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Secret Weapons Division: CoH Suggestion Box

  1. #651
    Bijo
    Guest
    To add to (or to brainstorm about) EViLMinD's GREAT(!) idea:

    It sounds like a "chain of command" thing with that Commander/Captain thing. If Relic manages to implement such a thing, they's the bomb for sure.

    For that, I would suggest "truer mimicking" (in a loose gameplay-fitting sense) of chain of command with even more players. One Commander (a Major or whatever) who controls building/teching/etc. He tells the Captain where to move and what things to do first. Raw strategy, and he only has a special map view, and no sight of the actual 3D battlefield.
    The Captain controls the overall troops like we're used to right now, he just can't do the building/teching/etc., and he has to follow Commander's orders.

    But what if there are more players in a game? Then the Captain has a nice role too if we include them. The Captain will then very rawly direct overall troops (grouped forces of squads, for instance) to execute the raw strategical orders of the Commander he receives as "important points". A Lieutenant (or just whatever you're to call him) will have control over grouped squads/units as we know them now, and has no control over the other higher aspects. The Captain will have to deal with reinforcements btw, and logistics.

    But what if there's even more players? A Sergeant could come into play. He has the actual third-person (or first-person) view and with this I'm thinking of a Brothers in Arms kinda control scheme. He must tell his AI squad how to maneuver and beat the enemy, while he himself carries a weapon too.

    And now.... if there's a lot of players, if that's at all possible in one game, the individual soldiers who take orders from the Sergeant. Couple of soldiers per squad, plus Corporal who's rated as a better soldier who takes over squad command when Sergeant dies.
    Or maybe when players come in they should get a certain role higher than the players already there based on ranking?

    I'm imagining that when an officer commands his lower officer, a clear waypoint or mark is shown somehow. For instance: when the Commander tells the Captain to take care of something first, he should just click on his specialized map, and then the Captain will see it on his own map, and so on. And the third-person players will see it on their own map that's moving along with their movement (rotating).

    It's nice that as soon as a new player comes in he will have control over something lower in command if he connects later to a game. If you miss players to fill roles, AI follows orders like usual, but as soon as a player comes in he takes that part over. For instance: a Sergeant comes in and he then controls (if this unit is made of course) his AI squad(s), but if then a Soldier comes in he will be a part of this squad WITH AI Soldiers, and they might get filled up by human players or not.

    Of course with the map clicking there could be certain "mutiny". Example: Commander clicks his map to tell his Captain to do this, but the Captain might think otherwise, and doesn't give the information to his lower officer, or he has other plans, and so forth. This could easily break down the flow of command and effectiveness, so each player really contributes something.

    Shit, I like this.

  2. #652
    EViLMinD
    Guest
    Hmmm. That's an interesting take, man.

    Ya, I was just thinking that it would be cool if Xbox players had a CoH game that focused on special forces, elite units, resistence fighters etc.

    Such a game would use the same engine, but with a different approach. The game could also be available to PC players as an expansion. The two versions of CoH would be given an option for interconnectivity during online play, but could be played seperately.

    If such a game existed...I think players on both formats would be VERY interested to know more. There would be an industry buzz, for sure.

    Would it work?
    In theory, yes.

    Will it happen?
    Eventually, someone will do it for an RTS game (and be successful).

    Could it be done with CoH?
    That is the question.

    Based on what I understand about the technology and the market....which ain't much...I think this should be investigated. There is good money in consoles and Xbox is, essentually, a PC. Besides, didn't Relic want to move CoH to the Xbox (before a THQ rep said "no way")?

  3. #653
    Member armen's Avatar
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    holy shit! this has turned into a freakin novel!
    i checkd this thread in the morning and it had like 2 replys!!! lol niceee

  4. #654
    zinahewitt
    Guest

    I see dead people

    I was wondering if you could add the corpes to remain
    in the game.
    Something like the craters.
    Just would be more realistic if the corpses
    of the dead are left to litter the place longer.

