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Operation Sealion: CoH Suggestion Box Mk. II

  1. #451
    draje175
    Guest
    kt back to tiger ace, but dont make regular tiger to useless. and, i dont want 2 tiger or 2 pershing call ins. i dont know how you would do this, but, hey. its what i would like done.

  2. #452
    Japanese & Russians are desperately needed for CoH!

    American Pacific Marines also deserve an appearance.

  3. #453
    SonOdin
    Guest
    some suggestions:

    Add more planes to the game. There is no need for the british army to have off map artillery. Replace it with a bomber.
    Add planes to the wehrmacht and maybe to future fractions.

    If there are more planes in the game the anti aircraft weapons becomes more usefull.
    And after a plane gets shot, the ability to call it again shoult reload twice the time.

    Then there should be a doctrine ability to call in an interceptor plane to hunt down other planes, before they can drop there loads, for example the british army can call a spitfire to hunt down the henschel.

    mapbased doctrine:
    Add a doctrine that depends on the map its environment. For example if there is a river
    u can call an engeneers troop which can build a rubber boad to cross the river.
    Or u can call a bridge layer tank.
    On maps with a seaside (like pointe du hoc) u can call a destroyer ship and fire on ur enemy.
    On maps with rails u can call a train which bring some new troops, tanks or even a dora gun.
    etc

    new fractions:
    pacific theatre - japanese vs us marines
    eastern front - russians vs german eastern front division
    north africa front - new british army vs german desert division (maybe with italian support)

  4. #454
    WalkingStuka5
    Guest
    New factions would be Japan, Russian, American Marine corp, Afrika Korps, and maybe Italians.

    More 3vs3 and 4vs4 maps on multiplayer. Preferably with bridges.

    Yeah they should be able to buy resources with comand points.

    Tank and Vehicle explosions should either kill/injure or at least stun the infantry.

    Carpet bombing would be a good match for the v1.

    If you are playing a map that has rivers running through it that are too deep for infantry to cross then they should implement a row boat that costs a little manpower or munitions that can get a squad across.
    Last edited by WalkingStuka5; 10th Apr 08 at 12:04 PM.

  5. #455
    MazXFalcon
    Guest
    Pre-battle Setup
    I will add my request to others' for the ability to be able to individually select and setup my initial base defense network as I see fit. Many times the game chooses a less than optimal to horrid position.
    Also, more room to setup in at start- some maps are just too small in this regard.

    Pontoon bridges and/or rafts
    I would like to see Engineers have the ability to build a pontoon bridge over reasonably narrow water as an alternative. Also, provide an ability for select units to deploy rubber rafts to cross water at the cost of severe vunerability while deployed.

    New armies to play:
    In order of choice-
    Soviets
    Japanese
    Italians
    Finnish expansion for German OOB

    New Terrain and Weather conditions
    SNOW!
    and maybe mud for the Soviets to feel at home...
    Last edited by MazXFalcon; 12th Apr 08 at 5:48 AM. Reason: terrain and weather additions

  6. #456
    Member
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    Cambridgeshire, UK
    optional stat wiping:

    I know this will cause controversy, but maybe having the option to wipe your own stats, say only once ...ever... and having a little symbol or something to denote that you have wiped your stats. I feel this would help people who have taken time away from the game, such as myself to start afresh,
    At 21:40 the second Battle of El Alamein began when more than 1,000 guns along the whole front opened fire simultaneously on the German Artillery twenty minutes later they switched aim to the German forward posistions. As a huge curtain of dust and smoke rose over the Germans, British Infantry moved in with fixed bayonets to the skirl of the pipers.

  7. #457
    theannoyingnoob
    Guest
    Didn't read the whole thread, so I don't know if this has been mentioned yet or not.

    I'd like the option to choose the AI's company/doctrine in Skirmish games. It'd be nice to have a balanced army instead of watching the American AI all take Armor or Airborne companies.

  8. #458
    patobrien
    Guest
    What i think would be cool is if you added into the Royal Scotts Engineers, a baily carrier to build baily bridges. I also agree with adding in the ability to deploy ore boats/rafts

  9. #459
    SonOdin
    Guest
    Lower the health of the jagdpanther, remove it from the tank destroyer tactics and it should be to call in at the hq instead of the two normal panthers.

