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Operation Sealion: CoH Suggestion Box Mk. II

  1. #351
    Member FLXleGaulois's Avatar
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    I'm just a voice in your head.

    Multiple ideas about gameplay inovations

    I don't like playong with the same units with a différent name
    so these are some game-weels that haven't been used yet in CoH. Some of them could be used in new faction to make them different from the existing ones.
    (I've played DoW some years ago I've realised that some of my ideas were used in this game but I don't remember everything. That could be interesting to mix some DoW gameplay weels in CoH)

    About ressources:
    - A Commander tree capacity that neutralise or capture a ressource point.
    - A unit that secure the sector in witch il stands (like the captain imrove british defence in his sector)
    - A capacity (uinit/commander) that give you ressources when killing.

    About veterency:
    - Units that earn vet by... just staying alive. They will gain vet X minutes after being created.
    - Earning veterancy by staying in your or the enemy territory (ennemy seems much better)
    - Earning vet by using ressources like WM but for an only one unit.
    - vet improvement only available in a speciic territory.

    About buldings:
    - A bulding system where you can only build a main basic bulding that build just a basic unit then you upgrade it in différent way to unlock diférents specific units. A bit like the eldars if I remember well but the upgrade could unlock more than one unit type.
    - Bunkers that are linked by tunnels (fictitious) so that units can move from a bunker to the other (dwarves can do that in battle for middle earth 2)((this game sucks dont buy it))
    - Alow a faction to choose différent Advanced HQ for instance a radar station that give a great line of sight, a bunker mode that make it more resistant and can be upgraded with guns
    - A faction that could build everywhere in friendly territory each bulding could be able to secure like brits do
    - An observation post witch secure and can be upgraded to shoot at the ennemies.
    - Stealth bunkers with hold fire button to ambush units.

    _________________________________________________

    Other Ideas with Russian and Waffen SS factions for instance.

    Russians:
    Russians won many wars because of their country's climate: Napoléon and Hitler were both pushed back by the russian winter. So I thougt that a russian army could have a full use of its territory with passive/active capacities for instance: ennemies walk slower, are unable to retreat, lose slowly health...

    Staline said it need guts to be a coward in the red army. Russians won battles by sending men in front of the MG's untill the guns overheat.
    Russians could have a capacity that make units unpinable but unable to retreat for a while.

    Russian army had many troops but no material at the begining of the war, the first combat infantry squad could be a 8/9 men squad with poor weapons (1/2 rifle+pistols) and take automaticaly the rifles of the ennemis they kill (the guns that usualy don't fall: kar98...) this unit could have his retreat button disabled.
    No retreat means that the unit don't return offen in base to renforce so they could have a free renforcement. For instance, this unit could regain a man every 20sec in friendly territory.
    So that would be a win ar die unit, powerfull but risky to use.

    Russian snipers could be in fact a sniper squad with a sniper and an observator, so they would be supperior to others snipers (1/2 chance not to be countersniped) There could be other rules like having one of the 2 killed force the other to retreat.



    Waffen SS:
    The SS could be a faction using fanatics troops mixed with spying and moral abilities.

    SS units could for instance decrease ennemy moral without using LMG's, just by fighting them long enought.
    + There could be a pin ability like the retreat ability.

    An SS officer could be bought in each squad individualy = adding phisicaly a new man to the squad and other abilities that could be researched in a bulding.

    There could be abilities as:
    -radar sweeping that shows units in FOW for a few seconds
    -disinformation ability that make the opponent see units that doesn't exist on his minimap as well as hidding units that does exist.
    -spy ability that allow you to see in the line of sight of one of your ennemy unit for a while.

    I like the idea of commando fake arty.
    An interesting unit could be a fake tank witch looks and acts as a real one with turret rotation, fire and smoke when shooting but no shell should come out and it would have no armor and few health (sheet metal tank) This unit should be a perfect copy of a tank that SS can build but much cheaper. This bluff could impress the ennemy, make him use arty for nothing, reveal his AT guns etc... (lol fake arty on fake tank) the ennemy only could know if it's a fake one by shooting at it. If light guns hurt it it's a fake one. If your infantry die in front of it... shit it was a real one !
    Using mixed fake and real tanks can be realy powerfull imo.

    Another unit could be a stealth MG compensed by a narrow arc of fire (2 men laying on the ground can't turn easily.)



    Those two armies are just exemples, what's important is creating an original army and not only reskined units with little balance changes.
    Relic you made a good job with Opposing Fronts, I hope you will use many of the good ideas posted in this tread to creat 2 real new armies with original gameplay.

