COH: Europe In Ruins

EIR Main Forums => General Discussion => Topic started by: Akranadas on June 22, 2009, 05:59:18 am



Title: Something for fun.
Post by: Akranadas on June 22, 2009, 05:59:18 am
First of all I should point out that the following thread is purely for fun only and in no way reflects the future of Europe in Ruins.

As we're getting closer to implementing all the doctrines. My mind slips to a "What if?" scenario. What if there was a forth doctrine along side the 3 we currently have per faction? What would it be and what doctrine abilities would go with it? What unlockable units would be for it?

To keep this somewhat easy for everyone to get involved into and make it somewhat of a ''realistic scenario'' of what ifs, the following rules would be applied.

 - No Fantasy units, by this I mean; things like the the Ratte or Maus. None of those types of units should be included within your doctrines.
 - Unlockable units should be able to be used from the current pool of units we have, or other mods units. So to keep it within the confines of what a team of modders could do, try to think of unlockable units that are already in game, either through ToV units or Single Player units or even units featured in other modifications. Infantry would be the easiest.
 - Try to balance the doctrines within our current game. Think of it they would exist alone side other doctrines in europe in ruins and what they would bring to the game to make them interesting enough.

Again, to reiterate my first sentence.

"First of all I should point out that the following thread is purely for fun only and in no way reflects the future of Europe in Ruins."

And with that, lets just have some fun.



Title: Re: Something for fun.
Post by: Smokaz on June 22, 2009, 06:25:54 am
City Rats / Urban warfare PE

T1's:

- City Dwellers: Infantry takes 10% less damage inside buildings
- Ball throwers: Pgs have 25% increased range on their incendary and at grenades
- Eyes in the Windows: Pgs gain 25% extra sight inside houses
- Street-racing: All tanks receive 25% faster turn rate and +10% turret turn rate
- Stored ammunition: Infantry receives +10% RoF inside buildings

T2's:
- Exploding Betty: Pgs, assault grenadiers and tank busters receive one extra use for grenades
- PG's can buy booby traps (35 munitions) that work in houses only
- Marked houses: All vehicles receive 25% extra accuracy versus infantry in garrison
- Urban defense: Pgs can lay wire and tank traps, also allows pgs to construct bunkers
- Demolition teams: Tank busters can buy demo charges (80 munitions)

T3's:
- Rat's home: Pgs can buy 1 HQ upgrade allowing them to make a garrison into a vanilla healing HQ (140 munitions)
- Torch Teams: Unlocks 3 man PG flamethrower squad (can buy incendary)
- Rat's eye: G43's receive a 50% damage bonuses when garrisoned
- Anti tank fortresses: Panzershreks gain 125% range and 125% accuracy inside houses
- Mobile Home: Munition halftracks gets cloak while static, 200% health and give double bonuses to infantry

T4:
- Winter Veterans: All infantry gain a passive heal inside buildings and 30% less received accuracy in cover
- Rat's Gauntlet: All pgs come with a free boobytrap and builds wire/tank traps twice as fast
- Rat's nest: All infantry can spawn inside buildings after 3 minutes
- Sniper masters: PG's gain double detection rate, gets 3 g43s for same price on their pgs
- Urban artillery: Unlocks 81mm mortar teams and nebel for PE

I had fun making this. It's a pretty narrow doctrine designed around gaining bonuses based on fighting inside house and in a building-heavy environment, like the "city" on the 3v3 tanteville.

To make up for the diversity of maps, I allowed them to make bunkers as a T2 which would be really important. Some of the numbers might be out of wack, but I think this is a pretty good example of designing a doctrine around a specific concept.

It also focuses on faction weapon, the g43 as a infantry weapon. T4's can unlock indirect fire support which works really well in a city environment. What I noticed was that it definitely lacked a decent offmap. Here's some additional ideas:

T1 - Greased rats: Infantry has no delay time before they start firing out of buildings
T1 - House improvements: Vet 2 PG's get a janitor ability that heals a garrisoned house 25%
T2 -  Ambush tanks - Gives all tanks a single use cloak for 20 munitions
T2 - Gatecrashers: All pgs can cut wire and deals 25% more damage to buildings
T3 - Burning houses: incendary nades burn 50% longer, grants 1 free use of a offmap nebel barrage
T4 - Shadow Rats: All infantry gains passive cloak in cover


Title: Re: Something for fun.
Post by: Draken on June 22, 2009, 06:33:49 am
Wow that actualy sounds like real doctrine.


