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Operation Sealion: CoH Suggestion Box Mk. II

  1. #301
    I certainly agree with the last one. Bridger talked about a nice idea in a pre-OF podcast, an "assault" mode. The game started with one player having much map control, who was supposed to defend his territory. He got like ten minutes or something to establish his defence. The other player played the attacker and assaulted his defences. A countdown timed how long it took the attacker to reach a certain goal. Then, there was another "round" where the roles were switched; the previous defender attacked with the same faction while the previous attacker defended with the same faction. The second round, however, would only go on for as long as the first one did, which would make it semi-balanced.
    At first glance, the really offensive factions like PE might seem really unwanted because you'd have to defend with them as well. It would do, however, because you'd only need to defend for as long as it took you to attack. It would really test your skills of all kinds, and yet give plenty of variety in strategy.

  2. #302
    Hundasupa
    Guest
    Random Allies / random axis for automatch please. Like PainMuffin suggested.

  3. #303
    Member scoiatollo's Avatar
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    Make RCA usefull! As it is it's the weakest British faction and as soon as Wehr is T4 it's gg because Stukkas will annihilate every form of defense you have build. If they are supposed to be defensive buff their defense capabilities, if they are meant to be offensive give them cheaper emplacements or more powerful ones.
    "Ammon, your wrath is indeed fearful, but Scoia... he devours your soul." - Meatkin

    23:01 - Officer MORE SEXY: well you can never see enough mangina I suppose :P
    23:01 - Officer Sexy: That's true, it's something you need to experience more than once to fully appreciate

  4. #304
    fullerms
    Guest

    Suggestion for AI

    Consider this scenario.

    You assemble a couple of infantry squads and couple of armoured vehicles. Selecting them together and ordering them to attack advance results in the armoured units proceeding at their usual speed. Sometimes this results in the armour reaching the target long before the infantry. By the time the infantry catches up, the tanks are at the mercy of any AT emplacements or AT troops. And then the infantry gets slaughtered because the armour support is gone!

    Would'nt it be good to be able to group the infantry / armour together and form a combat group? Or group a couple of units of any kind for that matter? And have all the units proceed at the same pace, covering each other? If it is Infantry / Armour, then the infantry can take cover behind the armoured units?

    I remember doing this in Age of Empires or some other RTS. This way the armour and infantry can support each other, the way it is meant to be.

    I am not sure if this is possible, or been suggested earlier. But will be worth to include in a future patch.
    Last edited by fullerms; 5th Jan 08 at 8:19 AM.

  5. #305
    Member IndigoSpyder's Avatar
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    Stuka airstrike for any of the two German factions would be nice.

  6. #306
    m36 slugger upgrade for the m10 (like the upgun for the sherman)

    medic bunkers that actually work.

    killable gunners in USA/Wehr bunkers

    Wehr campaign (perhaps as a free addon for those who have vanilla)

    infantry attaching to tanks like officers attach to brits

  7. #307
    iordLachlan
    Guest
    Bring in the Australian army, and have the Anzac battle in it

  8. #308
    DRMoomoo
    Guest
    Downloadable map packs to be available on the CoH website (or somehow with relic online). It could make the patches smaller and allow people to download the maps they want from the region they want at will or not at all. Each pack would be only on a certain area or operation so you could have like a Normandy Map-Pack, Market Garden Map-Pack, Ardennes Offensive Map-Pack, Opperation Dragoon Map-Pack, and so on. I always feel the more maps the better.

    More maps from the campaign would be awesome, like Caen, Cherbourg and Carentan.

    EDIT: On a Side note, i never use the Churchill because of its MASSIVE population cost, the King Tiger has the same population cost as a Churchill Crocodile while still about 3 times as powerful. The cost and performance of the tanks don't bother me only the ridiculous pop requirement. Suggested pops Churchill Mk.IV = 10 Population, Churchill ARVE = 10-12 Population, Churchill Crocodile = 12 Population.
    Last edited by DRMoomoo; 7th Jan 08 at 11:40 PM.

  9. #309
    Member IndigoSpyder's Avatar
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    Involvement of other nations in campaigns if possible. No need for tanks, infantry will do

  10. #310
    Member Cossack's Avatar
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    Add a Red Cross truck (new medical building) to the British in next addition.


    The God of War is soviet artillery.