  2. #352
    Member Boogem's Avatar
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    Display the rank of the account being played on the loading screen as is done at the moment, but next to it display the highest rank for that faction for the RO account that is being played.

    ie you can see if someone is smurfing and what their best lvl is for that faction. As you already retain this information it wouldn't be very difficult.
    Everything I do after I play CoH, is the stuff I do before I play CoH.

  3. #353
    Spectator MODE please

  4. #354
    flateric1
    Guest

    game ideas

    Hi


    I have a few ideas for COH and OF

    1. How about an leaderboard for Basic games with wins levels etc. I think that be a great idea thats for VP games.?

    2. Same as above but for anni games.?

    3. Plus a ranked anni mode?

    4. Last idea It be nice to see this for replays...

    A. Stats screen saved and shown at the end of the replay.

    B. Recored games screen Game length info etc. and a stats preview for that game ?



    What does everyone think ?


    Sorry if on wrong page did not know were to put it..

  5. #355
    Beef Supreme
    Guest
    Give the Calliopes the ability to use their main guns one more!!!!!

  6. #356
    doomlord520
    Guest
    play ALL the campaigns from each side.

    So you could win the original one right on the first level, just defend the beaches.

    Soviets. NOW.

    Italians. Yes, both axis and allies side, BUT not on both at the same time. So, for MP, the first person the be Italian sets which side the Italians are on. If he leaves BEFORE the round starts, and some one else joins as italians, that person can choose which side to be on.

    Fix all the bugs with the british. Its messed. Commando's are overpowered. WAY overpowerd.

    Some place to find all these random key commands / tricks / features. I didnt learn until today that you can actually destroy the slit-trenches when you are in them.

    an "if attacked by, counter with" chart, for all noobs.... and me.... for MP uses of course... lol.

    I agree, show dents on damaged vehichles, scratches, etc. Even if its just decals.

    More wreckage.

    More variations for destroyed buildings. When they are 100% destroyed, they always look the same.

    Some power to colaps a building onto a street (topple) to block it. Un-blockable with Sherman flame tank + buldozer.

  7. #357
    Nyeeble
    Guest
    Campaign suggestion: Russian/Japanese Battle of Khalkhin-Gol (1939)

  8. #358
    Member Cossack's Avatar
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    The Commonwealth of Independent States, Ukraїne
    Give the Calliopes the ability to use their main guns one more!!!!!
    And
    Campaign suggestion: Russian/Japanese in 1945


    The God of War is soviet artillery.

  9. #359
    Eatbanana
    Guest
    add an option to build an airfield where you can produce planes etc. and add the secret weapons helicopter!

  10. #360
    Hello, this is great game and im having tons of fun!

    I would really care for tho :

    1) More maps to play online..
    This is my number one suggestion,please give us more maps! The current ones are good but seriously not enough so they get tiresome after a while.
    2) More units for the existing factions, maybe more doctrines to go along with that.
    3) The Russians and the Eastern Front.
    4) The Japanese and the Pacific Front.
    5) More buildable defences like Fox Holes for the americans similar to the trenches of the british.
    6) Nerf the commandos, they are way too overpowered.
    7) Last and not least, make leutenants and captains more survival as right now their role is very limitted. They get killed pretty easy and they're not really protected by their sqaud. So this not really an adequate and viable veterancy system for the britains, considering how easier the other factions claim veterancy.

  11. #361
    Member Drifter13's Avatar
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    I truly enjoy the WW2 setting in COH and love playing the game. That being said I would like to see the next COH game,(not expansion) with a Vietnam setting. I think some jungle maps and more modernized units and vehicles would be sweet.

  12. #362
    AphexBoy
    Guest
    more 3v3 and 4v4 maps, especially urban specialized maps!!

  13. #363
    I hope this thread is still being monitored...here goes.

    These are suggestions I would like to see trailled in the Beta. I know you have the wiki site and I will put these suggestions there but there is no guarantee they will be edited or screwed with.

    I would like to see the infantry support version StuG (check the link to pics in my sig). This would have the same gun as the PE Panzer IV IS tank. Whether you want to give it the rapid fire mode is up to you but I think it is not necessary. Whether you want to change the current stug to this version and then require an upgrade to the longer barrelled version or have it opposite and require an upgrade for the short barrelled version is again up to you and what weapon you value more.