    The tank destroyer tactic should get another (real) heavy tank like the elephant, or the jagdtiger.

  10. #460
    EclipceR
    Guest
    Give Flak 88's an ability to become arty pieces.

  11. #461
    graeme355
    Guest
    For me the best change that could be made would be a more intelligent fog of war system.

    By that I mean that if a unit has direct line of site on a unit, you can see it on the tactical map as an unknown vehicle or inf unit.

    You get to see the target on the main map and its true type once it is in visual range and there is a clear line of sight from the unit in range.

    This would allow weapons to fire to their full potential and that they can’t fire beyond what they can see.

    All inf units should be able to cammo in cover as long as the cover is reasonable. But maybe increase slightly the range they can bee seen at.
    No unit should be camouflaged while it is moving.

    German Infiltration units: they don’t appear on the tactical map and are in the uniforms of the opposing side. Its only if you try to select them that you can really tell they are not yours. At that point if they can be targeted till the disappear from LOS.

    The ARK Churchill for small river obstacle crossings


    Things like the airborne tree should be just that, no ability to build any thing all your base structures and units are gliders, drops or armour call ins later in the game.

    Tanks need re worked as mentioned above Germans stronger and more expensive allies weaker and cheaper.
    To compensate you could have a Forward Air Controller system, a jeep based unit that can call in tank buster air strikes within a limited range.

  12. #462

    My idea

    Hello guys.
    I've been reading this forum for some time now and had yet to register until now....

    Something really bugged me that i needed to speak to you all about it.
    The best tank on offer to British players is the Firefly, a British variation of the American Sherman tank, fitted with the powerful British 17 pounder (17-pdr) anti-tank gun as its main weapon. I mean i have no problem with the unit, it's a great tank, but i was just wondering if that was the best option for the British heavy tank unit?
    My suggestion is using the Cruiser Mk VIII Challenger instead. I believe it would be better choice for the heavy battle tank as it was completely British and a great example of Commonwealth engineering.


    I'm sure i will be dismissed as there were only 200 units built but i would regard it along the same lines as the M26 Pershing (Allied commanders didn't feel the need for it as they left the Tank killing to the M10 Wolverine) and the Jagdpanther (392 in total).

    Thanks for reading

  13. #463
    Member elite's Avatar
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    Jagdtiger should be saved for further expansions
    Asus P5K, Intel Core 2 Quad Q6600@3GHz
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  14. #464
    Cactusman
    Guest
    A spline movement feature, so if I want a unit to move along a path I can drag out a spline by right clicking and dragging. Dragging out behind/in front of a tank would have them traverse the spline in that direction helping with the sometimes unpredictable tank pathing (ie: when you want them to reverse and they do a complete circle), would also help keep infantry in cover or tanks off roads/out of hedges (without shift clicking 50 times). I think this would add a lot of control to movement and hopefully wouldn't be too difficult to implement.

  15. #465
    RayLancer
    Guest
    Probably mentioned a million times but, I'd like to see formations and stances (kind of like in Dawn of War).

    I'd love to see Russians and Italians added as factions, some new units for reach of the current factions, new "areas" like winter, desert, etc.

    Multiplayer-wise, built in VoIP would be nice (though not necessary), or a server option for a drop-in drop-out kind of like in World in Conflict (most likely won't happen due to how CoH is played online).

    Maybe for Relic Online the forum could be incorporated (being able to check and post on the forum from within the game).

  16. #466
    Valore
    Guest
    For the British Engineers Support tree, it'd be great to give the engineers the ability to disassemble their own fortifications. It would make sense that as the British pushed their emplacement line forward, they wouldn't just push delete and scupper their buildings, they'd disassemble and reassemble their equipment as they moved it forward.

    The ability would work in a way similar to the Wehrmacht Pioneers' salvage ability, except that the engineers would use it on currently built fortifications they own, and they would recover manpower, munitions and fuel slowly as they disassembled the building. Even a nominal amount would be better than the total loss caused by scuppering currently.

    Edit: Also, if possible, it'd be great if dropping partners resulted in their units coming under your control, rather than a completely incompetent AI.
    Last edited by Valore; 18th Apr 08 at 9:27 AM.