  11. #311
    germans are missing a thing...
    artillery emplacements... like they had on france...
    a cannon buildable by pioneers with a pop cost of 8 or 10
    invulnerable to mortar fire, and other artillery, just like 88s only crew gets killed by mortar or other arty... i dont think that would be imbalanced... what you think?

  12. #312
    Agrajag
    Guest

    Going the other way?

    How about going in the opposite direction and doing a version that focuses on the Civil War?

    I would love to see this sort of game take on the realistic strategies of an engine that fits it better. What I mean is that CoH is great but WWII strategy and such went way beyond what CoH can cover. With the Civil War taking a hill could be completely realized. You could re-enact a very realistic Gettysburg. Every unit could be 100% realized instead of just have a fraction of the equipment types and weapons represented.

    Does every new game need to just be about massive explosions and such? I would much rather see more strategy and things like realistic flanking maneuvers and such.

  13. #313
    WebDog
    Guest
    Better feedback on units that have gained veteran bonuses.
    It gets quite overwhelming when you have three or more units all gain stuff in a short amount of time and you're forced to click though everyone trying to quickly find the ones that gained it.

    Some simple tic over the upgrade pending units would be all that is needed.

  14. #314
    I've seen many eastern front ideas and I'll stick with it. How about Red Army vs Finland. Finland was a allie with Germany.
    Last edited by John Matrix; 14th Jan 08 at 9:24 AM.

  15. #315
    Tetto
    Guest
    Ok.. lets see yes it absolutely be in a eastern front at in “CoH 2”.

    My idea on that campaign is at two possibilities in “easy” or “hard” way!

    Easy:
    So our player, lets call him Pertti (finish player eh ), starts in Germans (wehrmacht or what ever you decide) and attacks on Poland (some easy little map) whit some starting text. Ok and then starts campaign what ends on Stalingrad. Then! Pertti goes on leader of Red Army and starts attack on Ger, and drives them all the way in Berlin! The END!

    Hard:
    So now we need some internet! Ok, lets introduce our new player Kalle (from Sverge). So First Pertti plays at Ger in first map! And he gets opposite Kalle at USSR and they fight, not something like annihilate, like like.. campaign, you get that right!?! Ok Pertti wins and he can get on over the next map, but Kalle must play again, again and again until he wins! then he can continue at campaign! You get it right! Right!?! good.. There can be some maps like 2vs2 or something like that improvise! The End!

    Ok 1 more! Same thing at in Easy but in co-op! Thx for reading!

  16. #316
    TheOklahoman
    Guest
    I'm sure this has been mentioned before, but i would like to see more units, if not all of them with a HOLD FIRE option. There are plenty of times where I have not wanted to draw unwanted attention to tactical movement.

  17. #317
    Yeah, that would be a great addition to all units!


    Also I would like to see American Riflemen able to upgrade to have some Thompsons, Bazookas, as well as BARs. Also, Volksgrenadiers could have upgrades to Panzershrecks, MG42s, aswell as their regular upgrades.

  18. #318
    clemo85
    Guest
    Id say some of the following:

    1. Russians (as most people have said) - theres so much you can tinker with and use for the russians. The obvious is the T-34 tank but they also had KV-1's, SU-88's, T-28's theres loads of units to choose from.

    2. Japanesse - Although there armour was pretty much as powerful as a wet tissue they had awsome airborne units, as well as good artillary and severely awe inspiring fanaticism which could cripple the moral of enemy troops and in the later years of the war they were awsome at defensive measures.

    Note: If these two were implemented the pacific campaign would be even better than the COH original release due to the fact it was island-to-island up close and personal fighting in the pacific and severely gritty battles in eastern europe.


    3. The ability to take over enemy vehicles - Ive seen many a program where all forces used captured enemy tanks to fight, ive seen pics of italians with shermans, germans with T-34's, even americans using captured panthers! This would make the game alot more tactful. people wont be able to tank spam the battlefield and have to use infantry to cover the tanks, also if the tank crew is killed, one thing i think would be cool is if any experience gained by the tank b4 the crew was killed is lost.

    4. some new abilities - People are asking for small boats or bridge building for rivers and such, Id say yes to the bridges but as variations on the tanks (ie - the churchill) or with specially trained bridge building engineers NOT the normal engineers.

    5. Additions/upgrades to already excisting factions - For example:

    Americans - Id say allow this faction to use the M3 lee Grant as an additional tank.