    Secondly once Shermans are upgraded to 76mm there should be an upgrade option for each individual tank. The 75mm is handy for anti infantry work and it would be good to be able to keep a mixed unit of AI/AT Shermans if a player chooses. Not all Shermans should be automatically upgraded but the upgrade should not cost anything.
    Khorne shall be called with blood ; Aksho Kharneth Akhash. Slaanesh shall be called with anguish; Aksho Slaaneth K'khaa. Tzeentch shall be called with fire; Aksho Tzeeneth Phaos. Nurgle shall be called with death; Aksho Nurgleth Dh'Akh.
    The gate is unlocked. Daemons of Chaos I call thee forth; Ksy'lakash Dhaos Akhamshy'y Khaos Aksho'mi!

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  14. #364
    Member ViiKumi's Avatar
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    I'd like to see the anti-air weapons shoot down planes (88, flakvierling, ostwind, bofors). ATM 88 or flakvierling can't even shoot down a glider landing next to them. Don't even get me started on bombing / strafing runs...
    you guys suck, each and every one of you.

  15. #365
    Member IndigoSpyder's Avatar
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    Operating Room
    Buildable airfields with controllable aircrafts

  16. #366

    New Game mode suggestion for CoH

    Hello I love this game it's the best game I have bought in years. I want to extend it's longevity. Here is my suggestion for doing so.

    I want to have a new game mode where players can join a server that has a map of the entire theater of war. A player picks a side Axis or allies and the map is divided in to a bunch of sectors. Players go to a sector on the front line all matches would be 2v2 or 3v3 so if 3 players join a sector form axis a match would not start until 3 from the allied team join. The winner would win the sector and push the front forward until the war was won. The match will start up using the maps we have now. I would like to have a lot of sectors so the map would run a week or so you would also have to have player caps so one side wouldn't get unbalanced. I think this would be a lot of fun.

  17. #367
    Hoyan
    Guest

    More suggestions.

    1. It's maybe been asked for before, but please a pause for Lan games so we can pause and nip to the loo during long games.

    2. Also a restart for Lan games so you don't have all that farting about setting up your game again with the same settings.

    3. More 6 - 8 player maps please there's such a shortage.

    4. I would like units to run out of fuel and ammo and need to be supplied. You could have a supply vehicle patrolling from the supply yard to your units, would make more realistic.

  18. #368
    Thalandor
    Guest
    Get the attach-unit system some more like dow..

    Design units like like Medics / other specialists which can be actually put into a squad..

    Buff the German Officer so he gives some boni to troops and make him and the brit officers atachable INTO a squad instead of having them run behind

  19. #369
    There should be an option of a spectator mode on custom game. I've got some friends who have just started the game and I'm trying to teach them, but its hard.

    In 1v1s vs them I can't really see all they are doing so its hard to point out mistakes unless they happen in combat where I can see them.

    in 2v2s vs bad opponents its easy to do suggestions but with opposition that can't micro they won't need to be suggested things and can pick up bad habits (like thinking stikies are an adequete counter to pumas. And vs good opponents I'm too busy dealing with my crap to babysit their movements the whole time.

    So in 1v1s on anglo for example space for a "spectator" slot who can watch the match like a replay.
    I'm British, I was looking forward to OF for the British faction. But.......... they are a friggin travesty and they need to be wiped from the pages of history.

  20. #370
    dedalus
    Guest
    Would there be any way to make the maps much larger? like large enough to have like 12-15 tanks per-side on large fields in a sort of kursk tank-squad engagement? i talk about how sweet that would be with my friends all the time.

    i probably won't be the first guy to suggest it, but come on! eastern front! do that for the next expansion PLEASE. there is such a diversity among soviet units (partisans, guards divisions, paratroops (if they're lucky to be used)) not to mention the ridiculous latewar soviet tanks like JS-2, and the t-34/85 (make it upgradeable from the 34/76) not trying to be a backseat driver to the awesome devs at relic, but i think that the eastern front (which was the biggest, bloodiest bit of wwii) could be done a lot of justice by these guys and their fantabulous game engine.

    i was a warhammer 40k fan which drew me to dawn of war when it was released and realized that close-combat was implemented in that game while it was sadly omitted from company of heroes--- i was wondering if that would ever be able to be changed since that could add a whole new dynamic to the ferocity of infantry battles-especially when veterancy becomes part of it all.

    oh, and make it easier for PE to spring for the love of god.

  21. #371
    iordLachlan
    Guest
    please please please please please!!!

    remove the yellow box for the strafing run and bombing run, and bring back the blue x's. Nothing says "hard to use" like the yellow box

  22. #372
    Member FLXleGaulois's Avatar
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    I'm just a voice in your head.
    I've read that in a tread so I copy the suggestion here:
    Creating a healing halftrack or add a healing ability to an existant HT that isn't very useed fr now (vampire maybe?)

    For the moment turning a bulding into a healing station turn it into a priority target for all arty the allies can get. Maybe replace it with a mobile HT that should be established to heal.

