against the Russians they could have more air support in certain doctrines. As far as anti air there could be 88’s, fixed Flakvierling 38’s, and anti air trucks/half-tracks.

    If Germans are playing against the American/British they could have new anti air units like the Wirbelwind, Flakpanzerkampfwagen 38, anti air trucks/half-tracks, and fixed Flakvierling 38’s. Probably not all of these, I’m just giving a list.

    If there is going to be new panzer doctrine/s added (I’m hoping for at least 3 ) there could be different tanks/vehicles, different ability’s (in command tree), and different experienced units (in command tree) depending on which side the Germans are facing.

    I’m not saying make each German front completely different. I’d rather see many universal German things on both fronts. I’m just saying that there are so many possibilities to what could be specific to each front for the Germans. This would make very diverse game play.

  21. #621
    GeneralGonzo
    Guest
    - posiibility to play mirror matches (axis vs axis, allies vs allies or mixed matches in 2on2, 3on3 or 4on4)

    - towable pak units

    - offmap tank reinforcements need to cost fuel

    - make tanks more expensive, so that the game don´t end into a tank spamfest

    - heavy tanks like tiger and pershing and panther must make more damage against armor, less against infantry

    - reduce effectiveness of the allied pak (i.e. make it more often miss)

    - make nebelwerfers a useful unit

  22. #622
    Bijo
    Guest
    --Easy TYPICAL way in-game to change keys/mappings. This is the first game I've ever seen that doesn't have it. The hotkeys are terrible. I like this game, but if it forces you to pay so much attention to controls, it's just annoying.
    Easy controls = important for any game. Now it's almost like who has the better micromanagement and fast controlling skills, while his brain is doing overtime, multitasking 20 things simultaneously. It should also be more global. I'm getting old, ya see.


    --Some way to "fix" the population cap and make the game even more enjoyable.


    --Axis side seriously needs tweaking.
    It's true that in history Germany became more "defensive" and fielded less men through time and relied more on heavy firepower, but in this game it's just GAH!


    --Fix those abilities: they should all be equally useful and especially not annoying to use.


    --Again about controls: make different overall control layouts (and still make them customizable). Examples: FPS style layout (A W S D + Mouse + quickly reachable (overall important) hotkeys near A W S D); keep current standard layout for those who like it; etc.

  23. #623
    Bijo
    Guest
    1.
    It's probably said already, but those AT guns are overpowered.


    2.
    This one's definitely said already....
    A way to avoid tank spam. The AT guns are good gainst them, but.... read 1.

    :P

    Basically I don't want tank spam.


    --And the Airborne's free ability of supply drop is cheap. You could give Defensive Doctrine a free supply ability too, but then not by air, but by truck that moves into the base via off-map road. Then at least you could try to use that artillery ability THAT COSTS SO MUCH maybe more often, if you don't waste that munition on SMGs for your Volks, that is.

    --There should be a general SMG upgrade for Volks that you only have to buy one time at the Axis barracks. Now they always are recruited with it.

    --Same goes for MG42 upgrade. (Or maybe scrap this idea.)

    --I wouldn't mind to see that supply truck for Terror Doc too. How often does one use that V1 anyway? Now, if it had free supply too, THEN it would be more like terror.

    --Generally the cost of things should be less for Axis, the same as Allies, for the sake of FUCK, dammit.

    --Arrgh! Fucking TANK SPAM.

    --Give Axis Pioneers demolitions.

    --Cheapen the cost of Goliaths.

    --Some of those prices just don't make any fucking sense, at least not to me. One small arm like a SMG for the Volks costs 50, while Firestorm costs 200: I don't see the logic.

  24. #624
    EViLMinD
    Guest

    Oh great and mighty OZ...

    Three things:

    1 - I've been rethinking the 'gestapo' suggestion, and I realized that I had offered an idea that was already used in C&C (the barking dog thing).

    2 - We had an interesting conversation about changes/additions to the ingame dialogue

    3 - One small thing I was thinking of, and it has probably been mentioned several times already, is adding a draw feature to the game map. That way, players could efficiently communicate pathways for their units travel.