Title: Re: Something for fun.
Post by: Akranadas on June 22, 2009, 06:47:55 am
Balance is all about refinement. I think Smokaz has set the bar for this thread in terms of originality and creativity.

Quote
is it possible to make new squads? something like a flame engineer together with 2 bren tommies and 2 zook rangers in one 5 man squad? (not that i want that, but just for example

Yes that's possible; basically anything that currently exists in CoH can be turned into something else.


Title: Re: Something for fun.
Post by: Smokaz on June 22, 2009, 06:48:41 am
You are killing my fun by criticising my work, learn from akranadas who took the good points of the idea and held them out instead of nagging about marders turning too fast in alleys.  8)

*maybe akrandas should invisble all the posts who are not contributions or short oneliner comments like Draken's, for the thread to be neat and clean, look how clean and neat it was when it was just me and akranadas :)


Title: Re: Something for fun.
Post by: Dnicee on June 22, 2009, 06:55:35 am
I love the idea Smokaz even though i hate to admit it! keep it real playa!  :P


Title: Re: Something for fun.
Post by: Smokaz on June 22, 2009, 07:05:14 am
Quote
I would destroy every house I see against smokaz then

Yeah that's why I give them bunkers, so that they can still use part of their doctrinal abilities even after all houses have been blown up. This counters the overly map-dependant skillset they receive.

11/20 of their doctrinal work perfectly in the open though, so its not like they would get screwed in a open field.


Title: Re: Something for fun.
Post by: Killer344 on June 22, 2009, 10:07:02 am
im very sorry smokaz, its just like i have to correct every litte thing i see as wrong  :P

In fact he isn´t wrong, you are:

1st- a marder with 25% faster turn rate and +10% turret turn rate can be still easily cirlclestrafed.

2nd- PG's can buy booby traps (35 munitions) that work in houses only. If you put a vet 3 grenadier that was getting supressed inside an apparently "safe" house with a demo in it, it will die, so?

3rd- Rat's nest: All infantry can spawn inside buildings after 3 minutes.  Yeah, because 30 pop of infantry with no support teams/vehicles/tanks around to protect them is so hard to counter.


Title: Re: Something for fun.
Post by: RikiRude on June 22, 2009, 11:34:37 am
thats pretty awesome smokaz, i think when im bored today im going to see if i can come up with anything crafty like that.


Title: Re: Something for fun.
Post by: DasNoob on June 22, 2009, 11:40:24 am
Hey AK, you want me to keep this thread clean and only allow submissions like smokaz?  I.E. deleting all comments?


Title: Re: Something for fun.
Post by: Osprey on June 22, 2009, 11:53:15 am
Well, I'd break up Royal Commandos into their correct doctrines...

British Airborne

(Glider Infantry, Tetrarch, Air Support)


Royal Marines Commandos

(Elite Infantry, SOE operatives, Intel and deception)


I kinda regret that CoH basically melted SAS, Commandos, Airborne into one doctrine, despite the fact that they are all separate.

It'd be like putting Airborne and Rangers into one infantry doctrine.


Title: Re: Something for fun.
Post by: Bubz on June 22, 2009, 12:05:48 pm
What would be fun is giving airbornes some kind of doctrinal antiinfantry weapon like you were going to.


Title: Re: Something for fun.
Post by: Hicks359 on June 22, 2009, 12:06:03 pm
Royal Infantry - UK

Tier 1:

- Rifle Marksmanship: Tommies and Sappers gain 10% increased accuracy with standard Lee Enfield rifles.
- Increased Mobility: Weapon teams pack and unpack 10% faster, weapon crews are unaffected.
- Covering Fire: Tommy squads that open fire behind other Tommy and Sapper squads in open terrain deal 15% extra damage.
- Environmental awareness: Lieutenants give out 20% extra line of sight to nearby troops.
- Rapid Deployment Drills: Infantry squads are called in 50% faster. Does not apply if called in with armour.
- Improved Rifle Grenades: Rifle Grenades gain a 15% bonus to AoE damage radius.