  23. #373
    Virus Wince
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    Anhilate AT games! would be so much more funnier to have team games with anhilate settings and leaderboard.

  24. #374
    Member FLXleGaulois's Avatar
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    I'm just a voice in your head.
    Change the ressource sharing system so that a player can only get the ressources he is connected to. For the moment, in team game HQ's share their ressources as if there were connected even if they aren't. Delete this invisible link to make the cut-of system available in team game.

    This change will mainly affect british player and force them to be linked to their teammates and not to turtle whereever they want and be surrounded without any problem.

    The best exemple is on Montargis 4v4 map: A british player with his 3 trucks on the 3 ammo points on the right side can be cut of if the axis take the 3 strategic points that surround the place. In the actual CoH, this player will continue to have a fuel income from his partners and will share a lot of ammo to them. My suggestion is that in such case, the brit player will have a great ammo income but only +5 fuel from his HQ and the others allies player won't get the ammo from this player.

  25. #375
    xka
    Guest
    My suggest (sorry if repeated).

    - Posibility of running with low graphic load but with bigger map where recon units could have more chances and where making any move could be important, due to distance.

    - AT units should be slower, but should have the posibility of move with a truck

  26. #376
    Sidetrax
    Guest
    If you guys didn't already know, Britain is actually comprised of more than just England and Scotland. Some Irish and Welsh accents would be nice.

  27. #377
    Member bottenbreker's Avatar
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    Sep 2007
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    Belguim
    co-op campaigns so you can play a campaign together with your friend(s).
    Gamers don't die, they go to the next level

  28. #378
    Played over 1000 games on multiplayer. My suggestions for what they are worth:

    1. More maps - Include a map pack patch - we should get at least another 5 maps for each 4 v 4 and 3 v 3.

    2. Each Doctrine should get one more ability so each doctrine gets 7 abilities. The last ability should be only achievable once all other abilities have been selected. The final ability should be a one and free such as the KT is now. The KT should be one of these seventh abilities. Other seventh abilities for example, for the entire Weh., could be Elefant for Defence doct - (these were still operational in Italy in 44/45), a V2 Rocket for Blitz (the rocket makes no sound - can destroy any building other than a main - 3/4 damage agaist main - same damage raduis as V1) and KT for Terror. For PE make the JadgePanther the seventh ability for its doctrine. Replace it in its current position by a JadgPzerIV. Put the hummel back as seventh ability for its doctrine. Make the Hummel far more resiliant to counter battery fire. Replace it in its current positon with the Brumbar.

    3. We need Russians. They are the natural next expansion.

    4. Keep the game arcade style as it is now and get the basics of the game intact. This game is never going to be realistic like Close Combat 3 and so it is better keeping to a proven formula.

    5. No more expansions for the Germans - PE feels rushed and unbalanced still - fix this faction up before progressing.

    6. Give USA engies the ability from the start to spend 50 ammo to get a bazooka. One bazooka for the squad. This would go miles to prevent PE spam of light vehicles at start.

    7. Do not go silly with any new expansions - Don't try and add for example Axis factions from other nations - the Italians were defeated by '43, the Hungarians, Rumanians and Finns all generally used very inferior weapons to the Germans and in real terms relied upon German largesse. After the Russians, I would look at adding new doctrines for USA and Brits. Brits are very easy since you permitted regiments. As others have mentioned you could add for example Scottish Highlanders or Welsh Guards, etc, etc.

    8.Make the Weh. Defence Doctrine relevant. At present no one uses it anymore because one may as well use the PE Luff. option. Make it releavnt by permitting it to have the ability to dig trenches and its engies being able to dig in 120 mortors (AKA british mortors - make the 120 mm cost more, have about the same range as super'd brit. mortors and about an extra 1.5 damage more than standard motor). Have the Weh. 88's dug in and approx same survivability as they do now. Make the PE 88's as they are now, in the open BUT totally vulunerable to any incoming fire, in particular, ARTY - basically, PE 88's should be very easy to knock out, in particular, by killing their crews.

    9. Have USA half tracks being permitted to have an alternative upgrade = anti tank gun - such half tracks used a six pounder during the war - the option for the gun would have a nice option for usa - basically the same damage as a standard USA AT gun does now - cost would be same as upgrading to AAA - 100 AMMO.

    10. Make Marders a little cheaper but a lot more weaker. They should cost say 280 and say 45 fuel. They should lose the siting ability. The strengh of Marders in the game is the one thing gets on my nerve from a historical prospective because the tank even when implemented was only a makeshift unit - by '44 it was a very weak vehicle.