    I know this is currently done with several signals....but there is always a better way.

    It would be worth investigating new options for giving players the ability to clearly show where their units should walk/drive. It could be as simple as hold tab down to draw on the map. That way, teammates could just press a button to display these directions on their map and have these visual cues stored for future reference.

    This...

    "March in from the west and cut north-east here. Then charge here...take position there....flank from both sides...."
    "uhhh...roger"

    ...could become...

    "See that? Follow it"
    "Roger. I'll hit the command button again to display all that if I need a refresher"

    Now, this is obviously a ruff explanation but I trust it is clear enough. With this kind of control, some options will be opened up for adding patrol routes commands and, if it isn't insane, the chance for players to use a scripted - or created - auto build. Like an auto-pilot, players could start a game and hit [execute build order Infantry 'C'] and thier army will begin operating under computer control. A player could choose when and how to deviate.

    Hmmm. This is not technical, I know, and I'm sure it is a can of worms concept...but I thought I'd mention it. Perhaps, this is all something that is to be done with that new fancy keyboard that has presets (what is it called?).
    Last edited by EViLMinD; 5th Feb 07 at 6:31 PM.

  25. #625
    At the moment you can place a single beacon in one of three colours. Maybe you could set it so that you can hold the mouse button down to draw a line from the beacon so it works as an arrow.

  26. #626
    Member
    Join Date
    Aug 2006
    Location
    Sydney, Australia
    Ability to make a vehicle travel in reverse. C&C 3 will have this feature.

    I want CoH to have it too, since it'd be very handy when retreating armour.

  27. #627
    filamu
    Guest
    they can that, just dont order it to travell too big distances

  28. #628
    Quote Originally Posted by Phazon
    Ability to make a vehicle travel in reverse. C&C 3 will have this feature.

    I want CoH to have it too, since it'd be very handy when retreating armour.
    do short distant 'face direction' moves. if you do it correctly your tank will back pedel away with front armor still pointing to combat.

    if you say turn tail and move here. they will turn to face and move.

  29. #629
    I agree with with Phazon in the sense that it's to much micro management to back away tanks with the short distant reverse command, especially if there being chased down. I know I've mentioned this before but the reverse command should be lengthened. I think a reverse button would be to tedious to keep track of.
    Last edited by Pershing720; 6th Feb 07 at 11:29 AM.

  30. #630
    EViLMinD
    Guest
    Quote Originally Posted by Quercus
    At the moment you can place a single beacon in one of three colours. Maybe you could set it so that you can hold the mouse button down to draw a line from the beacon so it works as an arrow.
    YES. That is clever, and fits with the current structure too.

    Still, I would like to see the designers explore this area further. It could lead to a cool way to direct the route a unit should take. I know lots of players would be happy if they could do that. I cannot imagine it would be impossible to implement. Sure would cut down on micro.

    Things to explore there.

    (PS I liked your responce to my last post (the dialogue thread). Well put)

  31. #631
    Bijo
    Guest
    The fact that you can use Pioneers for getting ammo from wrecks is nice, but it takes more micromanagement, and that's not nice. I prefer better cost-handling for mun.


    Of course, probably said already, the speed of Shermans is fucked up. The PzIV should be more effective. Even if the Sherman has no smoke, and is standing still, my static PzIV doesn't hit him as often as it hits me. I'm not even starting about moving and shooting.


    Buff the V1, to make it look like more of a terror weapon. It doesn't do the name terror justice.


    To have perfect balance between the sides, and in every command tree. No cheap-ass advantage for the Allies. It must be equal.


    A list of files when you save a game, etc. This is standard in other games.

  32. #632
    Member
    Join Date
    Aug 2006
    Location
    Sydney, Australia
    they can that, just dont order it to travell too big distances
    do short distant 'face direction' moves. if you do it correctly your tank will back pedel away with front armor still pointing to combat.

    if you say turn tail and move here. they will turn to face and move.