Tier 2:

- Sharpshooter: A standard sniper is unlocked (Not Commando, standard... Would be a Tommy skin with a sniper rifle, used like any other default, however, would cost more than a default sniper.)
- Improved Logistics: Vickers MMG teams availibilty doubles from 2 to 4.
- Close Air Support: Grants one free use of a Recon Run, to a maximum of three purchasable.
- Field Experience: Lieutenants gain experience a third faster than previously. (Shows as a third reduction in experience requirements)
- Frontline Commander: Captains now provide a small radius of light cover around them for infantry only.

Tier 3:

- Volley Fire: Standard Tommy Infantry Sections can now use a 10s ability which has has all members of the squad firing at three times the standard speed. Only usable in Heavy Cover, and cancels if the squad is moved. (Note, Bren/Rifle Grenade squads would NOT be able to use this)
- Demolition Specialists: Sappers can now place Demolitions anywhere on the map, instead of being restricted to buildings.
- Leg it: Allows Tommies and Sappers to Sprint for a short duration WITH exhaustion, but does NOT cancel suppression. It does provide a 20% reduction to incoming suppression whilst active however.
- Heavy Support: Mortar and HMG teams now deal 50% more damage.
- Mechanised Infantry: Infantry in close proximity to Vehicles gain 25% extra Sight Range and Accuracy.

Tier 4:

- Frontline Medics: Casualty Clearing Stations now act as a standard Triage Centre eliminating the cooldown between heals.
- Overwhelming Firepower: Tommy squads can purchase a third Bren for a squad for half the munitions of the standard upgrade. (Requires first Bren, cant be used with Rifle Grenades)
- Pure Determination: All infantry, including support teams, gain a 35% 25% increase to health.
- To The Last Man: As Tommies and Sappers lose squad members, the remaining members gain a quarter ROF increase. This stacks with each loss in a squad.
- PIAT Abundance: Tommy squads can now buy a single Piat. (Can be used with other upgrades)

It's a bit patchy, and i was hard pressed coming up with the T4's, but i'd really like to see an Infantry specific doctrine for the Brits... After all, it's what were reknowned for aint it?

I'll add more ideas to it if people like it.


Title: Re: Something for fun.
Post by: Dnicee on June 22, 2009, 02:00:03 pm
Not bad at all Hicks, maybe a few changes imo...but seriously good thinking both you and smokaz tbh! :)


Title: Re: Something for fun.
Post by: Hicks359 on June 22, 2009, 02:16:17 pm
Yeah, i've always liked the idea of an Infantry specific Doctrine for the Brits... So theres a few of my ideas.

Over the next few days i'll edit that post and add more to it.

The idea of things like Covering Fire and Volley Fire used in conjunction to make advances and such... Could add a bit more depth to the average Brit blob.

Could encourage more tactical use of Brit support teams... More up front Captains...

Just something other than the average Brit blob.

I'm a Brit Commando player, and i neither Commando spam nor Tommy spam if i can help it. So something like this would be good for me, as i like using more infantry, but keep finding that sometimes they arent enough, and our Armour backups arent too brilliant. Good, but not brilliant.

So for me, the answer would to be, give the Infantry more options, or improve the current Armour. RE are supposed to do more for improving Armour, so i spun some ideas on the Infantry instead.


Title: Re: Something for fun.
Post by: Guderian on June 22, 2009, 02:41:36 pm
Well, I'd break up Royal Commandos into their correct doctrines...

British Airborne

(Glider Infantry, Tetrarch, Air Support)


Royal Marines Commandos

(Elite Infantry, SOE operatives, Intel and deception)


I kinda regret that CoH basically melted SAS, Commandos, Airborne into one doctrine, despite the fact that they are all separate.

It'd be like putting Airborne and Rangers into one infantry doctrine.

Remember that the commandos were not an airborn unit and was many times for example in sea landings in norway etc.


On  thread: I hope i see more for the royal engineers!


Title: Re: Something for fun.
Post by: Hicks359 on June 22, 2009, 04:41:22 pm
Quote
- Pure Determination: All infantry, including support teams, gain a 35% increase to health.

Why I see this as only used t4 in this doctrine?

Eh, it was an idea thrown, if it proves OP, thats what balance is for.

Make it more like 20%-25% and perhaps it would be more balanced... But the point of this thread is to give a feel for new Doctrines.

After all... I doubt my Doctrine would ever be considered for use, but it's nice to fantasise of what could be.


Title: Re: Something for fun.
Post by: Akranadas on June 22, 2009, 06:56:10 pm
Cleaned up the thread. .

Das, We'll keep comments as long as their constructive.


