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[WIP] Earned In Blood Mod (Working Title)

  1. #1

    [WIP] Earned In Blood Mod (Working Title)

    After Specialized Production Mod was handed off to my brother, I decided to start a new mod, after a 4-month modding hiatus.
    I present to you:

    Earned in Blood Mod (Working Title)

    the title is cheesy, and probably will change, but here's the premise of the mod:

    The mod will focus on a small amount of troops at any time, with few to no vehicles, depending on the faction.
    Resources are less important than they were in any other mod I know of, and yet more important at the same time.
    Munitions is the only resource gained by territory points. Fuel is currently not in use, but may come back later.
    There are no more commander tree powers. They are not the focus of this mod, but if enough of the community wants it back, we will change the powers and resurrect it.

    In this mod, Veterancy is everything.
    -Manpower is gained through veterancy
    -Squads get better weapons, abilities, accuracy, health, damage, etc. as the gain veterancy
    -Upgrades are no longer bought (for the most part) but gained through veterancy

    Hero System:
    -Squads become heros after an insane amount of kills.
    -at the hero stage, they get significant health increases among other benefits.
    -Legend stage is after hero, and squads get a nearly impossible amount of kills to get this. maybe you'll get one of these every few games.

    thus, squads cannot simply be wasted.
    All units are buildable from the HQ, as the only other building (other than defensive ones) that can be built is the triage center, or similar buildings depending on race.
    every time a man dies, the player gets the resources spent on the squad back. The only way to get more squads is through territory points for popcap and gaining veterancy and hence manpower beyond the starting resources.

    "Earned In Blood" is the philosophy here. (Hence the new Title)

    This is all I can remember as of this moment, please feel free to give feedback and suggestions. much of this is still being worked on, and is subject to change.
    Last edited by Kabizzle; 1st Mar 09 at 11:57 PM. Reason: New Title for Mod (Replaced "MicroCOHnomics" with "Earned in Blood")
    The Specialized Production Mod is released!
    Also, Check out My new Mod

  2. #2
    churchill rifle
    Guest
    i think this is a great idea if you want some weapon stats i have been doing some research

  3. #3
    zenkmander
    Guest
    Excellent idea! I've been waiting for this kind of mod.

  4. #4
    Gonna be like vanilla gun stats or aiming for more realistic weaponry stats`???
    Bang Enterprise

  5. #5
    Member citizensoldier's Avatar
    Join Date
    Dec 2008
    Location
    The Heart of America, Ohio

    Great idea..BUT..

    I dont want to burst your bubble here, but if I'm not mistaken, Relic's new expansion, which should be released in the mid to late spring is more or less going to be like your mod in effect.. I have read that the expansion is going to focus more on individual units/squads as opposed to the Regimental style of Vanilla COH/OF. It will focus more on the small scale of things, like the Tiger ace campaign where you play a tiger crew, fighting through the hedgerows in the days following the invasion of Normandy..I think the other campaigns follow small units/squads too. Not to mention it's probably going to shake up all the modding community with new codes and SCARs and the like. Maybe we should wait to see what the expansion will bring to the table.. I think most of the modders out there are doing this as well.

  6. #6
    zenkmander
    Guest
    Don't let that discourage you Kabizzle. I've been waiting for this kind of mod for a long time and I'll play it religiously if/when it comes out!

  7. #7
    churchill rifle
    Guest
    the focus on small scale isnt going to go as far as this mod
    i think the only thing smaller scale about it is added Veterancy levels and the direct fire

  8. #8
    i am aware about the CoH Tales of Valor expansion (i think that's the current title). That mod will have a much smaller scale i believe. My mod goes way further, especially in the "Earned in Blood" style of gameplay.
    If somebody wants to give me a table of weapon stats that might be better, i'll gladly accept them. I am also thinking of incorporating an AI mod to this. At this early stage in the mod i think i can safely combine an AI mod and modify it to my needs.
    After I get the manpower thing working, and a few other things, i'll release a quick alpha of the mod within a few weeks hopefully (and by alpha, i mean very alpha, just to get a feel of gameplay). and i want this mod out before tales of valor, whenever it comes out.

    The really cool thing about this mod is that persistency would be excellent for it, but i don't ave the time or resources to code and upkeep it. so it probably won't happen unless i can get a dedicated mod team and funding. and time. lots of time.

  9. #9
    So here are a few ideas i have, many of which are simply ideas, and probably not going to make it into the final release:
    -A medic truck (one of the only vehicles in the game) that transports and calls in medics for germans only
    -A paradroppable medic and/or medic squad for allies
    -units are bought using action/command points instead of manpower, and arrive from off-map, built from the command tree instead of the HQ. this may or may not work, but it emphasizes the "Earned in Blood" style of gameplay, since killing enemies gets experience/command pts as a reward.
    -all medics have guns
    -medic/aide stations get a heal aura, since reviving men is important in this game
    -new skins for many units (what's the skinpack you guys like the best? please give feedback, and keep in mind it'll be mainly infantry only skins)

    also, should i bring in units similar to covert ops squads/elite snipers seen in my Specialized Production Mod with slight modding, should they be left out, or should they be heavily modified?

  10. #10
    zenkmander
    Guest
    - Paradroppable medic seems a bit much.
    - For skin pack, I guess just use Halftrack's?
    - Yes, bring in special units

    Everything else sounds good.