  17. #467
    Kurzstrecke
    Guest
    Advanced Chat Features
    I'd like to see a more user friendly chat system while in the online lobby. I want to be able to create and save my own passworded chat channels, ideally with VoiP support. Also, simplified, standard chat commands would be nice, e.g. "/r" to reply to a whisper, "/w (player name)" etc.

    Dynamic Maps
    This is a feature I've often dreamed of for Rts's... dynamic maps where the host can select the number of players, VP's, Resouce Points, a choice of town, woods, coast,etc. and upon start the players are given a unique map from the predetermined variables. This would especially be good as a requirement for ranked play as it would put commanders to the test for their ability to strategize on the fly without map knowledge and repetition coming into play.

  18. #468
    PMD
    Guest
    Fix the terrible accuracy issues with the recoiless rifles (airborne) against the puma.

    When a puma isn't moving and your airborne is 10 ft away 4 out of 5 shots shouldn't "ghost" right through the puma's hull..
    Last edited by PMD; 24th Apr 08 at 12:51 PM.

  19. #469
    SonOdin
    Guest
    I think the sorched earth tactic is kinda useless atm because every infantry unit can repair the disablet points.

    Let only the engineers, sappers, pioneers and the panzer grenerdiers be able to repair them. It looks stupid if a mg troop repairs a disablet point and cause of missing animations the guy with the mg build up and down his mg the whole time. :-/

    And maybe let the scorched earth tactit disable enemy strategic point imediatly, not only if its under axis or no ones control.

  20. #470
    I propose a new campaign if you ever decide to produce one for the British/Wehrmach. It would be pretty awesome.

    I would like to see the Norwegian campaign to be created in the Relic universe.
    It contains so many options for the magical game makers.
    There were airborne landings, beach invasions and guerilla skirmishes to keep Norway and its resources in allied hands. Throughout the invasion, the British/Norwegians/French forces tried to prevent the German combined military from capturing the ports and cites of the country, with battles occurring in the air, sea and land. It was also the first confrontation between the allies and the "Germans" eventually resulting in the allies retreat on the 8th of June to concentrate on the German invasion of France and the Low Countries.


    If relic doesn't take this idea up then maybe some good map makers/modders are very welcome to steal this idea.

  21. #471
    A run over attack move would be nice for all tanks that can run over infantry

    I am thinking along the lines of clicking on the run over button on the tank and then clicking on the enemy squad you want to run over. The tank would then move towards the enemy sqaud trying to run them over.

    Adding this feature would not only make it less micro intensive run units over for humans but in theory could also improve the AI as well.

  22. #472
    Member ebevan91's Avatar
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    Mar 2008
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    Good Ol' USA!
    yeah how about giving the Americans the ability to create an Anti Tank squad from the WSC?

  23. #473
    Airbertach
    Guest

    Are we wasting our time?

    I have a bunch of ideas too. But first, I’ve read all 32 pages of this thread. There are some really great ideas here. But this thread dates all the way back to July 2007. Surely some of these ideas have already been included in patches from Relic, right? If not, I wonder if Relic CoH development is reading this thread. Or are we just wasting our time? I don’t know the best way to do this, maybe with wiki, but I suggest we make a numbered list of all the ideas (no repeats) and indicate which patch, and/or player mod(s) they have been implemented in. And if Relic has reviewed the idea and accepted it for a future patch, the patch number and approximate release date. TBD is acceptable. At least we know Relic developers like the idea. Perhaps even more importantly, if Relic has reviewed and rejected an idea, that should be indicated too, so one of our talented mod’ers could try working on it. We could include a poll/voting system, so contributors could indicate the ones they really like the best. Hopefully this will get Relic’s attention and also discourage contributors from repeating ideas already put forward. Highest voted items at the top, etc. Maybe if it isn’t 32 pages long Relic is more likely to read it. What do you think? There has been a lot of good thought gone into this thread and I hate to think its just pipe-dreams. As in, “what are you smoking? Relic doesn’t read this and they aren’t going to do anything with it even if they did read it.” Relic, if you’re reading this, I apologize profusely. Please, please set me straight. This is an awesome game.