    11. Buff straffing - it you catch the enemy inf. in the open with this then you should basically wipe them out.

    12. Finally, fix the code for the online games - this game is great but you let yourself down bigtime in this regard.
    Last edited by 501waff; 24th Feb 08 at 5:12 PM.

  29. #379
    RHPA
    Guest
    Throwing some ideas out for USSR...

    Some basic units:

    Officer
    Strelkovy squad
    Engineer squad
    Sniper
    Petard AT rifle team
    82mm mortar squad
    Maksim MG squad
    76mm AT gun

    BA-64 armored car
    T-60 recon tank
    GAZ (Ford) truck - transport that can be converted to GAZ-AA with 37mm (or quad Maksim?)

    T-34
    OT-34
    SU-76M - is both an assault gun and artillery support (though not as effective as 105s, etc)

    Doctrines (not meant to be complete lists):

    Tankovy:
    Allows the player to call in Guards tanks, amongst other things.

    T-34/85
    SU-85
    Guards ability - allows you to produce Guards-quality versions of all your armored fighting vehicles, for an additional manpower cost (also affects T-34/85 and SU-85)
    Katyusha
    Tankodesantniki
    Il-2 Shturmovik
    SMG squad - all have PPSh

    Strelkovy:
    Allows the player to call in Guards infantry formations, amongst other things.

    Guards Combat Team - you receive 2 Guards Strelkovy squads, a Guards DShK MG, and a Guards 120mm mortar team
    equipped with these
    122mm FH fire support
    IS-2 heavy infantry tank

    Shock:
    A number of forces are used to raid behind your enemy's lines; each has its own specialty. And while your foe attempts to recover, it will be his horror to find a human wave attack of at his front door.

    Partisan band
    Cossacks
    Paratrooper units
    Conscript squad - very cheap, very quick to build, but very poor combat capabilities (e.g. can use only one support weapon)
    Komissar - executing a friendly soldier eliminates suppression to nearby units
    Standard bearer - this brave comrade inspires all nearby infantry-type units

  30. #380
    Member ViiKumi's Avatar
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    Finland
    I'd like to quote what I said in another thread that was concerning stats wipe. This is what would really be perfection for the game...

    There are 5 steps to be done, and then we're in perfection

    1: Correct the balance

    2: Fix the bugs

    3 Stats system changes
    a: Any games that have an AI player in the start doesn't count towards stats
    b: automatch doesn't use the rank gained from basic matches to find you an opponent
    c: automatch doesn't use the rank of your other factions to find you an opponent

    4: Give one final patch, which includes all of these

    5: Make a stats wipe
    I give more emphasis on the word balance, since it's the most important of those... part 3 is also pretty important, since the factions differ a lot from each other, and comp stomps and basic matches shouldn't affect to what you're going to play against.

    This is my suggestion, and I hope that things would be done like that...

  31. #381
    I suggest a consolidated retail patch system rather then or operating simultaniously with relics painful incrimental stuff . Eg. CoH 1.0-1.71 as a single patch 1.71-2.0 (if that was indeed the OF launch version, if not modify as needed), 2.0-2.3 (if and when 2.3 arrives).

    Having single large patches would go a long way to speeding up the tedious patch process on a fresh or reinstall and would be greatly appreciated.

  32. #382
    fullerms
    Guest

    Take over partners troops in case they drop?

    I am not sure if this has been suggested before, but can we have an option of taking control of a partner's forces instead of the AI?

    I have played games where the partner drops due to a bad connection or just chickens out. This guarantees a loss even when the game is going in our favour.

    Could the remaining players in a side be presented with the option of taking over control of dropped a partner's troops or letting AI handle it?

  33. #383
    Cody03man
    Guest
    Make damaged vehicle crews bail out and retreat to base. it's BS losing an Elite Tiger to At spam...save the crew...

  34. #384
    Zerca
    Guest
    Hi, from Germany
    My English isn´t really good. When some one didn´t understand a word im sorry!