    British - Maybe the likes of the Matilda II or upgunning/stronger main gun on the cromwell, the main guns seems a lil weak on tanks (panzer IV's and stugs) and the only real 'anti-tank' weapons this faction have is the firefly and the 17-pounder.

    Wehr - Possilby the addition of the Panzer III, elefant or stuka dive bombers.

    Panzer Elite - Id say there are many vehicles that can be added here such as the PIII (same as wehr), Sturmmörser Tiger (as a GER version of a churchill AVRE), the KARL mortor or the elefant.

    Also, the elefant could be used as a special ability (as well as the panzer III being produced here too).


    Hope you guys like my comments about any additions to what i think is the best RTS ever created
    Last edited by clemo85; 17th Jan 08 at 9:33 AM.

  19. #319
    SgtPepper
    Guest
    maybe allow elite units for both axis and allies to make inflatable rafts to cross water obstacles or when all the bridges have been blown or occupied and cannot be broken.

    and of course a russian campaign!


    great game, great work and both are greatly appreciated!

  20. #320
    Currently right hand side of royal artillary doctrine (except super charged rounds) is completley pointless

    "Attack area" and "Anti-atrillary artillary" should be replaced with something useful like air recon

  21. #321
    AphexBoy
    Guest
    More 3v3 and 4v4 Maps!!!!
    Also add some very Urban maps,

    Or fix something up for an easy sharing custom maps without the -dev thingy

  22. #322
    It would be really nice if we one could bring up a friends list in game so one can whisper more easily

    Typing "/Whisper <username>" can be a pain sometimes especially when some of your friends have complicated names

    It would also be good to be able to chat when watching a replay

  23. #323
    I´d like to see Russians too. But difficult the Axis counterpart for it. Japan is to weak in Armor and relies more on Air and Naval Support.

    Another Chance is to put in the Afrika Korps. I know they were fighting in North Afrika and had nothing to do with Russians but we need a 3rd Axis Part and that could fill out the Afrika Korps.

    Afrika Korps

    Tanks:

    Panzer I
    Panzer II
    Panzer 38t
    Panzer III
    Panzer IV

    Sturmgeschütz IIIB
    Marder II
    Panzerjäger I
    SIG 33
    Brumbär

    Vehicles:

    Sdkfz 222
    Sdkfz 231
    Sdkfz 221
    Sdkfz 250
    SdKfz 7/2 with 3.7cm AA

    Cannons:

    Pak 3.7cm
    Pak 7,5cm
    AA 8,8cm
    IG 7,5cm

    MG34
    Light Mortar 5cm

    Infantry:

    Grenadiers, Afrika Korps Inf. (up to Relic)

    In this addition the British could recieve some more Units as well.

    Crusader
    Valentine
    Matilda
    Comet (i know it was only produced in 1945 verry limited but still can fit in perfectly against German Heavy Armor)

    USA could be also Upgraded by:

    Grant Lee
    Chaffee
    Jackson

    And then we could have the new fraction the Russians:

    Tanks:

    BT 7 Light Tank
    T34 Medium Tank upgrade to T34/85
    KV 1 Heavy Tank upgarade to KV/85
    SU 85 Tankhunter
    SU 76 Tankhunter
    SU 100 Tankhunter
    JS 2 Heavy Tank
    ISU 152 Selfpropelled Gun

    Vehicles:

    BA 64 Scout Car
    BA 10

    Cannons:

    AT Gun ZIS 3
    AA Gun 85mm
    Inf. Gun 122mm
    Katjusha Rocket Launcher

    Maxim MG
    82mm Mortar
    PTRD/PTRS AT Rifle

    Infantry could be use various types of sections:

    Russian Riflemen, Guard Inf., Naval Infantry, Spetznaz

    Weapons:

    Mosin Nagant, PPSH 41/43, DP 7,62 Light MG, SVT Automatic Rifle,

    Doctriens are up to Relics Imagination


    Whats most important will be that what will Relic put in beside New Units/Fractions.

    Now we got the Weather effect wich has no effect on the Gameplay. We have DX10. What else could the put in as an Eye Catcher?

    I haven´t got a clue whats below Relics Desk is sleeping for us, we will see.

  24. #324
    Member
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    The upcoming patch is going to make Gliders unable to drop in enemy territory. Now, a lot of people think this will defeat the point of Gliders and turn Commandos into a 'spam' unit. But how else to stop Gliders crushing German infantry and spewing invisible commandos all over the survivors?