    I know that, its just stupid having to do lots of tiny clicks.

    It should be a simple as holding down a certain key on your keyboard and doing a normal movement click to make your tank/vehicle reverse.

  33. #633
    Zaibatsu
    Guest
    Ability to take P.O.Ws

    have a building your engineers can build which is a P.O.W camp then once you build that you can click on a rifleman squad or airborne squad etc that are near enemy units and then click on a button in the menu that counts down called "take prisoners" that would expire after 20 seconds and then take 5 minutes to be able to select again (much like the "fire up"). Once you select that your highlighted squad can capture 1 nearby group of enemy soliders and escort them with hands up back to your P.O.W camp, but only if your squad outnumbered the enemy squad. Once in the P.O.W camp the soliders would be neutral (unselctable by either team) and have a little timer over their heads that lasts for 5 or 10 minutes, if the enemy blows up a wall of the P.O.W camp before the timers run out then the units run out of the camp still as enemy soldiers, however if the timer runs out before they get busted out by their teammates then they change to the command of the army which captured them, keeping all their normal unit functions. The ultimate goal would be to capture enemy engineers/pioneers because then you could use them to build enemy structures & units!

  34. #634
    Quote Originally Posted by Bijo
    The fact that you can use Pioneers for getting ammo from wrecks is nice, but it takes more micromanagement, and that's not nice. I prefer better cost-handling for mun.
    That is true - a much better way would be to add this as another axis bunker option - instead of a repair bunker, or medic bunker, you create a salvage bunker than produces two mechanics who go out and recover scrap automatically, thus freeing up pioneers and meaning you no longer have to remember to keep stopping and checking for salvage opportunities.

  35. #635
    Member Cozmo's Avatar
    Join Date
    Oct 2006
    Location
    Bristol, England
    add it to the repair option and have 4 pioneers two only for repair two for salvage. mak eit cost 100 muntions since the salvage pioneer will make up teh diffrence probibly.

  36. #636
    Bijo
    Guest
    Sounds good to me :)



    More suggestions:
    --Include more types of skirmishes/MP. One idea (possibly mentioned before): attack/defend position. The attacking force must overrun and destroy the defender's base, putting the initiative into attacker's hands.


    --The game shouldn't abruptly end when it's over. It should totally end when you go out of it yourself via manual exit, when the game's ended. I just want to enjoy the sight of the battlefield, after a hard long battle, without fog of war.


    --When watching replays, the option to turn on/off fog of war.


    --The Axis should have a Howitzer equivalent able to provide free artillery, or maybe not.


    --That Allied M3 quad cannon thing is too strong.


    --Remove sticky bombs, hah hah :P Or make 'em harder to use: rifle infantry must be VERY close on it to use it, they shouldn't throw it, but always "put it on" the tank's tracks.

  37. #637
    Bijo
    Guest
    --88 and planes:
    The reaction time of Allied planes is too fast; it should take a while, but not too long before they come, and when they come they should do fast enough still. Clicking a target and then having a bomb run a few secs later is stupid, etc.
    Anyway, when an 88 is built, it should have more time to react to planes. So if an 88 is somewhere, and the game detects a plane ability, the 88 should shoot at it from afar, even off-screen, and the plane should always go down.
    This not only gives it more use for its intended purpose, it also forces Allies to actually pay attention to it, 'cause they can't just use it freely now; they have to take care of the 88 first, or don't send in planes near its fire area, which should be seen into too to not make the 88 TOO powerful.

  38. #638
    KCE
    Guest
    Some of these ideas I saw from previous post (I skimmed over the last 40 pages... ), but thought I should bring them up again and possibly add more.