    Additional Options in Multi player games, settable only by the host before game start; but viewable by all. These are very useful for training new players in human vs computer only games and-or team-clan training; or the desperate pee break in on-line play.
    -Enable-Disable in-game pausing.
    -Settable number of allowed player pauses 0-5, 0=infinite.
    -Settable time for pause countdown to automatically un-pause, 0-120seconds, 0=infinite.
    -Starting game speed.
    -Allow-disable game speed changes in-game. So you can slow it down once the action really gets underway.

    Offensive language substitution option, i.e. alternative unit sound dialog option, excluding all cursing and references to “*God*” and “*Jesus*”

    Save-replay campaign games.

    Deploy Sherman tanks in pairs; of course increased cost and cool down. But this would somewhat discourage seeing a single Sherman on the field, something that was very rare in real life.

    Add random mechanical breakdown to tanks as a way to balance-weaken heavy German tanks. Pios could of course repair them. But this would prevent the single unsupported Tiger attack.

    Show weapon range in tactical map. Long range arty, mortars, etc. sometimes takes awhile to find out if they can attack a target or ground, must click barrage, scroll to find edge of range, hit ESC, then finally right click target. Otherwise they might pack and move when you would rather they stayed in place and just didn’t take the shot. Also, allow Air attack, Arty, etc commands to be given while viewing the tactical map.

    Smart sniper camo AI. Snipers should stop moving rather than walk to within detection range of an enemy unit when you give them a move order. Maybe make it only effective while in hold fire mode or some other option/stance you can turn on and off. It might be too much to ask, but if you could have the sniper “walk around,” ie change its path to the location you’ve told it to move to, and thus avoid walking within detection range of enemy units.

    Engineers can weld tank trap forks on Sherman tanks to bust through hedge rows. It would take a couple ramming hits at speed and damage the Sherman to do this. But it would be more realistic than Crocodiles with bulldozers being the only way to open up new holes in hedge rows.

    Limit the use of flamethrowers to be more historically accurate for European theater, maybe one of each type per player. ie one infantry and one vehicle; replaceable when destroyed.

    Retreat option for vehicles. It is so painful to loose a veteran tank while trying to micro manage it out of a crowded battle. Maybe automatic 10meters backing up, turn around, and flank speed back to HQ.

    Have friendly tanks AI make a deliberate attempt to AVOID destroying your own sandbags. It is so frustrating to put up a line of sand bags and then have my tank drive right over it instead of going around.

    Give Pioneers the ability to convert a section of hedgerow to camo MG bunker that looks just like the hedgerow, ie camo until fired.

    Give a way for infantry to destroy a vehicle after immobilizing it with a sticky bomb. Like grenade down the hatch; but at the cost of red-shield exposure, time to execute ie climb the tank and ammunition for the grenade.

    I hope you like some of these ideas. And I really hope the team at Relic is reading this thread. You all are brilliant, Relic and forum posters alike.

  24. #474
    gamerdude5
    Guest
    Allow:

    american vs american

    and

    wehrmacht vs wehrmacht

    matches.
    Last edited by gamerdude5; 24th Apr 08 at 8:38 AM.

  25. #475
    I think it would be cool if next to someones rank when the game is loading it put a little "1" or "7" because really, sometimes I don't have any clue what the rank symbol means. With the Americans I just tend to count the number of bars/dots, but with the british they have these crazy symbols with crowns and what not. I don't even have any clue with the Panzer Elite.

    Also it'd be usefull if things like trenches/bunkers/emplacments showed up on the tactical map, like how Flakzerlings and Flak88's do.

    A setting for toggling on/off unit movment from the tactical menu being an attack move command would help. Sometimes I want to just quickly get my motorbike out of there before it dies, but if I click back to base and it comes across any hostiles it trys to kill them.

  26. #476
    Disable turbocharge engine ability on vehicles and tanks which suffer a damaged engine critical. As it is, PE Armored Cars and Cromwells can just drive away at basically normal speed with anything short of an engine destroyed/immobilized critical.

  27. #477
    Member Dark_Avenger's Avatar
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    Aug 2005
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    New Brunswick, Canada
    All I ask is the ability to remove all of the Ingame UI during replays for screenshots

    Optional of course

  28. #478
    Member
    Join Date
    Oct 2007
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    In your mind
    Just a little request - make US MGs prioritise vehicles over infantry when AP rounds are turned on.