    Anyway just a thought

  5. #655
    I apologize in advance if it's been suggested before. However:

    I'd like there to be one unit of engineers/pioneers 'outside' of pop cap - the basic purpose of which is that you will alwyas be able to have one engineer to build structures, repair, and/or cap with, even if you happen to be out of pop cap.

    I assume I'm not the only one that has run into the problem of having almost no base left, plenty resources, but with no pop cap and three tanks I can't build engineers, I can't repair anything, I can't capture anything. Basically you're painted into a corner unless you kill off the only thing that's keeping you alive.

    This does make the game a little 'easier' so to speak. However, I think it would add more than it would subtract to the gameplay.

  6. #656
    tankee531
    Guest
    how about adding realism by enabling "friendly fire"?

    perhaps as a standard for "expert" level and as an option for multiplayer

  7. #657
    filamu
    Guest
    it is on, i loose many men to friendly fire

  8. #658
    CamaspEmperor
    Guest
    I'd like to have mirror matches.

  9. #659
    Hatge
    Guest
    - fix the problem with the preview-pics with custom-maps in SGA-format in custom-games.
    - at an edit-window where the map-creator can enter a link, where other player (who cant enter the game with a custom map, because they dont have the map) can download the map.


  10. #660
    simullacrum
    Guest

    Suggestion

    My 2 pence worth would be, for multiplayer:-

    1.Be able to detroy your own troops, like you can with buildings, or send them back into the structure from where they came from and allow new troops produced to come out with an extra level of experience, having the orignal unit sent back, been experiencd abd leveled up in combat

    2. Think this is one of my biggest gripes on all RTS games.
    In mutliplayer game you play with other as an allie/team.
    It would be nice for:-
    a) to be bale to mix trrops types and be allowed to give comand of some of your troops to the other allied/axis team mate to command and use as he deems fit and needs to.
    b) be allowed to transfer a set ammount of specific resource to your team mate, when he is in dire need and you have plenty of.

    Not sure if that is possible to do once a game is out, but option 2 is always over looked which I think would be a great feature in any RTS games when playing Multiplayer.

  11. #661
    Suggestion : Teamrank

    Make it so that friends can "share" a rank in a ladder system, and play together in teams that gets ranked.

    Example: Me and my friend, we call him Berra, decides to start a "team" together on the 2v2 ranked ladder. We call the team "Berras team". When me and Berra plays and progresses on the ladder we get a rank that we share.

    I imagine it quite simular to the friend system we have today but you also have another group called teammembers (or something like that). When you want to play a ranked team game, you simply invite your teammember the same way you do today when you want to invite a friend to a regular game. If the friend accepts the invitation the search for a team that has a simluar rank begins and then the game starts.

    Note that i cant play together with anyone else except for Berra under the team "Berras team". If i want to play with someone else i have to start a new team, and that team starts over at lvl 1.

  12. #662
    How about a FTP protocol that allows us to share maps, peer to peer, just like UT2004, the maps are roughly the same size. Should be easy to do.

  13. #663
    Member Henry666's Avatar
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    Please add the not working action markers in the worldbuilder.

  14. #664
    marooned
    Guest

    suggestion to encourage use of new maps

    Now I know it's impossible to have people download the maps from the lobby and or game but what about having a secondary description for the game name either through a popup or tooltip. This would allow the url or download location of the map to be put in so that people would know exactly where to go to get the map. So for example having a sub heading under the game name showing the url maybe even clickable to go right to the page. Just a thought. Tell me what you think

  15. #665
    JimmyV
    Guest

    a few ideas /

    1. Reduced role of armor:
    - fuel penalty for existing armor (cannot move if you run out)
    - ability to 'turn-off' heavy armor at player option

    2. Come-back
    - lagging pop-caps: as you lose territory you lose pop-cap at a slower rate
    - min. resource: allow some feed of resources (+5?) so you have a shot at coming back when the other player is in control of the entire map

    3. Infantry anti-tank
    - grenades under tanks can damage
    - infantry can "grenade" assault a tank by accessing hatches