    Some fine tuning...
    • Specifically Infantry:
      • Exploding vehicles do some damage. It just seems awkward when a flaming vehicle runs into a squad and does nothing.
        Out of control vehicle should do damage to whatever they run into. This would have to be a variable based on the type of vehicle.
      • Secondly, I suggest an improvement to snipers. IMO, when snipers kill a target in a squad, all squad members should immediately run to the nearest cover and stay supressed once they've reached said cover for 2 seconds. This will effectively give snipers a new role: to deter infantry supporting key units, such as AA guns, tanks, etc. For realism's sake and to prevent the sniper from being overpowered, this supressive effect should not come into play if there are more than 2 squads in the proximate area.
        Snipers can pin a squad, maybe for a short period of time. Snipers were enough of a threat to halt a squad. They should have some sort of effect on the squad.
      • When Snipers are garrisoned they shouldn't show they are in the structure, would give them a "first-strike capability" lol. In maps with less structures it's more obvious as to where they are, but in urban combat it would help make them more effective.
      • - Hand held smoke grenades for rifle men/grenadiers.
        Smoke grenades for infantry, which would be helpful like in the above situation (and especially with MGs allowing them to move past MGs) and in general combat.[
      • Sniper's, while uncloaked, move faster like normal infantry or closer to it. They seem to move a bit too slow...
      • Allow an infantry squad to ride on a tank, allowing faster infantry mobilization.
      • Grenades/Stielhandgranate should be there by default since they were used by so frequently and were standard equipment (correct me if I'm wrong). Possibly for Axis, a grenade (could be an upgrade) with a splitterring sleeve on their grenades which made it more effective against infantry and could be thrown farther. More of that great German engineering Wikipedia:
        A serrated fragmentation sleeve (Splitterring) was adopted in 1942 which could be slid over the head of the grenade. Fragments of the sleeve would be scattered on detonation, making the grenade more effective against personnel. The stick allowed the thrower to achieve a longer throwing range (depending of course on individual ability) than other grenades. The design also minimized the risk of the grenade rolling downhill back towards the thrower when used in hilly terrain or in urban areas.
      • Flamethrower infantry need to explode when killed (give them a downside)
        Possibly set players on fire and make it a random occurance since they could've just been shot without their fuel tank being shot and exploding.
      • Ability to abandon units using AT guns / Mobile Hvy Machine Guns (flee back to base / drops weapons when being overrun)
        including 88s, howitzers, mortar teams, etc.
      • Allow two squads to merge as long as they match and are equal to or less then the total unit strength.
        Also
        Merge Units key - When your playing with a pop cap and the story gives you squads that put you over this cap, you start winding up with partial squads. Also capping enemy weapons does this alot. Last night I had squads that were 1 4 5 3 5 2 plus various MG units. I would rather combine them so that I have at least a few full strength squads and some reserved.
      • New commands:
        • "Guard Unit" command for another unit. (Example - Tell an infantry to guard a tank). Guarding unit will defend said unit and fire on any aggressors but stick with the unit if moving.
        • "Patrol" command for any unit. (Example - Tell a scout car or squad to patrol between point A, B and C). Unit will continue this patrol unitl dead or ordered otherwise.
      • Retire units or sell units back to HQ or something.
        An option to retire vehicles, squads and static weapons.
        Same with buildings/structures.
      • More formations or stances for squads.
        Like tight or lose or v-shaped, etc.
      • Allow Engineers to repair civilian structures, or at least repair forward HQs.
      • Garrisoning buildings should offer heavy+ coverage for the units inside. It seems that my units are under better protection while under heavy cover outside rather then when they enter buildings.
      • have engineer repair an area rather than having to click on them for each unit.
        Or maybe it could be auto by right clicking (like in WC3).
      • I would like to see a rifle grenade option for infantry that might be especially good for taking out snipers that are in windows of buildings. Perhaps just a bonus against infantry in buildings in general.
      • return grenades.. ie throw them back at the enemy...
        This could be automatically done by the AI or manually done with a button which would require timing and even more intense micro-ing
      • all AT troops should have improved accuracy against a disabled/damaged viechle. This is especially needed when a tank that is completely immobile since pazerschreks/bazookas still miss most of thier shots :lonely:
    • General Gameplay:

      • The ability to build Howitzers should cost 3 points. Too easy to get.
      • --Assault/defence basicly a 2v1 map(s) one side has a pre made base and defences, the other side has an inegaustible supply of reinforcments. Defender(s) must hold out. for given time length to win.
        Attack/Defend gameplay mode like previously suggested. Makes perfect sense in this game and time period.
      • - Option to select specific doctrine for individual AI.
      • Dynamic Weather (eg. rain, fog/mist and perhaps snow!) that affects unit movement and sight radii etc.
        Dynamic Day and Night Cycle again affecting unit movement and sighting.
        This is a nice idea but I'm not sure whether the engine would handle it and it might cause lag for slower users.
      • give the howie a standard shot (you dont have to use the ability)
        This makes sense since it's the only attack available? or was this done so you could see the timer?
      • Tanks have a minimum range of fire. So tanks are more realistic and so is infantry combat with tanks.
      • Seperate pop caps for infantry and armour... and possibly support, such as 105's and german rockets. Though the light armour would be wierd... at guns as infantry maybe and the rest armour? Possibly adjustable as percentages in replacement of tier selection?
        Interesting idea.
      • Heroes - I've seen this posted and suggested many times and sounds like a good idea. Probably choose characters who were awarded, or earned medals/distinctshon or are legendary or are just legends.
      • All sides should have four commander trees, for axis add luftwaffe, and something more defensive for the allies.
        This is an interesting idea: adding a fourth tree. I'm thinking this might be a good idea for multiplayer seeing that the largest games are 4 vs 4 thus all options would be available.
      • Game Speed Control
      • I would really love both the ability to camoflauge armor with engineers/pioneers (with a hold fire ability of course, maybe limit the ability to M10s and StuGs, would give both of them more use).
        Tank camouflague - A upgrade where you can camouflague your tank. Some conditions: Not allowed to move or disguise lost, not allowed to be shot at for 15 seconds to put camouflague on. Also can only camouflague in certain areas (it would be stupid to be able to camouflague in the middle of a street)
        I really like this idea.
      • Also, please give weapons like the Flak 88 minimum ranges.
      • Zoom in the tactical map
      • Americans: Give the jeep an upgrade to the M20 75mm recoilless rifle as an early counter to Axis light armor, thus prolonging its usefulness:
        I like this idea but the Axis motorcycle would require something also to balance it out.
      • Reinforcment for teammates on HQ and halftracks. Would help the teamwork between the teammates.
      • Allow recaptured PAK-38's to camoflauge
    • Multiplayer:

      • Be able to chat before playing in ranked games like a lobby as in non-ranked games. It would allow teams to discuss strategies and tactics unless it was originally omitted for that reason.
      • In multiplayer, more options. Like only infantry (stated), disable certain trees, vehicles, etc.
        • Option to Turn Fog of War on or off for mp/skirmish maps).
        • Options for Population Cap Limits - For mp/skirmishes... ability to change pop cap greater or less than 75 if desired.
      • I second this idea:
        The game finishes, you want to have a rematch. Can we have the option to return all players in a game to the same game creation room, rather than back to the lobby...
      • Team game improvements: *Different colors (other shades of yellow, at least) for teammates' armies.
      • Ability to tow stationary emplacements such as 88's and 105s as well as AT guns with halftracks (this will allow more late game use for halftracks.)
      • Ability to draw on either the mini or strategic map to illustrate precise directions to allies.
        Might add more bandwith?
      • Handicapps?
      • An expanded skirmish setup where starting resources, starting on map units, a setup time, values for resource points and victory points can be set before the skirmish starts.
      • The ability to choose colours when creating a game. I find it very difficult to differentiate betwen players, friend or foe.
      • The ability to invite friends into the ranked game. In 2v2 or 3v3 games I would like to have my friends as my partners.
    • Unit Behavior/Micro-ing:

      • I would like to draw a specific path for certain units where instead of just running straight to an objective, they would take the path I drew out for them. Of course it would have to be special feature like when you order a tank to pound a certain area, instead it would pull up a strategic map and you just draw a path.
        This sounds interesting also. It would reduce some tank micro-ing allowing you to focus on other matters
      • Some sort of way to get vehicles to avoid smashing through things quite so often. Nothing's more frustrating than to set up a defense of sandbags and barbed wire, only to have your tank decided the quickest way from A to B is right through your fence... especially when it could've driven just 10 feet north and avoided it entirely.
        This would be really helpful when you're building sandbags or wire
      • Then again, both of these two ideas above might take away too much from micro-ing...
    • Miscellaneous:

      • Screenshots should have option to include the HUD or not and omit the "Playback" while watching recorded games.
      • In replays, the ability to go to a certain time, along with the ability to "rewind" similar to the current playback speed modifier except in reverse.
      • Option to turn off the timer graphic visual for grenades, time bombs, sticky bombs (increase realism and make it harder for player at their own choice)
      • Adding the tactical map to the loading screen.
        Maybe it takes up 1/3 the screen. It would be a nice refresher while loading instead of the entire screen being a picture.
      • Additional monitor support, so i can keep my strategic screen up all the time
        Now this would really help dual-screen users, me being one of them, see the entire battlefield in detail.
      • Show/ hide GUI through a toggle key...
        when you need to see the entire screen
    • Fix:

      • Computer AI doesn't steal your airborne drops.
      • All the other mentioned bugs, smoke, sherman/panzer/clipping...etc.
    Some future ideas...

    • For the next future race - no doubt... - Russia.
      • Any possible future candidate races should be one of the larger powers. Japan is just a completely different theatre. The United Kingdom and Commonwealth, and France is similar to the U.S. (due to them being closer allies than Russia), although they should have a significant role due to the plain fact that they were critical, just not sure how they can be incorporated...3 races (U.S. - Germany - Russia), would be ideal like someone pointed out and from what we learned from Starcraft. Although Relic is based in Canada, COH still has an American perspective. Unlike sci-fi/fantasy games with a vast universe, the technology in WWII among all the powers are so similar and just in general similar, compared to sci-fi/fantasy games that too many races would be rather difficult to balance out and possibly become redundant (aside from different models). I mean every side had paratroopers, every side had tanks, at guns, bombers, etc. there's nothing vastly different that distinguished them. To balance out many races in this time period would mean really digging deep and going into detail into the specific technologies/advancements each side possessed (which would really be awesome). For example, when I first saw the goliath I had never heard of it before. That's one example of small detail, although it's not as popular in-game. Actually these finer details would enhance this game and make it standout as the greatest WWII rts game ever. Unlike other games where the races are really different from each other, here they would be so similar yet so different it would just be amazing.
    This game has so much potential!
    Last edited by KCE; 10th Feb 07 at 3:21 PM.

  39. #639
    KCE - saying that the UK, Commonwealth and France are similar to the U.S. because they were closer allies than Russia just isn't true.
    Certainly in the case of the U.K. & Commonwealth, the vast majority of their weapons and vehicles were unique and very different from the U.S. with only certain vehicles being common to both (the Sherman being the prime example), but then equally, the U.K. also provided some vehicles and planes to Russia (such as Hurricanes).

  40. #640
    Member Cozmo's Avatar
    Join Date
    Oct 2006
    Location
    Bristol, England
    the british had comets the best allied tank near the end of the war, it was fast powerfull and had heavy armour.

  41. #641
    nznaturopath
    Guest
    An extremely important blunder fixed please. The AI never rebuild bridges after you have taken one out. THats just insane and retarted - the game is so dam easy when the AI cant rebuild bridges; please repair this blunder relic!

    sorrt that was a fault in the game not an idea for an addon, sorry about that, but that would be a great addon by itself, change the whole game play and make it more real instead like playing robots and AI from a 1980s game.