Title: Re: Something for fun.
Post by: Malevolence on June 22, 2009, 07:44:51 pm
Quote
Covering Fire: Tommy squads that open fire behind other Tommy and Sapper squads in open terrain deal 15% extra damage.

This could stack so hard to make the world's biggest brit blob of doom.


Title: Re: Something for fun.
Post by: brn4meplz on June 22, 2009, 07:47:42 pm
Not to mention it's probably hard as hell to code, what defines behind in the coh engine?


Title: Re: Something for fun.
Post by: Hicks359 on June 23, 2009, 11:24:07 am
You wanted ideas, i gave them. Inevitably, some are good and some are bad, that being a more far fetched one could of gone either end of extreme and landed on the bad side.

I'll take a crack at thinking up something else creative but fitting.

*Starts jotting notes*

EDIT: Updated my main post with a couple of minor changes based on recommendations in this thread, old ideas are left as striked out so they are still visable.


Title: Re: Something for fun.
Post by: dravidian on June 23, 2009, 11:52:55 am
based off of booby traps and scorched earth...(just one tree)

Tier 1
Elite Kettengrads
-Kettengrads recieve a free use of demo's and can go 100% in stealth (they come with the ability to purchase demo's)
Tier 2
Demolition Experts
-Unlocks the purchase of elite pioneers, an elite 2 man squad equipped with mp44's and can be upgraded with mines, and demo's, also can be loaded onto kettengrad's for transport behind enemy lines.

Tier 3
The Sneaky Terrorist
-Kettengrads are now 50% cheaper and can be upgraded with a suicide bomb, somewhat a goliath with stealth that can move, but, the suicide kettengrads are spotted easier

Tier 4
The Grandady of All Spam
- The player recieves free upgrades on Kettengrads and Elite Pioneers


Title: Re: Something for fun.
Post by: Hicks359 on June 24, 2009, 02:05:30 pm
Hrm, i wonder why this thread fell off the face of the forum?...

We had some pretty nifty full Doctrine ideas going on here, it'd be good to see some ideas for Whermacht and American Doctrines as well.


Title: Re: Something for fun.
Post by: Sixpack on June 26, 2009, 10:16:58 am
I´ll just try this one:

Fortress Europe/Festung Europa  (PE/Wehr)

Units:
Quote
Pioneers                                6/3/1
Volksgrenadiers                      6/3/1
Grenadiers                             6/3/1
Panzer Grenadiers                   6/3/1
Tank Buster Grenadiers            6/3/1

MG42                                   4/2/1
Mortar               3/1/1
PaK                                      5/2/1
Sniper                                  1/1/1
Nebelwerfer                           1/1/1

StuG                                    4/2/1
Marder III                             4/2/1

Motorbike                             4/2/1
Scoutcar                              2/1/1

Halftrack                              6/3/1
Flammenwerfer                      3/1/1
Vampire Halftruck                   2/1/1
Munitions Haltruck                  2/1/1


Quote
T1´s
-Inspirational Leadership (Officer available for Purchase)
-New Equipment (Volksgrenadiers and Grenadiers can purchase G43s, 70 mun 3/2 per squad)
-Fighting the Wave (AT Weapons gain +10% damage)
-Mechanised Infantry (Units with Halftrucks arrive 50% faster)
-Fully Trained (Infantry are 10% harder to hit)

T2´s
-Tungsten Tipping (PaKs gain AP rounds, 30 mun 2 uses)
-They Dig Like Dogs (All Infantry builds Wire and Sandbags 50% faster)
-More Firepower (Grenadiers can purchase 2 LMG, Panzer Grenadiers 1 LMG)
-Premarked (Support Weapons gain +10% range)
-Support Barrage (Grants one use of Firestorm, max 2)

T3´s
-Russian Plains (PaK, StuG and Marder III gain +20% range)
-Fought them all (Infantry are 20% harder to suppress)
-Prepared Positions (Pioneers can build trenches)
-Fast Redeployment (Support Weapons deploy and undeploy 30% faster)
- Fire From the Sky (Firestorm gives 2 free uses, max 4, Rocket arty available, 1 use max 2)

T4´s
-Sturm Division (All Infantry Units can purchase one further man)
-Battle Hardened (All Infantry gain +15% Range, Sight Range, Damage, Accuracy)
-Full Volley (Support Weapons gain +20% Suppression and Health and RoF)
-Survivalist (All Infantry and Support Weapons gain 15% Health, Sight Range and Accuracy)
-Ambush Experience (StuGs and Marder III gain stealth in Heavy Cover)

Might be OP but laks specialist units most other doctrines have.