    4. Other tank related
    - partial dead tanks: dead driver = no more move ability
    - lose rotation of the turret (a common issue) when damaged
    - defensive tank positions: engineers or infantry can dig-in a tank or camo one

    5. Disband squads or combine squads options

    6. Tow weapons
    - halftracks and ? armored cars? can move 88s, AT guns (for both sides)

    7. Cheaper but slightly less powerful BARs
    - upgrade by squad rather than universally

    8. Improved use of buildings
    - access upgrades and special abilities while inside
    - ability to move on/around wrecked or partially destroyed buildings (e.g., get an anti-tank gun inside the perimeter of a building that is destroyed to use the wall)

  16. #666
    it is an suggection box so ;

    Red alert 3 with Coh engine .The details on a tiger are superb , i rly wonder how an apocalypse would look like.

    I think if ea builds ra3 it would be .........

    If axis could get some air reckon it would be nice.

    Also maybe a pyscho mode were u can use all doctrines, reinforcing my pershing with airborn engineers would look fun.

    For expension pack i suggest a historical rush to berlin, relic could make 4 expensions then

    last piont maybe build an coh engine were u can "stripp off "some things so that it will run on slower pc's

    Coh is a cool game, infact to cool i always come in late for work.

    grtzz

  17. #667
    -Spooky-
    Guest
    Russia / Pacific Camp.

  18. #668
    Sabbath_Void101
    Guest
    Foy!!!! make a map from the outskirts of Foy!, hell yeah thatd be sick!! make foxholes and sorround them with tank traps etc, wat else would be cool is if it was limited to Infantry with call in tanks etc and air raids

  19. #669
    Member Cozmo's Avatar
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    id like to be able to set an mg 42's fireing arc in a building so it cant be drawn away by a decoy building, that is allways really annoyng.

  20. #670
    -Spooky-
    Guest
    Suggestion : Teamrank
    Make it so that friends can "share" a rank in a ladder system, and play together in teams that gets ranked.
    Go playing Supreme Commander :P

    - Better custom map support like C&C n other games. Autodownload from host.

    - Maybe some kind of "champions" like DoW. Sgt. Winter or something else..*lol*

  21. #671
    Robert96757
    Guest
    havent read through sll 45 pages but personal suggestions or things that would be cool in my mind are.

    - able to drive vehicles via arrow keys and fire vehicle weapons (depending on vehicle) (kind of like Faces of War did, but differently)

    - better cover placement.......when teling infantry to move somewhere, make it more visible / easier to place them in cover, as alot of time they spread so far out behind sandbags the last two people are outside the sandbag wall and get killed.

    - add units such as other types of flak guns to build via eingineer.

    - add a few more vehicles, tanks, halftracks, jeeps and so on. all sides have hundreds of vehiles that can be added. some would be reall fun to have in game.

    http://www.onwar.com/tanks/index.htm

    i guess thats it for me, just a few suggestions if y'all are taking em. lol.

  22. #672

    increase "statistical variability".

    1. Make it so grenades sometimes do not go through the window, but bounce back onto soldier throwing it, or simply bounce to the ground.

    2. Make "one shot kills" possible in tank battles. This will increase "wild card factor", and make comebacks more possibile.

    Overall, increase battle odds variability.

    Also, take into consideration more the terrain when computing "line of sight/line of fire". Sometimes guns are "shooting through hills" which they shouldn't be.

    Make it so an enemby unit on the other side of that wall...is unseen.

  23. #673
    Member Warnstaff's Avatar
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    Allow infantry to storm enemy occupied buildings, just make the weapon team secondary weapons very effective in buildings. Act of War did the building storming very well - just a good example .

  24. #674
    Member MirrorImage's Avatar
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    Phlegethon
    Ability to interactively modify the map better. Such as somehow make it so engineers and pioneers can actually dig trenches or at least foxholes easier than blowing it into the ground with some explosives. I know you can set up sandbags for this but trenches are just so much more awesome.

  25. #675
    Coyote
    Guest
    I would love to see Brittish forces. Possible paths could include BEF or SAS, as well as colonial forces, such as Canadian, Australia and India.