  11. #11
    So...It will be like "Hells Highway" for the 360, but without the ability to control the commander in FPS...I like!
    AKA Sad_eyed_Irony!!

  12. Modding Senior Member Company of Heroes Senior Member  #12
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Why don't you make commander trees such as in the ToV campaigns? They are upgrades for units.

  13. #13
    Whats the plans on Infantry commands? there must be MANY more in order for it to be a strong infantry focused mod

  14. #14
    I hope to add a prone command, a hold ground command, a cover command, and a few abilities that increase a certain statistic at the expense of losing strength in other areas for a short time ( similar to fireup ). Any other ideas guys?
    By the way, I like the upgrade idea, but I think I will use the command tree to unlock units. There will be one unit that is a fallback unit, available through the hq with manpower, with only one allowable on the field at any time. Any suggestions on this idea?

  15. #15
    zenkmander
    Guest
    All of the commands sound great to me!

    By the way, do you or anyone else know of a good infantry-based mod I can play while I'm waiting for this to be released?

  16. #16
    Update 3/17/09:

    -I've gotten the new system of buying units working, but it still needs to be refined
    what is the new system you ask?
    here it is:
    Units are bought by Combat points
    combat points are earned by losing units or killing units
    the cost of each unit is refunded when the unit dies
    when an enemy unit is killed, twice the cost of the unit is rewarded
    this makes for a true "Earned in Blood" experience

    unfortunately, this means that games are very slow until there are many units on the field. the player starts with engineers, but when they lose them, they can only rebuild their engineers. when the enemy kills their engineers, the enemy can build up an actual army. which means quick and easy games. any solutions to this problem? other ideas to expand this? i'm thinking each player should start with a set amount of credits to buy any combo of units, but i've tried it and so far it hasn't worked. i'm reluctant to stick in generic units just because it eliminates any originality of battle strategy in the beginning.

    -I'm starting the unit commands, which were outlined in my above post

    -Idea: all units paradrop to the field or come from offmap.

    -I've also decided to create a lot more defensive buildings/structures
    my ideas for this are: trench, AT/other gun emplacements, Howies/Arty emplacements, wall (this is a dirt wall seen in my Specialized Production mod, basically impassable except to tanks and lots of explosives, can't be shot over, creates choke points)

    -also, another idea: each side gets one tank call-in, and can only call it in once throughout the whole game.

  17. #17
    So i've started assembling a Mod Team for this, since it seems to be a lot more work than i anticipated at the start. So far:

    Kabizzle (Me) - Lead Designer/Coder/Everything
    Alex3426 - Coder


    what I Need:
    -Mapmakers (small infantry-based maps)
    -Skinners (i'm looking for some nice infantry skins)
    -Coders (1-2 more)

    just PM me with your mod team requests with following info:
    -country/area you live in (so i know what times i can contact you)
    -what you're good at (maps, skinning, coding, etc.)
    -mods you've worked on before (if any)
    -ways to contact you (IM, Windows Live, email, etc.)

  18. Company of Heroes Senior Member  #18
    Moderator Lethal Dosage's Avatar
    Join Date
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    In the back of my mind.
    The new buying system sounds promising, but i can just see whoever loses some units firt will just lose through most of the match. Perhaps you could get 1.2x the units cost back in points when you lose a unit, that way at least if you take losses early on you'll still eventually be able to get something good. Everything comming from offmap sounds like a good idea, a suggestion to make it a little more unique would be to have no base buildings at all but instead the player would have to convert ambient buildings to gain access to more units. For example

    HQ (your standard HQ at the beginning of the game)
    Engineers, cheap infantry, applicable upgrades.

    Infantry Assets building (upgraded from ambient structure)
    More expensive infantry, Specialised AT infantry, Weapon teams, Sniper, applicable upgrades.

    Advance Party building (upgraded from ambient structure)
    Light vehicles (Jeep, HT, Truck), Specialist Light vehicles (M8, M16 GMC), Light Support vehicles (MT HT, Repair trucks, Munitions vehicle), applicable upgrades.

    Armoured Support building (upgraded from ambient structure)
    Tanks, Tank destroyers, Specialist/support tanks, applicable upgrades.

    You could then also have an off-map truck which would act similar to the British HQ Truck, can setup & secure a sector point, build limited units (infantry, recce vehicles), and acts as forward rally point.

  19. #19
    I like the ambient building idea, at least for some units...thing is that this will mainly be infantry-only, with small counts of units. so no tanks or light vehicles. And there are only a few units per side, the main thing with this is keeping your units alive. you can't afford to lose a full squad because their experience gains them the ability to actually repel the enemy efficiently, and fresh squads aren't that great against vet squads.

    i'm thinking of making it a bit more like my live war mod in that there are small amounts of units, that can get many guns combos (eventually all 6 squad members get a new gun as experience increases) that will make players pick their guns based off of what they're fighting against, and those decisions decide whole games.

    as it is now, there are no base buildings...everything comes from the HQ.

    1.2 sounds like a good multiplier for death...thanks

  20. #20
    **update**

    Alpha version will be out soon, and then a small modding break as people play and give feedback.

    keep in mind that this whole alpha thing is very rough, a lot of loose ends to tie up. i haven't even started with ToV compatibility and such, so that'll be a whole other beast to tackle

    i'll get screenies up in a bit, like a week or so, but it doesn't show that much since the look of the game is the same.

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