    How's this:

    Gliders can land in enemy territory, but they don't do anything. Instead you must create the unit that comes out, and the first one from each glider is free (the cost is included in the drop). That way you could still use commandos behind the lines, but you must make sure your glider is hidden. If the enemy find it before your unit is ready, you just wasted a ton of MP - so no more dropping them on the Germans' heads. You would have to be far more careful how you used them.

    I've suggested this on the forum and there was quite a bit of support for it - we'll say less about some of my more half-baked ideas that went with it.

  25. #325
    Sargoth
    Guest
    I'd like to see a Norwegian Campaign from both Axis And Allies viewpoint

  26. #326
    AphexBoy
    Guest
    Expend American Medic area to pick up wounded soldier's, same for werh

  27. #327
    Hilander
    Guest
    Stalingrad! Russians vs the German 6th Army - such an epic battle is what CoH would excel at recreating!

    Possibilities are endless. The millions of suggestions in this thread are fantastic, so I won't repeat them - but please... Stalingrad.

    ...oh, and reinforcements or off map troop calls should be able to be placed. i.e. not come from the same place every time - a player should be able to choose where to initiate an off map call - provided they hold the region at the edge of the map in which they wish to deploy.

    ...and Stukas are an absolute necessity.

    ...and tank crews need to make an appearance...love to see them jumping out of a smouldering wreck and high tailing it back to base! Real Michael Wittman stuff!
    Last edited by Hilander; 2nd Feb 08 at 1:40 AM.

  28. #328
    rjc23
    Guest

    User Interface - Aural Cues

    User I/F Suggestion

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

    I wonder if Relic could consider this for the next patch:

    You get an audio signal (three beeps) that accompanies the information messages during play (e.g. "Waiting for player XXX to catch up", or similar). The same three beeps also signal a message from other players.

    Can I suggest that the audio signal is changed to clearly indicate when another player has sent you a message. E.g. use a different tone or maybe 1 beep for purely information and 3 beeps for a player message.

    I think that a dedicated audio signal for messages will help you filter out things that you really need to look at from those that you don't, without taking your eyes away from the action.

    Personally, I miss a lot of player messages because I have to concentrate hard on micro, etc.

    rjc

  29. #329
    Clonetrooper
    Guest
    VIETNAM is the way to go

  30. #330
    Eatbanana
    Guest
    I want to see the africa corps and the dessert rats. hope they will make it in a expansion.

  31. #331
    Sublime Beast
    Guest
    Just thought of this in another thread:

    -Dynamic Water (like major rivers, a la Vire River Valley and Lyon), where objects create proportionately huge splashes when they fall/get knocked into the water. Right now, it's just artillery and the like that do that (which is really cool as is).
    -More Things to Crash INTO That Water, where we have out-of-control tanks going overboard, plus other things I can't think of right now. :P

  32. #332
    Member Cpt Otto's Avatar
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    I've said this many times before and I'll say it again.

    EASTERN FRONT
    This would be the obvious choice in the next expansion.
    But I don't like this crap about commissars shooting half their squad for absolutely no reason, that isn't realistic at all. They shot their own men sometimes for retreating, but not excessively. But yes, they did treat their men like dirt.

    They should mostly cover 1941-43, with Moscow and Stalingrad and plenty of others. Maybe a little of Kursk or Berlin too.

    I can already see it.....t34s.....mmmm
    Last edited by Cpt Otto; 24th Jan 08 at 2:30 PM.

  33. #333
    Member BurroDiablo's Avatar
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    Not giving an inch was vital to the success of the campaign... it might seem brutal to shoot any retreating soldiers, but if they hadn't, no doubt Stalingrad would have been a failure and the war would have pretty much been won for the Germans.

    But the Eastern Front would be epic... the seige of Stalingrad would probably be a whole campaign in itself. Or you could have a bit of Stalingrad Infantry warfare, and a bit of Kursk Tank warfare afterwards, that would be awesome.

  34. #334
    Member Nintendochamp's Avatar
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    I want to see the .30 cal model changed to the air-cooled model seen on the back of the original CoH box. I know there were issues with the animations that made them choose the water-cooled model, but seriously, it would make the game more immersive. I would suggest maybe making a different animation when the mg crew is behind cover or in a buiding, so the bipod setup looks right.