  26. #676
    Member
    Join Date
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    Taiwan (formosa)
    Make the minimap stay after hiding taskbar !

    so that people can FIND THEIR WAY AROUND while enjoying a larger screen not only in playing the game but also when watching replays

    Thank you

  27. #677
    JayPie
    Guest

    Asymmetric Units

    My idea is to give each doctrine one asymmetric unit. By this I mean an offensive Unit for Defense, special Infantry for Armor and so on.
    Those Units would be available mid- to lategame and spice things up a bit: Although your opponent knows your doctrine your tactics get less predictable.

    I`m not thinking about adding them as new abilities but rather units that get buildable after more then half of all possible command points have been spent (in any combination).
    All Allied and Defense would need 7 points, Blitz 8 and Terror 9.

    Here are my Ideas for those new units + some illustrations

    Note: I didn`t include any ressource costs as it would be far to theoretical.

    Infantry
    - M3 A5 Grant:
    A mix of a Stug (non-turret at-gun) and a Puma (autocannon)
    Able to beat non-at infantry and light vehicles
    Rather weak armor

    Picture of the M3 A5 Grant



    Airborne
    - LVT:
    Sort of a mobile Bunker:
    Only armed with weak Hull-mg, holds up to 12 men, rather slow but good armor
    Unupgraded a halftrack which troops can fire their normal weapon out off (no bazookas and such )
    One Upgrade:
    Upgradable to medic station, just like Triagecenter, can still transport troops
    Upgradable with medium at-guns (see picture), can't transport troops

    Picture of a LVT



    Armor
    -Special Forces (trained by British SAS):
    4-5 Men armed with garands and thompsons
    Same firepower as riflemen with bars
    Can Camouflage
    Use Riflegrenades, at least double the normal throw range but less accurate
    Throw red-smoke nade for artillery fire: takes ca. 3 secs to pop smoke, another 3-5 secs before the salvo hits

    Brits instructing US Soldiers




    Defense
    -Attack/Fallschirmjäger squad
    2 Officers with mp44 and 2-3 regular Fallschirmjäger with mp40
    Can`t be dropped like airborne, think of them as elite infantry
    Slightly less firepower then KCH
    No Anti-Tank upgrade but can pickup weapons
    Can perform "Fireup"-like Ability
    Can perform Assault (but without pinbreak)
    Can plant explosives that are good vs. buildings

    Fallschirmjäger



    Blitz
    -Self-propelled Artillery (Sturmtiger, Hummel ...)
    slow, weak armor
    Range of Nebelwerfer but more accurate
    As much shots as a Howitzer Salvo but less damage

    Sturmtiger

    Hummel

    Brummbär

    15cm Mobile Artillery LARGE PIC!



    Terror
    -"Superbunker"
    At least double the prize and buildtime of the normal Bunker
    Many HPs/more resistance vs. mortar and artillery
    Unupgraded: 2 Fireslots at the back and 3 at each other side for Infantry
    One Upgrade:
    Upgradable to Flakvierling on the top (no as much damage as the existing one), Fireslots reduced
    Upgradable with 88 inside but MG-like firing arc, not 360º, Sides and Rear each 1 Fireslot
    Upgradable to Forward Base (only if in connected territory)

    German Bunker



    Many Thanks for reading
    Last edited by JayPie; 20th Feb 07 at 9:02 AM.

  28. #678
    Member Cozmo's Avatar
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    hey iv been in that bunker ;p , i like the Fallschirmjäger, but to have them dropped would be good.

  29. #679
    -Spooky-
    Guest
    Also, take into consideration more the terrain when computing "line of sight/line of fire". Sometimes guns are "shooting through hills" which they shouldn't be.
    Like TA / Supreme Commander :P

  30. #680
    Member Cozmo's Avatar
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    i would like it so you could choose to have a forward barracks as a place your men retreat too, or have a new options of retreat to forward barracks,, that way you dont have to completely abadnon your lines, the terror and officer forced retreat would still go all they way back to base.

    also engis to be able to mend civi buildings, and be able to booby trap them.

    and men to be able to storm buildings, and here /see the fighing throug windows.

