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Some new ideas for EiRR
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Topic: Some new ideas for EiRR (Read 4147 times)
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GrayWolf
Development
Posts: 1590
Some new ideas for EiRR
«
on:
January 21, 2014, 04:00:36 am »
Hi guys. It's me GrayWolf the most hatted kid in EiR community.
Well I was thinking about balance and other stuff and few ideas came to my mind.
1. Reward pool system
This one is simple. There is pool for reward units. You have max. of 4 points to spend on reward units in your company.
For example : Flakpanzer cost 2 points, but Maus or SP cost 4 of them.
I divided reward units on 4 classes :
Normal reward units (cost 1 point) : Elite grens, Marines, Support Grens, ambulance (basicly reward infantry)
Good reward units (cost 2 points) : Sniper, lv's, Wespe, t57 (Special inf and lv's)
Rare reward units (cost 3 points) : Panther CCT (tanks)
Uber reward units (cost 4 points) : Maus, SP, TA (Legendary tanks)
Why should it be implemented ? Well a lot of players are qq about "we cannot fight vs reward units, they are just too OP". Well I think they are kinda right. This system will balance reward units, for example : If you have a Maus you cannot call any other reward unit.
2. Heroic units/Commanders.
This is a lot bigger thing (and also harder to do ... I think :p). You guys probably still remember the video "Train your own Tiger Ace". Well this is similar, but instead of TA you have to train your special infantry units - Commanders.
At the begging every player choose the doc upgrades, places your coy on the warmap, then builds his company. My idea is to add an extra step to that system : Commanders. Every player have to choose his commander. This is an extra unit which you can call on the battlefield. Every Commander is different, for example :
Arty officer : Strikes, bonus aura, flares
Sgt Shabflame : Fire up, flame every thread, elite armor, + acc aura.
Captain Corps : qq about balance, better buff Brits, Buff for tanks in sector, bonus HP for Churchills.
Sniper Skaffa : no idea...
Of course they won't have all the stuff on the begging (just like the TA), so you need to level up them :
Sgt Shabflame
lvl 0 : Call them noobs - Enemy inf receive more dmg
lvl 1 (40 exp) : Flame the thread
lvl 2 (150 exp) : 3x Hummel spam vs Commando blob
lvl 3 (300 exp): Come on niggah : Taunt enemy tanks
lvl 4 (750 exp): Lithuania es numero uno
lvl 5 (1500 exp): Leave the match when your team is winning. Ultra taunt, everybody crying.
Of course if you lose your officer you lose a lot of points in game (-1.20 ?) and death resets you exp (you still have the commander).
Every nation has 2 or 3 commanders.
Why ?
Some fresh wind, also it's funnier when you level up command unit like that, than for example : Jagpanther (Abilities every level).
Also to balance it, commanders cannot use retreat button, so they cannot run from the middle of the fight, you need to move them to the respawn.
What do you guys think about it ? What devs think about it ? Is it possible to implement it ? Do you have enough positive energy to implement it ?
Sorry for my ENGRIISH skills
«
Last Edit: January 21, 2014, 04:29:09 am by GrayWolf
»
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XIIcorps
Donator
Posts: 2558
Re: Some new ideas for EiRR
«
Reply #1 on:
January 21, 2014, 04:13:54 am »
Could you maybe do the human race a service and not pass on your obviously flawed genes ?
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #2 on:
January 21, 2014, 04:22:42 am »
I just proposed some changes, it depends on devs if they want make it happen or not.
«
Last Edit: January 21, 2014, 04:38:56 am by GrayWolf
»
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Unkn0wn
No longer retired
Posts: 18379
Re: Some new ideas for EiRR
«
Reply #3 on:
January 21, 2014, 04:57:24 am »
If reward units are OP, then they should be balanced. Just because they are reward units doesn't mean they can be above unit balance.
Logged
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #4 on:
January 21, 2014, 05:01:08 am »
Quote from: Unkn0wn on January 21, 2014, 04:57:24 am
If reward units are OP, then they should be balanced. Just because they are reward units doesn't mean they can be above unit balance.
Well imo reward units should be better, but you cannot have lot of them. The main point of my statement is, that if you have Maus or SP, you cannot have any other reward unit.
«
Last Edit: January 21, 2014, 05:02:46 am by GrayWolf
»
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Unkn0wn
No longer retired
Posts: 18379
Re: Some new ideas for EiRR
«
Reply #5 on:
January 21, 2014, 05:12:44 am »
I'm sorry but that is a completely flawed approach to game balance. What does it matter if you have many of unit X if one unit X is absolutely OP and enough of a heartache for the opposing players?
If players have a maus they should not be able to field another super heavy, I think that's a no brainer. But why should someone who has a maus be restricted from also having say some elite grenadiers?