  35. #335
    I would like to see more maps on the same totally urban style of Cherbourg, more game types- regicide, mabye even something along the lines of capture the flag...

    Mabye ships, but that would make bridge control useless.

    On mew maps, i would like some mountain ones as well and some with those mortar bunkers and stuff- like on that 2-player ridge map. A Wehrmacht campaign would be nice, but thats a bit late now.

    Also, Russians would be greatly appreciated. but thats been mentioned enough above. oh yeh, the ability to build mg posts/bunkers/AAguns things in all the Panzer Elite docrines would be nice. Its a pain having to leave troops to guard key strat. points on the Jagdpanther doctrine, as the only field defence is AT mise which are expensive and only kill vehicles.

    By the way, is it actually possible to kill King Tigers?? Ive never been against one, but I used one to go into an American base single handed, and all the AT gun shell things just bounced off. Same with the sherman. and the M10. and the Cromwells as I stormed the british base...
    Do you have to spam it with bazukas and sticky bombs and AT guns and tank it from the rear??

    Any way, love the game, shame i dont have much time to go on it.
    Build a man a fire, and he will stay warm for the rest of the day. Set a man on fire, and he will stay warm for the rest of his life

  36. #336
    Being only an armchair general and having not played very many mutliplayer games at all... My main gripe is that weapons are not nearly as lethal as I would expect them to be.

    Infantry Lethality:
    Infantry squads caught in the open should get obliterated by MG fire. True, they should be diving for cover but, simply moving or crawling away should not allow you to walk away without a scratch. My feeling is that the lack of cover or being on the move should be adjusted to make the target extremely more vulnerable to fire.
    Example: A German armored car drives into a field where US infantry and also walking across. The armored car will spent a LOT of time slowly trying to kill the inf that is laying down in the open in a field. That armored car should be murdering that inf squad. Even if the inf squad has a bazooka and manages to fire off a round quickly, the squad should be taking casualties.

    Vehicle Lethality:
    This general lethality idea also hold true for vehicle strengths. I have no qualms making german late war tanks (panthers, tigers, king tigers, etc..) or allied (Pershing or Fireflys) much more powerful then now, or making AT in general far more lethal. That is, if the costs and prerequirements for the tanks are correspondingly raised or appropriate. The germans should be able to play on the the strength of their armor strength where their relatively small number of tanks can be a powerful force. If the later german tanks are modelled correctly, Tiger tanks should be rightly feared when/if they appear. Heavy german tanks should be able (like flak 88s should be) able to in 1 shot, kill most Allied vehicles with a frontal shot.
    Of course Allied tanks while being correspondingly weak, should be cheap and entirely replaceable. The Allies should totally be able to play to their strengths of large groups of mediocre tanks. Tigers and other advanced german tanks should be able to take on, and win against any 10 Allied tanks... but the Allies should always be able to produce that 11th tank.

    AT guns should also be corresponding lethal to allied tanks or early or lighter german tanks. Shermans were nick-named Ronsons for a reason. Both sides developed by late war, many excellent AT guns. The 88 should be seen as the near perfect AT gun with tremendous range and firepower, able to puncture any Allied tank with ease. Yet in the game, I have seen many instances of Allied tanks shurging off direct hits from 88 rounds. This didn't happen so much in real life. ATs should be as dangerous to tanks as MGs are to infantry.

    Summary:
    In general, I feel the 'next theater' East Front, Africa, Pacific doesn't matter much to me. I would much rather see a tweaking of the physics/rules of the combat in the game in order to make the game much more lethal. Infantry should be routinely punished and wiped out for not being in cover. MGs covering the approaches should be a major challenge to any infantry squad without support. Allied tanks should be cowering and running from Panthers and Tigers and in general be blowing up all the time. Germans should be starving for significant armored support for long periods. German infantry squads constantly pressed by larger numbers of Allied squads with sub-machine guns, semi-auto rifles and BARs.
    Last edited by MrBadExample; 29th Jan 08 at 8:27 AM.

  37. #337
    Russians & Japanese in next expansion.

  38. #338
    AphexBoy
    Guest
    this is something I was expecting first time I played v COH,
    An option for dual screeners. One screen is the game and the other screen shows the big map. It got that option in supreme commander. I wish coh could have it

  39. #339
    Eatbanana
    Guest
    why not make in the new expansion ( if it ever comes )

    Russia and africa?