    "room clear!"
    "johnson check that room!"
    "contact, second on left, upstairs!"
    etc etc.
    Last edited by cozmoisme; 20th Feb 07 at 12:19 PM.

  31. #681
    xka
    Guest
    Jaypie, one thing:

    Sturmtiger had a terrible armor, and had a ver slow fire rate because of its enormous cannon, bigger than some naval cannons. I suggest Brumbar, made from the panzer IV chassis.

    Image:





    Edit: i like superbunker idea, but not with a flak 88 upgrade. Perhaps an antitank pak yes, not a 88. Its too powerfull

  32. #682
    the combination of a mg squad combined with a sniper in a building seems a litte bit to overpowered to me. for you can't tell your sniper to shoot the enemy sniper in the house first. or is it in and i did miss this feature all the time?

    if its not in, plz relic make it possible to choose the unit in the houses that should get sniped first. it would be great to see it in 1.6.

    the icons of the units inside are displayd above the building. so players can klick the icon they want to shot at.

  33. #683
    JayPie
    Guest
    @xka:
    good suggestion, i'll add him to the list

    about the 88, maybe something like this would be more apropiate:

    Bunker with PAK


  34. #684
    another idea. is it possible to implement annihilation ranked games?

  35. #685
    Onkiebarrow
    Guest
    Russians and Japs into the game. The Russians armed with Katsoesja rockets and stuff. Maybe the Japs with a shit load of good and accurate infantry. Able to upgrade to better German weapons. Example: Type 5 rifle upgrade to Kar98.

  36. #686
    MOZI
    Guest
    With the "cant join a lot of games in server " issue i think it would be a good idea for multiplayer games to have the days date in there title...this way "ghost' games would be less of a problem,for instance

    "4v4 22/2 plz join"

  37. #687
    druez
    Guest
    We have the Rangers and the Airborne, but no Marines.

    I would definately like to see the USMC added on a tree.

  38. #688
    The 150mm Nebelwerfer should have the smoke barrage ability, it's a support unit thats super slow and can't retreat like the mortar. I think a new ability (even one that costs some munitions) would make the Nebelwerfer actually usable.

  39. #689
    Henri
    Guest
    The following are just my humble thoughts. Please add to or explain to me why I am a noob moron who needs to lern2play.
    M9 Bazooka damage vs. vehicles increased.

    Rangers granted effects of light cover while moving.

    Rapid Deployment grant a movement speed buff to 57mm AT.
    105 artillery damage against Tiger and Tiger Ace increased.
    A direct 105 hit on a tank should cause engine damage.

    Something done with offmap combat group (maybe give all units recieved rank 1 vet?).

    Increase points required for airborne supply drop by 1.

    Decrease damage done by pineapple grenades to targets not garrisoned in buildings.

    Delay the rocket noise from Hellfire so the victim is given less warning.

    Change either in cost and/or effect of axis vehicle veterancy.

    Increase Panzerfaust damage such that a panzerfaust would cause engine damage to a healthy jeep.

    Decrease cost of MP44 stormtrooper upgrade to 50 munitions.



  40. #690
    Give us the ability to zoom out further and see more of the map at once. (I understand Supreme Commander will allow this.)

  41. #691
    Member Cozmo's Avatar
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    make the faust kill a jeep in one, it cost 50mun it has to do at least that. also i have found out the faust now misses all the time vs inf, but its attack vs quads, jeeps tanks etc has not been increased, or it cost hasnot been decreased. :/ why make it even less worth the cost.

  42. #692
    Robert96757
    Guest
    Make hidden troops hidden from AI, AI magically knows theres hidden troops in the location and calls random artillery, strafing, bombing, and other things......seems the hide the troops option needs a little improvement. mby beeding a recon fly over first before being able to see them or something.