Title: Re: Something for fun.
Post by: EliteGren on June 26, 2009, 10:24:48 am
T4´s
-Sturm Division (All Infantry Units can purchase one further man)
I really like this actually.


Title: Re: Something for fun.
Post by: CafeMilani on June 26, 2009, 10:32:41 am
yes but i dont like the 'can purchase'


Title: Re: Something for fun.
Post by: Sixpack on June 26, 2009, 10:37:50 am
yes but i dont like the 'can purchase'

I do understand that but this way it would be possible to actually balance the Doctrine out (easyer to make performance tests and price changes etc., I know it is only for fun  :D  ;D )


Title: Re: Something for fun.
Post by: VictorTarget on June 26, 2009, 11:43:55 am
Mechanized Infantry - US

T1´s
- Wheels and Grease (All vehicles with fuel cost 50 or less now require half that fuel cost)
- Medical Support (allows purchase of a lorry that can set up and act as a triage center [Brit truck reskinned?])
- Experienced Gunners (.50 gunner rotation speed increased on all vehicles by 25%, including Quad)
- Gun the Engines (M10s, M18s, M8s, M3s, and Quads may purchase flank speed for 50 muni)
- Quick Deployment (Platoons with a vehicle deploy 50% faster)

T2´s
-Armored Halftracks (M3 Halftracks and Quads upgraded to Puma armor)
-True Grit (Riflemen gain 10% more health)
-True-Blooded Sergeants (Rifleman Sergeant may exchange carbine for a thompson for 15 muni)
- Fire On the move (A .30 cal may fire out the back of an M3 halftrack [rear arc, 30 degrees] when embarked)
- Battlefield Improvements (M8s, M3s, Quads gain 10% life, and are 10% harder to hit)

T3´s
- Field Repairs (allows purchase of a truck that is set up on the field, permitting the use of field repairs on a 360 second timer)
- Anti-Tank Mines (Allows purchase of teller mines on riflemen)
- Tank Destroyers (Allows purchase of two bazookas on riflemen)
- Armored Thrust (Infantry near vehicles gain green cover)
- Fire and Steel (Riflemen may purchase flamethrower for 60 muni and take 15% less suppression)

T4´s
- Assault Infantry (All Riflemen squads begin with a BAR, may be upgraded with two more)
- Hardened Veterans (Riflemen may purchase Thompsons instead of BARs for the same cost, and gain soldier armor)
- Riding to War (A single rifleman squad may embark onto the back of a sherman or sherman croc, riflemen may fire to the rear, the sherman may not, all shermans cost 3 less pop)
- Cohesion (For every rifleman deployed, all riflemen gain 2% health)
- Assault Tactics (Reduces disembark time by 50%, vehicles get a speed bost when called in, reduces embark time by 50%, infantry gain fire-up for 5 seconds after disembarking)


Title: Re: Something for fun.
Post by: VictorTarget on June 26, 2009, 11:59:17 am
Sixpack, our proposed builds are perfect opposites....


Title: Re: Something for fun.
Post by: Sixpack on June 26, 2009, 02:46:31 pm
True, I was more trying to get the feel of a standard german infantry Division instead of all those "Elite" Divisions you seem to get :) .


Title: Re: Something for fun.
Post by: RikiRude on June 26, 2009, 02:55:46 pm
Make victor targets one real!

I want fire and steal for my rifles NAO!


Title: Re: Something for fun.
Post by: VictorTarget on June 26, 2009, 03:21:38 pm
Make victor targets one real!

I want fire and steal for my rifles NAO!
I.....think you're serious?

....but I'm not sure.  ???

Either way, I thought it was a neat idea.


Title: Re: Something for fun.
Post by: RikiRude on June 26, 2009, 05:42:03 pm
rifles with less suppression and a flame thrower?! what's not to love!


Title: Re: Something for fun.
Post by: Sharpshooter824 on June 26, 2009, 06:34:11 pm
I've always wanted to see a shotgun implemented  :)

either as an upgrade for engies costing 50 munitions or an upgrade for rifles to make them have some more options...

It would have slow rate of fire and innaccurate making it ideal for close range  ;D