    New Factions
    Company of Heroes was a Game which plays in France. I think the new Allies Faction can be the French rebels with Gurellia tactics

    -The French Rebels are very flexible. They wait for the right moment and shoot their Enemies in the back. Its a poor army. But the British and American can support them. And they know how to be powerful. They cant do big atacks . little , powerful atacks in the Enemy defence line can be stronger than a army of Tanks. Only with the American support they can build tanks.
    Lots of units are invisible.
    -They overtake normal Buildings(like foward bases) for a Commando base, the barracks and the Supporting Building or Underground building
    (they cant build any buildings without the British support)
    Commando base increase resources for this Sector
    Every Unit who comes to the Baracks (friendly units to) will be "overfulled" 2 French rebels come to the Company, but they can use only their own wepons
    Without the Supporting building, you can´t do any Special atacks and building special units.
    -French units can repair normal Buildings.
    -French units can build Outguards
    -French units can be hidden in Buildings

    They have following tactics :
    Britishdefence Support
    tactics
    -British Engineers who can build flakcanons,fixed strong Antitankcanon,ect.
    -Sas troops
    -Stronger Buildings
    -stronger defending Wepons

    Underground
    tactics
    -Sniper Defendingpoint
    -can switch from a building to another near building, enemy tropps in the building are killed(they run through the cellars)
    -Spy who kills wepon crews. Officer can see them
    -Crew who take over enemy Tanks. Infantry can see them.
    -Every building and Infantry (not Weponcrews) are invisably, afer atack they have to wait 30 Secounds before they can disappear.

    American atack Support
    So tactics
    -Every Infantry Company (not special units) get instant a Thomsen Smg
    -Afer Leaving your Own sectors you get a Damage Bonus of the Leaving Company
    -Can Build American Tanks, they are Faster but do Lesser Damage
    -can get American Wepons

    For the Axis:

    The German Marine(deutsche Marine)
    I wouldn´t change the combat system (little fights with Infantry against Seafight) The Marine is a Army of Men like bears who have no Fear. their buildings are not very intressting(only the normal buildings). They can build oil,menpower and munition depots in their own base (if you take Soldiers in it, it will increase the resources)
    With Canons from their ships they can build strong Atillerie. Their own Men are very strong and can easy hold Mg42. The scouts are Kübelwagen without any guns. A company can join the Vehicle for gunfire.

    Heimat Unterstützungs Kommando(Home Support commando)

    -Sector halve
    The halve the selectet Sector and double his efect
    -Resource converting factory
    -Marine Officers control the depots and wepon factories
    They have a defence Bonus too.
    -your trading Truck is faster (see below)
    -depot resources increased

    U-boot flotten Kommando (submarine commando)

    -Men like bears:Every Unit get 10% more Health and 10% damage
    -TaucherCommando: This unit can swim and dip under the sea.
    They have a Harpoon and can take bombs under the Bridge for a suddely Explosion. On the land they aren´t Very strong.
    -swimable Panther and Kübelwagen
    -motorboots with a Mg42 for Infantry(can control like a unit)
    -submarine atack : the enemy can´t for 1minute and 30 secounds do a special talent

    Schiffsflotten Kommando (Ship fleet Commando)

    -stationarily shipcanons (antitank , Shipflak, Atellarie:cost ammo to shot with it)
    -SchiffsCommando:can build bridges and repair faster
    -wepon squats are cheaper and can faster build their position
    -an Officer can give the canons a target. Increase crew Damage
    -Air defending Atack (A plane starts every 30 secounds for killing the enemies in your own territory)







    Other things:

    No trading in Company of Heroes ! Only Modifications do something like that... but i dont want to play a Mod!

    My Idea:
    In a Truck you take your Resources in (oil,men and munitions)
    The Truck have to drive from your HQ to the friendly HQ. When a Company kills your Track, they can get the Resources.

    A talent-tree for medals and ranks
    You can switch your special talents or make them stronger outgame. But you can only have 10 Talents per Game and the weakest have to be skilled first. There are Levels of the talents (1-5) and you have to start ingame with the Level 1 talents
    (Like the Shipcards in Age of Empires III)

    Example:
    The Airbourne atack flight only have 1 Plane. If you skill the atack flight Airbourne sent 2 and if you skill it out, you get 3 Planes. Maybe after that, you can skill a new talent, which sents lots of planes for atacking the coming enemy Planes.

    Example 2:
    You kill lots of enemies with your Sniper. There is no Possibility to skill this unit. If you get a Sharp-shooter Medal, the sniper can get the skill "sniper-killer" and every Sniper who wants to kill yours , will killed before he do

    Burning Sky(optional):
    In the air , there are lots of planes which fights each other. You can chose "axis planes" and there are more Axis planes. some times one atacks a allies unit. The Option "allies planes" atacks do the same with the axis

    You can chose "balanced" Sometimes a burning Wreck comes from the sky.

    If you do a unbalanced Match and you are the disadvantaged, you get some medals. This Mode is useful for Botmatches
    example: 2 player fights 4 enemies.
    Last edited by Zerca; 28th Feb 08 at 12:47 PM.