  43. #693
    Tropper
    Guest
    Don't know if already someone suggested that but:

    Make the Pioners/Engineers default action when clicking on a repareable unit/building repair!

    All the time when i want repair my halftrack or repair my HQ because because it is nearly dead my damn pioners run into the halftrack/building instead then repair the damn thing! Ok, i agree that it makes sense to put an pioner into a halftrack - but when will you ever send your pioners into your HQ and instead think about how many time you want repair your HQ?

    Ok, you can say i'm just to stupid to click the repair icon, but it's just a suggestion. ;-)

    Maybe best solution would be to make a option in game settings what you want as default action for pioners so you don't confuse all the player which are not that stupid as me. ;-)

    And yeah, i only talk about Pioners/Engineers. Other units should not involved in that change.

    EDIT: If a unit/building is at 100% HP then of course the default action is enter unit/building anyway.
    Last edited by Tropper; 21st Mar 07 at 12:50 PM. Reason: syntax correction

  44. #694
    I'd like to see a "spacing" command. This would determine how close the squad would pack themselves to get behind some cover. For example, the hay bales on angoville.

    A "loose" setting would have the squad spread out. Only a couple members would get the benefit of heavy cover

    And a "tight" setting would have everyone stuff themselves behind the heavy cover.

    This gives them more cover, but puts them at greater risk of grenades, etc.

    This would have no effect in the open or behind suitibly large cover (stone walls, for example).

  45. #695
    I have an idea to improve the cover system somewhat or at least enhance it in a certain way. Cover works fine as it is now but the game is missing one thing that should apply to all units, but only does so for 3 Axis units and the American Sniper. What I propose is to allow squads which are in specific kinds of cover (buildings, large thick walls, shrubbery) the ability to have a sort of "passive camoflage". What this effectively means that a squad in this type of cover will eventually cloak like the Sniper or Stormtrooper teams. This sort of thing only works so long as the squad is immobile and not flushed out by enemy scouting units. This in my mind would promote a better mixture of armoured and infantry units. While at the same time putting the Allies on a more level field when it comes to setting ambushes and perhaps even evading pursuing Armoured units.

  46. #696
    EViLMinD
    Guest

    Ways to improve the tactical map

    I’m trying to think of additions to the tactical map that would make it more useful/informative (there is just so much more that can be done with it) :

    1 - Presently, a unit's icon will change color when it is selected (goes light blue/white). Yet, what if the icon was also altered, in some way, once a player gave the unit a command...

    The top piece of an icon could turn green or yellow (or something else*), so a player has a reminder that a unit is currently under orders.

    * The symbol inside the icon could be what changes color (ie the wrench in an Engineer's icon)

    Sure, a unit that is in motion is a pretty good indication that it was told to do something. But sometimes it would be helpful to have a little more clarity on the matter. I am uncertain what that should be, just that there is room for something in this area of the game. Units move/halt without any manual direction, already. So...if a player could switch to the tactical map and quickly identify which units are not presently under orders, it might save some extra micro. Knowing exactly which units to deal with first is always a challenge.
    Could this feature be added to a patch, or would it be too much of a bitch/not important enough?

    2 - A second add-on to this feature could be a display of the unit’s target location. A reminder of where the unit is going to. It could be just a small flashing dot that appears when a player clicks on the unit’s icon.

    This feature would be helpful because, when I am busy, I often forget where I told a unit to go and I may repeat the command. That wastes time that I could spend...doing other stuff. You dig?
    Last edited by EViLMinD; 24th Feb 07 at 10:15 AM. Reason: updated suggestions, axed #4 (it was something already ingame)

  47. #697
    EViLMinD
    Guest
    3 - When a unit is engaged in a firefight (shooting at something), the icon could display it. Probably... a... special outline/glow/pulse around the icon.... or a (+) over top of the icon .... or... ?

    ATM I am unsure what would be the best visual aid, but I'm sure you'd find the best choice.

    (wait... there isn't something in the game that does this already, is there? Man, I can't recall)
    Last edited by EViLMinD; 24th Feb 07 at 10:09 AM.