    That's all.

  29. #479
    Neph
    Guest
    I would like to see the ability to attack squads to tanks (like you can attach lieutenants and captains to squads). The infantry attached to a tank can use it for cover and they can combat any anti tank stuff. Kind of like a mini combat group roaming around. Obviously the tank and infantry would have to move at the pace of the slowest unit in the group.

  30. #480
    Member
    Join Date
    Oct 2007
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    In your mind
    Here's another idea. A bit more ambitious this time.

    Almost everybody seems to hate trenches. They can be built anywhere, for free, and once they become a liability they can instantly be deleted so the troops fight normally. If Axis does manage to take one over, it's very difficult for the brits to dislodge them. So here's how I think trenches could be fundamentally changed:

    Take trenches away as a structure. Replace it with an 'entrench' ability for Tommies, similar to 'hull down' for REC tanks. This would have a reasonably long 'set-up/pack-up' time, a bit like a weapon team (but longer - say 5-6 seconds?), and would only be useable on your own territory. Also it would have an extra slot for an officer, who pops out on 'pack-up'.

    No more worrying that Germans are going to get your trench, but no more insta-delete once a counter shows up. Everybody's happy?

  31. #481
    Merc Scout
    Guest
    I think that there should be a 'what if' campaign like Operation Sealion or if Overlord attacked the Pas de Calais.

    Still, I'm fine, as long as the game still has Commandos...

  32. #482
    I think there should be a faction checker/unchecker area, like how there is with maps. You should be able to turn off a faction which you do not enjoy playing against.

    For me, that would be the british.

  33. #483
    Member ebevan91's Avatar
    Join Date
    Mar 2008
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    Good Ol' USA!
    how about giving the Americans 1 more tank... maybe to counter the Axis's uber wtfomg OP tanks. Maybe the M18 Hellcat?

    Or the T28 "Super Heavy" Tank

    Or the M36 Jackson

    Or at least allow us to have more than 1 pershing...

    Do some research... the U.S. had some pretty omgWOW!!11 tanks themselves.

  34. #484
    if usa does have 1 more tank such as M36 jackson , than the axis should have 1 more super tank too

    such as JagTiger or Maus Super Heavy Tank or perhaps the KARL super Heavy Mortar ?



  35. #485
    Killroy
    Guest
    it would be nice if vechicles cant shoot when they get out of control. and of course add the eastern front with lots of cool snow maps. and if possible add russian's and afrika korps on the same time you could just make afrika korps fight normal brits and make russians fight the 2 german faction that is already there.

  36. #486
    Kenuchfleck
    Guest
    Vehicle crews should be independent of their vehicles/tanks once destroyed (with an option to build just a vehicle for them to recrew if they survive). There should be animations of them trying to get outta the hatches and scrambling away (especially the guys in the Ostwind, as it is now, when it dies and does its disco dance of death they just sit there in the turret cool as cucumbers, they should be scrabbling overboard and such, which would also create a cool battlefield visual)!

    Vets should be tied to crews not vehicles, so if the vehicle blows maybe the crew survives to fight another day therefore keeping their experience alive. I'd love to see this in the Eastern front factions.

    New animations for tanks, maybe not all of them just blowing up in a ball of flames. I want to see them getting slugged by shells, I wanna see holes in the armour from penetrating shots, shell glance streaks in the armour from ricashays (however you spell that word

  37. #487
    Member German Steel!'s Avatar
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    Stockholm, Sweden
    Panzerkampfwagen VIII Maus
    Porsche Typ 205 / Tiger II(P)


    I'd like to see the Maus in the game. You can read all about it on Wikipedia/Achtung Panzer (there's a list of its specifications at the bottom of the page on Achtung Panzer).

    For those of you that don't know, the Maus is basically a moving fortress. It was armed with turret mounted 150mm L/37 and 105mm L/70 guns and had armor that couldn't be penetrated from the front.

    It never saw field useage, though. There was around 9 prototypes in various stages of completetion, and if I read that site correctly, only two were ever completed but never saw field useage. AFAIK, there was no allied tank in development that was as super-heavy as the Mouse.