    Soviets against Wehrmacht
    and
    wehrmacht agains soviets

    and 1 campaign:

    Desert Rats against Afrika corps
    and
    Africa Corps against Desert Rats.
    and maybe the americans against the africa corps, and the africa corps against the americans..

    Also, the fuel for the halftrack is too high, and escalate to skirmish for example. and I think the panzer iv should be reduced as well as the panther. and gain command points easier.
    Last edited by Adonis; 30th Jan 08 at 12:11 PM. Reason: please don't double-post

  40. #340
    Forrest
    Guest
    Naval warfare

  41. #341
    clemo85
    Guest
    one other thing i'd like to see is wen the infantry get close to eachother possibly some CQB? like the squads fightin hand-to-hand like DOW? i know it never really happened but there was always the possibility

  42. #342
    SmFisch
    Guest
    If Russians are implemented, they shouldn't reinforce their squads. Instead, they have to merge squads. The advantage to this over reinforcement is that the merged squads combine their experience into one pool which allows the Russians to gain veterancy faster, making up for their relatively short unit life.

    edit: A "raid building" ability would be nice. Would be usable only from "elite infantry" available from doctrines, say the rangers (because we need to make them even stronger, obviously). Anyways, they raid an enemy occupied building and engage in CQC, essentially clearing out all the Jerries on the inside through brute force.

    Woefully overpowered, but if it had some sort of drawback or penalty to balance it that would be awesome. I really just want to see a brutal animation where a ranger literally picks up a Nazi and tosses him off the roof by the back of his shirt.

    I don't know, what could the penalty be? Uhm... well, using fire up would have to trigger it's incredibly lengthy cooldown, to disallow fire up units to dash towards MG occupied buildings and get inside without having at least a little bit of trouble. Uhm, maybe the squad inside the building would have to be at 50% health or so. And it could also cost a hefty manpower amount. Or something.
    Last edited by SmFisch; 31st Jan 08 at 9:47 PM.

  43. #343
    damage
    Guest

    US mods

    US army:
    1- Engineers can be upgraded to become medics.
    2- ENgineers can fix nearby armor automatically. Say armor gets a boost in armor when engineers are present.
    3- Less micromanaging mine laying. Can you specify a grid of points that will be filled with mines automatically and very quickly.

    Same applies for sand bags, barb wires etc...

    4- Cheaper Howitzers but less damaging. This means more Howitzers on the map, meaning more sub missions for the germans to capture or destroy them.

    5- US tanks should be cheaper, produced more numerously and deployed fast and with no improved armor. This is historic. Notice though with more tanks and easy mine laying, no one will like to build too many of them to see them burst from mines. I suggest making the flail more expensive in that case.
    6- US Air drop doctrine should be filled more with options. The us mustang should be stronger. Say, there should be an ability wherby you give the american mustangs 30 secs. to circle a zone looking for german armor and attacking them from the sky.

    7- The enemy should get less from resource pooints if I have troops on his land. Even if I dont take his RP, the mere presence of my troops on his land should disrupt his supplies. This should encourage attacks.

    Multiplayer experience:
    8- In MP, teams should be able to convene and agree on certain tactics or strategy before the start of the game. I am asking for something other than whispering. It is annoying to click on whisper every time.

    9- In addition say, there should be a tactical map available to the players to implement strategy. Say the possibility to make drawings on that map and indicate MG emplacement or howitzers... You guys at relic are kindly asked to implement these things to boost the MP game experience. COme on it is not much work. Hup 2 ladies. You are not going to win this war by sitting around.
    Last edited by damage; 4th Feb 08 at 1:24 AM.

  44. #344
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    Buildable Medics and "red-cross" vehicles, engineer trucks.

    What would be really nice (and useful, too), is buildable Medics instead of "provided as a part of a building". They could be moving along with infantry, healing lightly injured (not in the battle, it's not Starcraft, only between them) and delivering heavily injured to the medical bunkers / field surgeries as they do now.

    As a variant - medical trucks/APCs (those with medics already included), to accelerate delivering wounded soldiers.

    Besides it, engineers, repairing heavy tanks with only backpack equipment, look .... a bit weird, I'd say. All sides in WW2 had engineer trucks to do this job, and - later on in the war - armored repair vehicles as well. All these things would make the game look more realistic and logical.