  35. #385
    SpecDude244
    Guest
    make larger maps (12 people: 6v6)
    make the worldbuilder easier and more straighforward to use (put something on the news page or something to tell you how to use it or put an icon in the game to open worldbuilder automatically)
    killing the crew of open-top buildings and vehicles (halftracks, bren gun carriers, panzer jager, fixed artillery emplacements, and mortar tubes)
    allow people to join a clan and have seperate chat
    have clan matches (one clan against another)
    instead of having a button to retreat to HQ have a unit retreat to forward base or something like that
    Last edited by SpecDude244; 27th Feb 08 at 1:57 PM. Reason: misspelling

  36. #386
    JPC118
    Guest
    Improve animations and rules on "out of control" vehicles. I.e have some turn sharply and flip over. On bridges have them fall off into the river (instead of just hitting the guardrail and exploding). Have heavier vehicles such as tanks be able to drive through buildings and lodge in them, causing the building to become damaged, and killing the occupants. Have out of control vehicles run over friendly infantry, or damage friendly vehicles on collision. Just something to increase the danger of derranged tanks !

  37. #387
    Sepp
    Guest
    I'd like to see an Africa Campaign.

  38. #388
    JPC118
    Guest
    Expand on the British regiment doctrines idea for further expansions. For example :

    Durham Light Infantry - Fast moving skirmishers, with the ability to move at speed inside enemy territory. Lightly armed, and only effective against other infantry. Unable to carry heavy weapons and support weapons. (Allow the British to expand into enemy territory quickly, without being overbalanced.)

    Special Boat Service- Marine-bourne troops with the ability to deploy rubber boats to transport themselves across rivers. Have the ability to plant bombs under bridges, where they cannot be detected. Can stealth indefinately for covert reconnaissance in advance of an assault. More effective as a recon unit than a combat unit.

    11th Hussars - Regiment with access to armoured cars, such the "Daimler (Dingo) Scout Car" (upgradable with a Bren gun or a Boyes anti tank rifle.), and the
    "Humber armoured car" (upgradeable with a 15mm Besa machine gun or a 37mm anti tank gun) This doctrine fills the British army's lack of light anti-infantry vehicles. Armoured cars could also allow a squad to sit on them for transport, at the penalty of reducing movement speed and firing arc.


    Royal Army Ordnance Corps - Logistics regiment responsible for movement of weaponary and munitions. For a manpower cost, Bedford lorries can be called into to drop weapons crates, fuel and munitions etc at your HQ. The corps is aided by the REME, who can build pontoon bridges for men and vehicles to cross. Logistic lorries can be destroyed en-route by the enemy and sacked. This regiment would highlight the dangers of overstretching a physical logistics chain, and would allow enemies to exploit it, if they plan carefully.

    The Canadians have also created the basis for Commonwealth race-based doctrines. One example would be:

    Gurkha Rifles - Very aggressive Nepalese troops with the ability to fight hand to hand with Kukhris for quick kills Unable to be pinned, but unable to retreat. (Their Motto : "It is better to die than live a coward")

    Australian, Indian and New Zealand troops also made up a large bulk of the Pacific campaign, as well as North Africa.
    Last edited by JPC118; 3rd Mar 08 at 4:34 PM.

  39. #389
    Zerca
    Guest
    Update the old doctrines and Companys. They are just a little joke against a the OF Doctrines

    [quote]
    Special Boat Service- Marine-bourne troops with the ability to deploy rubber boats to transport themselves across rivers. Have the ability to plant bombs under bridges, where they cannot be detected. Can stealth indefinately for covert reconnaissance in advance of an assault.


    Like my idea for the german marine , a brand new faction hm?

  40. #390
    Camphlobactor
    Guest
    I watch replays all the time, and sometimes it can get confusing telling which replays I've seen already and which replays I haven't. Please fix the orginization so sorting by date actually works. Also, please provide some kind of marker to show that you've already seen a replay. Thank you and keep up the good work.

  41. #391
    Zerca
    Guest
    I think some really great suggestions are in this thread... but this thread have 27 Pages... Maybe we should write bigger Post and colect smaller Posts for one big

  42. #392
    Member Cossack's Avatar
    Join Date
    Sep 2007
    Location
    The Commonwealth of Independent States, Ukraїne
    I should like to have "frontsystem" in next addon (to choose West/East front for map).
    American vs Wehrmacht vs Red Army
    British vs PanzerElite vs Red Guards
    The Red Army must mix ideas of Wehrmacht and British
    The Red Guard must mix ideas of PanzerElite and American

    The Guards are elite units and formations in the forces of the former Soviet Union. These units were awarded guards status after distinguishing themselves in service, and are considered to have elite status. The guards designation originated during the Great Patriotic War of 1941–45.