    I suggest trench digging as an addon. Get engineers to dig trenches. shit that would be great eh! Then guys could get in there and stay covered from tanks and other enemies while sneaking up on them, and the other things you may do in a trench - like have fun with the enemies women etc. lol

  42. #642
    Kon
    Guest
    If a building is occupied it should have a symbol by it showing that it is occupied.
    However, it should not show what type of troops are in it to the opposing team.
    So if I put a MG in a building, my team mate and I can see the MG symbol by the building, but the other team just sees that the building is occupied but can't see by what.

  43. #643
    KCE
    Guest
    Thanks for the correction Quercus, although I still suggest Russia as the next race just because I think it'd be more interesting (no offense). Don't get me wrong; I also think the U.K. and the Commonwealth should have a seperate race as well, after Russia, hell every different force should if possible, but Russia would just be really interesting right now since they had the eastern front and to some degree because they had a different political system.

  44. #644
    Member Warnstaff's Avatar
    Join Date
    Sep 2005
    Location
    Not THAT far from Relic.
    My suggestions:

    Demo charges would be A LOT more useful to everyone (except the axis) if the charges could be placed at every place where this is cover except craters.

    Of course, the goliaths should have a price reduction to 75 or 90, and have a.......... 30% HP buff.

    That way, both side's demolitions would be of some real use other then eccentricity, as they currently are now (except allied demos on vire).

  45. #645
    Member Warnstaff's Avatar
    Join Date
    Sep 2005
    Location
    Not THAT far from Relic.
    I have another suggestion, but I don't know if it's been proposed before, and are probably best left to an expansion:

    Strike groups - like those in Homeworld 2. Fighter screens can be infantry screens - where infantry are always in front and the tanks are supporting, whereas capital phalanx can be armored phalanx with the infantry supporting from behind. These would give some sort of combat bonuses to the units in it.

  46. #646
    Al_Ka_Pwn
    Guest
    id like to see these things as changes for axis vetrancy

    first lvl vetrancy effects everything then it splits off into 2 groups one for armored and non armored where you can upgrade light vehicles and tanks for vet 2 as one research and then upgrade mg teams and inf for tier 2 as one upgrade then when you go to vet 3 it splits off into the four things we have now infantry, weapons teams, light vehicles and heavy vehicles. and you have to upgrade all 4 separately
    Last edited by Al_Ka_Pwn; 10th Feb 07 at 9:30 AM.

  47. #647
    Henkie
    Guest
    I would like to see some sort of easy to build AT infantry. Like a 3 man squad carrying one bazooka for the allies buildable form the WSC and a 3 man squad carrying one panzerschreck for the axis buildable from the krieg barracks.

    It should cost like 240-260MP, and could be very suitable to kill HT's and AC's. It also prevents the huge tankbattles endgame.

  48. #648
    doogs
    Guest

    An addon for COH ?

    Hi, an good idea for an addon on the vietnam war

  49. #649
    GreenTeaBagger
    Guest
    When an AT gun (or anything with an arc of fire) is selected, it would be nice if the arc of fire triangle came up automatically.

  50. #650
    EViLMinD
    Guest

    Xbox and PC in harmony

    What if CoH added a feature which allowed players to choose their level of control during a team game. What if players had an option to share unit control. What if one player commanded an army the current way, while the other player(s) was/were given a reduced overall command but had a more sophisticated control of each unit.

    I was originally thinking of something that would allow Xbox players a chance to play CoH with PC players – without being hindered by the shortcomings of no keyboard & mouse. The Xbox players would have a gameplay experience that is more like The Outfit, and would utilize a closer 3rd person perspective. The goal of this is the PC commander and the Xbox captain would harmonize their efforts on the battlefield (this would be a Commander and Captain role kinda thing, eh?).

    Perhaps, this could be applied to just PC. That way, greener RTS players who feel overwhelmed by the micro – or players who preferred this variation – could participate at a competitive level. With increased control of most units, a Captain player would be able to assign each unit’s individual soldiers a target and manipulate their movements and/or placement. Captains wouldn’t have to worry about base building – just the units the Commander allowed him/her control of.

    There is more to this...but I think the basic idea is there for consideration.

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