Logged
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #6 on:
January 21, 2014, 05:17:51 am »
Quote from: Unkn0wn on January 21, 2014, 05:12:44 am
I'm sorry but that is a completely flawed approach to game balance. What does it matter if you have many of unit X if one unit X is absolutely OP and enough of a heartache for the opposing players?
If players have a maus they should not be able to field another super heavy, I think that's a no brainer. But why should someone who has a maus be restricted from also having say some elite grenadiers?
Well... Have you ever tried to kill the maus supported by Elite Grens... I think not
Logged
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #7 on:
January 21, 2014, 07:27:46 am »
Ok, just delete the thread . _.
Looks like it won't happen anyway...
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Unkn0wn
No longer retired
Posts: 18379
Re: Some new ideas for EiRR
«
Reply #8 on:
January 21, 2014, 07:31:34 am »
Cleaned thread
Logged
Shabtajus
EIR Veteran
Posts: 2564
The very best player of one of the four factions.
Re: Some new ideas for EiRR
«
Reply #9 on:
January 21, 2014, 07:37:23 am »
well we have officers aint we? add special abillities to them being at vet4 or vet5 and ya have ya comander. also woulda be fun to have a chance to name units being at vet5. omgMod had this feature, was really fun tbh
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Quote from: TheWindCriesMary on April 08, 2013, 11:10:04 am
I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Quote from: Hicks58 on May 04, 2013, 01:59:39 pm
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #10 on:
January 21, 2014, 07:58:48 am »
Quote from: Shabtajus on January 21, 2014, 07:37:23 am
well we have officers aint we? add special abillities to them being at vet4 or vet5 and ya have ya comander. also woulda be fun to have a chance to name units being at vet5. omgMod had this feature, was really fun tbh
Well, Shab you have won the thread now, why not doing sth like this, when it's easier to do ?
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tank130
Sugar Daddy
Posts: 8889
Re: Some new ideas for EiRR
«
Reply #11 on:
January 21, 2014, 08:19:54 am »
We will be adding commander cards in the near future that will be somewhat similar to what you are suggesting........ sort of.
We will be looking at the balance of RW units during this "No Docs" phase.
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #12 on:
January 21, 2014, 09:09:21 am »
Quote from: tank130 on January 21, 2014, 08:19:54 am
We will be adding commander cards in the near future that will be somewhat similar to what you are suggesting........ sort of.
We will be looking at the balance of RW units during this "No Docs" phase.
WOW, JUST WOW.
Christmas has ended tank and you're still nice to me ? Have I done sth wrong ?
Anyway thanks for saying that, this mod needs some fresh air.
«
Last Edit: January 21, 2014, 09:19:26 am by GrayWolf
»
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tank130
Sugar Daddy
Posts: 8889
Re: Some new ideas for EiRR
«
Reply #13 on:
January 21, 2014, 09:39:40 am »
Don't get too excited..... I still don't like you........lol
Commander cards is something we had worked on for Eirr2. Now that we have essentially been screwed by Sega on that, we are looking at trying to implement some of the Eirr2 ideas into Eirr.
The problem we have is the current launcher is so archaic and difficult to code changes, that these kinds of things are near impossible (motivation wise) to implement.
Eirrmod is currently working on getting a new GUI together. It is a shit ton of up front work to get it going, but it will make future changes way simpler. Once the new GUI is in place, we can start trying out all the new features.
I would expect 1 year before we have that all in place tbh.
Logged
GrayWolf
Development
Posts: 1590
Re: Some new ideas for EiRR
«
Reply #14 on:
January 21, 2014, 09:42:37 am »
Quote from: tank130 on January 21, 2014, 09:39:40 am
Don't get too excited..... I still don't like you........lol
Commander cards is something we had worked on for Eirr2. Now that we have essentially been screwed by Sega on that, we are looking at trying to implement some of the Eirr2 ideas into Eirr.
The problem we have is the current launcher is so archaic and difficult to code changes, that these kinds of things are near impossible (motivation wise) to implement.
Eirrmod is currently working on getting a new GUI together. It is a shit ton of up front work to get it going, but it will make future changes way simpler. Once the new GUI is in place, we can start trying out all the new features.
I would expect 1 year before we have that all in place tbh.
Well so, you want to make sth like commanders in CoH 2 right ?
Will it be instead of doctrines or more like my idea ?
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Some new ideas for EiRR
«
Reply #15 on:
January 21, 2014, 10:34:49 am »
Not really either tbh. But honestly, I am not going to go into details until we get a little closer to finalizing it.
Logged
Ahnungsloser
Donator
Posts: 1447
Re: Some new ideas for EiRR
«
Reply #16 on:
January 23, 2014, 04:42:42 pm »
Quote from: tank130 on January 21, 2014, 10:34:49 am
Not really either tbh. But honestly, I am not going to go into details until we get a little closer to finalizing it.
So everything was just a tease to keep us here.
Logged
9th Armoured Engineers
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