  48. #698
    Dizzle
    Guest

    Expansion: Pacific Campaigns

    Someone mentioned on the Tales of Heroes site adding the Pacific Campaigns with the Japanese..

    Imagine them adding flying units and naval units to the game. PT Boats going out to cap points in the ocean and 2 or 3 VP’s on an island that are fought over. This has tons of potential. It would make for a huge expansion but most likely be such a big change that it would call for another game, a CoH 2 if you will.
    So you would have the fighters (Strafing runs) and the bombers (duh..) so what would some of the other Doctrine choices be? Marines, Battleship Barrages, what else what else?

    (I’m thinking Battlefield 1942 CoH style.)

    Japan can have a kamakazi strike where you just see a plane dive into a ship or something. I guess the only issue might be buildings in the middle of the ocean, but that could be solved by having a ship that acts as a construction dock. So instead of buildings, it is big ass ships or something.. I know Relic can do it!

  49. #699
    Member Cozmo's Avatar
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    i have an idea for trenches:

    engis and pios can dig them, so can riflemen with the inf doct cp point.

    with men just siting in them they are in green cover, and can fire out of them and recive fire back. for each unit of trench dug 3 men can stand in it, so for a riflemen squad you will need to make 2 units long etc.

    now heres cool bit, if there is an arty strike on the area the men can "bunker down" they gain a huge defencive bonus, but cant fire back or be fireed upon by guns since they cant be seen. but nades can be droped into them.

    the arty strike could take anything upto 0-50% hp of a squad, were usaly they woudl have been wiped out.

    the trenches them selfs cant be blowed up etc, but engis pios can fill them in so if you are pulling back, you have a chance of deniing them to the enemy.

    this might sound too tutley, but all wars have defencive poistions, wouldn't be able to win the game by just building lots of trenches. also wen the men "unbunker" for 8 seconds they are in no cover, since they need to sort them selfs out, after being shelled to shit.

    my other idea is a scatter comand: if you have no trenches to hide in, there coudl be a scatter command, which the men just run this wa y and that out of the imidate area, here the catch,as they run they are in negative cover, so you have to choose:1. pull back as usal or 2. use scatter. scatter would be good if you are not under anyother attack at the time or if you feel confident you units are powefull enough to still fight after, of course a few men wont make and been killed.

  50. #700
    valiantofficer
    Guest
    ok here we go.

    maybe if rifle squads ramdomly were assigned weapons. in the commando mod, there is a setup for allies so that you can choose how many bars and bazookas and thompsons in a squad. what if that were set up so rifle squads would be randomly assigned weapons, like what it was in rifle squads in ww2. not everyone had the same gun. just a suggestion.

    "
    i have an idea for trenches:

    engis and pios can dig them, so can riflemen with the inf doct cp point.

    with men just siting in them they are in green cover, and can fire out of them and recive fire back. for each unit of trench dug 3 men can stand in it, so for a riflemen squad you will need to make 2 units long etc.

    now heres cool bit, if there is an arty strike on the area the men can "bunker down" they gain a huge defencive bonus, but cant fire back or be fireed upon by guns since they cant be seen. but nades can be droped into them.

    the arty strike could take anything upto 0-50% hp of a squad, were usaly they woudl have been wiped out.

    the trenches them selfs cant be blowed up etc, but engis pios can fill them in so if you are pulling back, you have a chance of deniing them to the enemy.

    this might sound too tutley, but all wars have defencive poistions, wouldn't be able to win the game by just building lots of trenches. also wen the men "unbunker" for 8 seconds they are in no cover, since they need to sort them selfs out, after being shelled to shit.

    my other idea is a scatter comand: if you have no trenches to hide in, there coudl be a scatter command, which the men just run this wa y and that out of the imidate area, here the catch,as they run they are in negative cover, so you have to choose:1. pull back as usal or 2. use scatter. scatter would be good if you are not under anyother attack at the time or if you feel confident you units are powefull enough to still fight after, of course a few men wont make and been killed."

    I liek that idea. being able to build trenches would be cool.

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