    A couple of posts above there was an idea, that Russians (aka Soviets) shouldn't reinforce squads, but merge it. Actually, "merging units" option would be a good idea for ALL sides, i.e. each side should have two options - both "normal" reinforcement and merging.
    It would make sense, however, only in case, if the surviving squad members' experience is the only that matters. I.e. if. for instance, a squad had gained N experience points and lost, say, 3 men from 5, only 40% of the gained experience is counted and inherited after reinforcing the squad (cause newly added members are green). On the other hand, "expetience gaining speed" of such a squad must be higher, than one of a completely new squad (say, 1.05 factor for each member survived before). That's about reinforcing.
    As for merged squads, their experience (also one of remaining members, i.e. only certain percentage of total one) is merely summarized in the new squad. Certainly, there are come nuances like: "what if I must reinforce the lvl 2 or lvl 3 squad" or "what if I want to merge lvl 1 with lvl 3" and so on. Actually, the best game series, where merging and retraining system is made almost perfectly is the Total War series (especially beginning from the Rome - Total War). IMHO, it would be logical to implement something similar in ... if not next CoH expansion, then in CoH 2.
    Last edited by TheWise; 5th Feb 08 at 12:11 AM.

  45. #345
    Member bottenbreker's Avatar
    Join Date
    Sep 2007
    Location
    Belguim
    - Wehrmacht Campaign
    - Soviets
    - more Maps (which aren't imbalanced for multiplayer purposes)
    - snow where footprints and tracks stay on the map for X time so you can track the enemies movement.
    Gamers don't die, they go to the next level

  46. #346
    rjc23
    Guest

    British Lt - Improved Suvivability

    Gents,

    I'd like to see the British Lt being more survivable. IMO he's next to useless as an infantry veterancy system.

    My suggestion is that the British Lt cannot die until the last man in an in-range squad is dead. i.e. He's protected by the squad.

    All other factions retain veterancy on a squad-by-squad basis and the Wher keep veterancy no matter what. So, the above would help balance the veterancy system.

    rjc

  47. #347
    ofdarkss1
    Guest
    I thing that Future expansion should add new units ( for USA, Brits, Wermaht, panzer elit), maybe some now options for game like more air fours or something

    And definitely Russian maybe with polish ally’s

  48. #348
    Soviet faction.
    Soviet/german campaign (Operation Barbarossa)
    Japanese Faction.
    US/Brit/Jap campaign (Pacific theater?)
    Different weather/daytime for all maps, while some maps only offer dawn/dusk, adding rain, night, night rain, fog, snow would make it more interesting.

    AI improvement to avoid AI being bottlenecked by its own units on its base (several tanks, vehicles, etc standing still on CPU controlled bases.

    EDIT: I can't believe I didn't thought of this, the brits have trenches, which make them extremely strong in defense, but americans should have "foxholes", though not as good as trenches, far better than sandbags. Please add them!

    EDIT 2: Add fire direction option for garrisoning units in buildings, example: a 3 men MG squad, select it, then press and hold right mouse button on building to garrison and then move mouse to the direction you want to cover with said MG will make the mg squad enter building and aim its machine gun to that direction covering that arc of fire, same would apply for squads with rocket launchers or whichever weapon they use that is the strongest in the squad and also possible to change the facing direction of a squad without having to leave the building.

    EDIT 3:
    Quote Originally Posted by Nyeeble
    Campaign suggestion: Russian/Japanese Battle of Khalkhin-Gol (1939)
    Just read about this campaign, very very interesting
    Last edited by LoneTiger; 22nd Feb 08 at 3:44 PM. Reason: Adding more stuff.

  49. #349
    AphexBoy
    Guest
    reduce the Recoiless Rifle Price, from 125 mun to 100 or 75 mun

    Its so expensive for its effectivness, just lower the mun. price a bit

  50. #350
    AnarchyX6942
    Guest
    Dunno if this is something we could see done by Relic or if a modder could do it. I thought of this a while back. They should give the officer the ability to take prisoners of war, much like the force retreat. It wouldn't have to be a whole unit or anything, perhaps just a few men or just one. But those men would be forced to go back to the German base and wait in a POW camp. The troops in the camp would either be able to see all of what the Germans are producing, or the German player would have to pay a small upkeep for keeping the prisoners alive, whichever would ybe better balance wise. But while the troops are in the camp, they still take away from the pop cap of the allies, limiting the total troops they can produce. When the building is destroed, perhaps if artilleried or whatnot, the troops can break out and fight again.

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