    Then you will be able to make one more expansion with:
    French vs Italian/SS vs Polish
    Last edited by Cossack; 3rd Mar 08 at 9:18 PM.

  43. #393
    santakrew
    Guest
    Please put a filter into game that filters between standard and High resources. Thanks.
    <snip>


    edit: No seriously. Not a discussion thread. - Ap0k
    Last edited by Ap0k; 2nd Mar 08 at 4:26 PM.

  44. #394
    add the US Marines as an american doctrine or like the PE as a 2nd army for the allies

  45. #395
    redcoated
    Guest
    A couple of ideas:

    A Red Army Faction with a high pop cap. with conscripts [ basic infantry, can feild in large numbers , but is inneffective in combat . can be upgraded to red army infantry after gaining veterancy]Red army infantry [ usually produced by gianing vet on conscripts , but can be produced via a command option . are more effective than conscripts and able to be upgraded with squad weapons and grenades ] NKVD troops [ the elite russian infantry , much like rangers but can be attached to a squad [s] like a officer to improve their combat effectiveness] Politcal Officer [ Russian officer.gives a large combat boost to red army infantry and conscripts but NOT to NKVD . However if a squad retreats , he will execute one member of the squad.] T-34 [ Russian
    main tank . At first , it not quite effective as it could be , but by gaining vet it can have access to upgrades that can make it very effective in gameplay]
    of course , more units can be added . But thats all my ideas.
    A Secert Weapons expansion
    Could inculde units such as
    Americians : T-28 Super heavy tank, Naplam drops [ like PE Incendary rounds , but a lot worse..........]
    Brits : Tortoise heavy assault tank , Grand Slam drops, Comet tanks replace Fireflys
    Russians : Obyekt 279 , dog mines
    Wehr + PE: Panzer VIII Maus , Me262 bombing run [ Extremely hard to shot down due to its speed ] guided bombs
    http://en.wikipedia.org/wiki/Panzer_VIII_Maus
    http://en.wikipedia.org/wiki/Tortois...y_assault_tank
    http://en.wikipedia.org/wiki/T-28_Super_Heavy_Tank
    http://en.wikipedia.org/wiki/Obyekt_279
    http://en.wikipedia.org/wiki/Me_262
    http://en.wikipedia.org/wiki/Henschel_Hs_293
    http://en.wikipedia.org/wiki/Fritz_X
    http://en.wikipedia.org/wiki/Grand_Slam_bomb
    http://en.wikipedia.org/wiki/Comet_tank

    Apart from that , improved vechile AI and the ability for all troops to build foxholes [ provides cover for occupants, however it is not as strong as brit slit trenches]

  46. #396
    TheMontebank
    Guest
    Here's my two cents, and I'm sure in the last 27 pages it's been said, but I didn't read all of them.

    Don't add another expansion. I'm sure I don't have to tell the developers that you've already had enough trouble balancing Vanilla CoH, suffice to say that OF still isn't balanced. How the hell are you going to manage to balance two more factions? You're not! I highly doubt anyone can. So please, with all due respect. Stop while your behind. I love this game, and I don't like what you're doing to it.

  47. #397
    Ouromov
    Guest
    Diffrent camo paintings for the vehicles of an army, where you can choose from ( for example: Wehrmacht: grey tanks, camo tanks etc.).
    And an ability to disable teamcolors (cant see blue anymore...).

  48. #398
    JPC118
    Guest
    More skirmish gametypes. In future campaigns add some new twists, challenges to missions that you don't expect. For example, the Hexenkessel mission was challenging and interesting because the Polish Commando boat landings added something in the game that didn't exist before. (I.e. People had to think about how to repel them because boats hadn't been seen before.)

  49. #399
    AutoVonBadass
    Guest
    Tank bunkers ie trenches for tanks with sandbags

    oh also a free for all option would be cool so that wehr can fight wehr am vs brits etc... it's unrealistic but it would add some new dimensions to multiplayer.

  50. #400
    jeffb
    Guest
    Australia v Japan campaign.

    -Infantry heavy jungle warfare, light tanks only in very small numbers.
    -Control point mechanic similar to Frontlines to spread out the infantry blob between 2 or 3 control points which need to be capped at the same time to progress further.
    -Both sides have interesting options for doctrines and units. Fuzzy Wuzzy stretcher bearers must be included.
    -Campaign laided out in the offical histories on the Australian War Memorial website, Volume V – South–West Pacific Area – First Year: Kokoda to Wau
    -Setting and story very different from the standard WW2 games on the market today.
    -Would be interesting to try and bundle in some history for those not familiar with this conflict.
    -May even be funding opportunities available from the AWM.

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