    It's of course up to you, but I'd suggest adding it into the Defensive Wehrmacht Doctrine. This is because the tank is so slow and heavy, that it is more of a mobile fortress than a super-heavy tank. It doesn't work well in assaults when you've got 10 seconds to break the enemy.

    ~

    Another suggestion is for infantry to be able to mount certain tanks (ie. those with enough room for it). I'll leave the benefits of this up to you. The advantages of this wouldn't be very much, if any, but it would offer mobility, and it is a fairly usual thing for infantry to do.
    Last edited by German Steel!; 2nd May 08 at 9:22 AM.
    Originally Posted by SourSauerKraut
    I clicked my jackboots together when I read your comment ..."Jawohl, Herr GermanSteel!!".

  38. #488
    uncleuno
    Guest

    Detailed Stats PLEASE

    There should be a "page 2" of the post-game stats.

    a unit by unit performance... infantry,vehicle kills..

    I used to play a lot of aoe, and their stats are better than these. I use the stats to learn from by analyzing them.

    I'd like to see "that 1 sniper in the house got 11 kills"
    Or, that A.T. gun in the middle destroyed 9 vehicles.

    And.. a timeline, I went tech 2 in 10 minutes...(as in motor pool, or field support truck.)

    The stats now provide an 'overall' idea, but not unit by unit.

    OR... if someone can give me an idea of how to open the log files, maybe I can build an app myself to read game output ?

    COH analyzer is obviously on to something if you've used that tool..

  39. #489
    For the next patch/game how about a wehrmacht mini campaign taking part in the early stages of battle of the bulge? Also a game about southern italy campaign adding italians as playable side?

  40. #490
    Units like :

    Captain,
    Lieutenant
    Knights Cross Holders
    Officer
    Commandos
    .etc - (all units with a historically high rank)

    spawn with highest rank already. (even if this makes them more costly) as it is pretty make for someone like the Knights Cross Holders to get vetted again.

    Trenches may be dug in (same as they are built but a reverse process) instead of simply deleted. This can be done by all players. (Ex. if a British troop abandoned a trench and fleed, the opponent can dig it in if he doesnt wish to exploit it.)

  41. #491
    Echoman
    Guest
    How about true line of sight. Where you can't see units on the other side of a building until you round the corner. This would allow people to set up ambushes and things like that.

  42. #492
    Haraldinho
    Guest
    [PAUSE] online match on demand

    --------------------------------------------------------------------------------

    What if...
    there was an option in game to pause an online match on demand? Like a vote.

    Imagine two or more friends playing a match just for fun and not for ranking purpose. And all decide to have a short break or want to discuss further tactics without haste. And there was this button saying "Ask for pause".

    And as soon as all players agree, the game will be paused just until one of the players pushes the button "Unpause"...

  43. #493
    Member ebevan91's Avatar
    Join Date
    Mar 2008
    Location
    Good Ol' USA!
    SUGGESTION FOR U.S RIFLEMEN SQUAD:

    Allow us to upgrade our rifles to have Thompson Submachine guns like the B.A.R., but once you upgrade to Tommy gun you cant get BARs. Make it like 250 MP and 100 Fuel required to use from barracks.

    Also, let the U.S. have some kind of anti tank infantry squad to be created from the WSC.

    Oh one more thing... the Airborne squads need to have Thompsons as well. Maybe 2 thompsons per squad. But make them like 25 MP more expensive to make in an even 400 to drop them.

  44. #494
    Chaos1187
    Guest
    Prisoners, units sometimes surrender if out flanked,out gunned or surrounded, not always ofcourse but when captured the enemy can choose to excecute or interigate, gain map information or resources. Have a little fenced area for captured prisoners in each base

    I'd like to see new game modes, like randomly selected territory through out the game that must be captured and held, assination,maybe little side misisons, something like protecting a convey as it crosses the map in the middle of another larger objective

    Since this game is already heavily influenced by Saving Private Ryan, I'd like to see some melee fighting like throwing of helmuts and fixing bayonets

    Good suggestions
    Flak 88 option to become artillary,jeeps/motorcylce drivers can be killed and vehicle captured,tank crews,towable AT/artillary pieces,day night and weather, more maps

    ofcourse with random day night and weather more maps would not be a necessity.
    Last edited by Chaos1187; 10th May 08 at 9:14 PM.

  45. #495
    Brother Glacius
    Guest
    Honestly, as much as I would love to see an Afrika based expansion, it just doesn't fit with your late war theme. Eastern front would definitely fit.

    Add in the Russian army. The trick will be to do your research on late war russians. Most people automatically think about Stalingrad and you'll need to dispel that. But that also means you'll lose many iconic abilities that people would expect. For game balance though, it will be best as you'll be able to present them much like the american army. However, I'd shoot for some of the more exotic units. You'll definitely want some of the heavy tanks of the russians as doctrine specific choices. The T-34 is a solid late tier unit. The T-70 would be a T2 choice. They had ACs, rocket trucks, and all sorts of AT guns. So you'll be spoiled for choices.

    For the axis, I'd actually consider simply adding a new doctrine to the wehrmact and panzer elite. Either that, or add an axis army like the Hungarians or the Finns. Personally though, I'd go with eastern front themed doctrines instead.

    What I'd really like to see added to the game is a unit painter. I really liked that feature in DoW and I think it would be a nice addition to CoH. Even it was just having several pre-set historically accurate choices, that would be great. Allow players a bit of customization with their army.

    I also would like to see more variation in battle types instead of the two there are now. I play Europe in Ruins and it would be great if CoH could add in a play style similar to that. Somewhere where you choose your forces ahead of time and have a set time limit to obtain your objectives.

    Or even something along the lines of having preset groups and you are able to simply choose them at various points of the battle. For example, you start the game and a screen pops up with several choices for your starting group. You pick one and that comes on the field. At various points of the game, a reinforcement button becomes clickable. Click on it, another screen pops up with various preset units again. Choose one, and thats what you get until the button is available again. EiR's system of reinforcements based on pop cap availability is not a bad model either. You could click on the reinforcement button at any time, but only see units that fit the current availability.

    You have an outstanding game. I think most importantly, the next expansion should grow how you can play it. I'd even get it if there were no new armies. Perhaps just a new doctrine for each current faction and new styles of play. That would be a great product for this line.

    ***** Brother Glacius
    Last edited by Brother Glacius; 13th May 08 at 8:30 AM.

  46. #496
    Member TeaSeeOh's Avatar
    Join Date
    Oct 2007
    Location
    Florida
    This is a pretty miniscule suggestion, but it has always really irked me. Low level ranked soldiers such as Volksgrenadiers shouldn't have an MP44 as their squad leader weapon. It doesn't fit, and it really doesn't make sense when you upgrade to MP40's, the MP44(which is superior) gets replaced. I'd prefer if in those situations, the Volks squad leader gets an MP40 instead.

    This'll probably get overlooked, and I'll probably need to mod it to my liking, but something I just wanted to throw out there.

  47. #497
    Hans123
    Guest
    I think that the next expansion should go to the eastern front, and that the axis side should be an international army.

    the base army would still be german, with basic units, but the doctrines would each be a different axis country (finns should definitely be 1).

    This would be fun, and historicly acurate, as the other axis sides helped, but the germans were the main soldiers.

  48. #498
    Something that could be done (hopefully) that I think would really help out multiplayer is a selection to choose Random but, Axis or Allies in the sense of armies. So if you wanted to play as Germans but didn't care as Whermact or Panzer Elite you could do that. Or better yet (for me) a selection of Random - Except (Blank) Army. And I for one would really appreciate a 60 second timer from the beginning of each match to leave without it being counted as a loss. Had some bad times with connection issues regarding that.

  49. #499
    wolfgang13
    Guest
    Get rid of the sniper's bullet trail. A sniper in real life can stand alone on a battle field without the aid of a machine gun nest or any other help except that of a spotter. I feel that a sniper's role in this game is greatly reduced by the need to put a machine gunner or any other weapon in place to help a sniper from being killed. Please give this some thought.

  50. #500
    CoH has an option for "High Resources", and "Normal Resources". I would also like to see an option for "Low Resources", to put more emphasis on some of the lower level units.

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