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Author Topic: NEW DOCTRINE DESIGN  (Read 4437 times)
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tank130 Offline
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Posts: 8889


« on: June 17, 2015, 08:03:28 am »

We are very excited to announce we are going to completely redesign the doctrine system for EiR:R. These are not just new doctrines, this is a completely different system.

Below is the doctrine design information. The decision has been made to move forward with this new concept and we would love to see community input to complete it.

We realize some of you are very resistant to change, but our Dev team would like to see this mod grow and change.




New Doctrine Design

Completely forget the current doctrine names and the current doctrine system. This is a complete overhaul of the entire mechanic and will have no resemblance to the current system.

Goal:

To create consistent doctrine design themes across all four factions.
Players will have the ability to pick and choose Doctrine Specialization and unit unlocks to suite their individual play style. There will no longer be a predetermined doctrine tree.

Design overview:

Doctrines are split into 3 design themes. All four factions will have a choice of three specific doctrine styles as follows:
    Infantry / Support
    Mobility / Mechanized
    Armor / Tanks
                 ** Each Design theme will have its own name consistent with the faction.

Each doctrine style will have their own unlocks and specialization available.

Doctrine Unlocks (Bottom of Launcher) will be broken into three types.

    Row 1: Unit Unlocks (For example: Airborne, King Tiger)
    Row 2: Specialty Weapons (For example: Triage center, Mustard Gas Shells)
    Row 3: Off Maps (1 Recon ability, 1 blow shit up ability, 1 specific to that doc Theme**)
          ** Theme specific off map examples:
                         Mobility/mechanized Doctrine = Blitzkrieg
                         Infantry / Support Doctrine = Mark Target

Doctrine specializations are split into 3 types.

    Row 1: Abilities specific to unit unlocks only.
    Row 2: Buffs unit unlocks and/or regular Battalion units. Preferred  design is towards Unit unlocks.
    Row 3: Buffs Battalion units only.


Process:

All unlocks and specializations are available when a new company is created, but you will be unable to unlock them until you have earned the required PP for each selection. A maximum number of selections will be set for both Doctrine Specialization and Doctrine unlocks. PP’s are gained by the battles played.

Cost:

All unlocks and specialization will have a resource cost ( MP/MU/FU/POP )
Doctrine specialization must be unlocked and then purchased on each unit as an upgrade.

If you would like to help create these new doctrines, you can use this template Here

Please do not worry about costs associated with all of this. Once the final design is crafted and accepted, the balance discussions will start to assign the appropriate costs.
If you want to discuss this change or specific doctrines, please start a new thread with appropriate title. This thread will be locked and used as reference for new designs.





Other changes to note:

Off maps will be tied to a unit. You will purchase a "radio man" ( we would like better names for each faction ) and he must be on the field in order for you to use your off map ability.


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tank130 Offline
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Posts: 8889


« Reply #1 on: July 02, 2015, 08:03:11 am »

The Dev team discussed this new change in detail before we posted it to the community. What is obviuos to us in regards to the design has not been communicated well to you and for that we apologize.

As this process continues, situations are going to arise where we need to make a judgement call or allow some fluidity to the design. We realize not everything is going to have a "one size fits all" place to be. What is important is that any deviation from the design has to remain in the "spirit" of the design intent.
Arguments of "technically the design doesn't say that" are moot. If the deviation is not within the spirit of the intended design, it's not going to happen.


We would prefer to see the doctrine submissions be within the intended design theme and not be overlapping into the other doctrine themes.
For example, an infantry/support doctrine should not have vehicle buffs. The intent of the design is to have really strong infantry at the expense of 'meh' tanks and light vehicles.

To help with that understanding we will create a brief definition of those themes.

Infantry / Support
The focus should be specialized infantry units and other ground troops.
We would prefer to only see one form of healing, but perhaps healing can be faster in this doctrine.
Support units could be stronger, more accurate
Vehicle buffs are discouraged.
Speed buffs are discouraged

Mobility / Mechanized
The focus should be on speed. Get in quick, hit fast and get out fast
LV's should be fast and hit hard, but weak ( glass cannons )
Tanks can receive speed buffs, but damage & accuracy are discouraged

Armor / Tanks
The focus should be on strong tanks.
Buffs to damage and accuracy are encouraged
Speed buffs are discouraged.
Buffs to infantry and support should be very little. You have very powerful tanks but sacrifice any kind of support.


The important thing to consider with these doctrines is not to swing the pendulum too far in any one direction. You still need the ability to build a combined arms company that should have the ability to survive against most other doctrines.

What we do not want to see is an Infantry / support doctrine with buffed Airborne and buffed Sherman to support them. Each doctrine should be strong in the theme, but have a weak point in the other areas.







UNLOCKS & SELECTIONS:

Multiple unit unlocks in one selection are discouraged unless they are of the same category. For example: Airborne and Airborne rifle, AB HMG, AB ATG, AB Sniper could be unlocked in one selection.

Multiple buffs to multiple units in one selection is discouraged unless it is a blanket buff. For example: All tanks receive 10% accuracy
Again we need to apply the rule of common sense. Making one selection that adds 10% accuracy, 10% damage, 10% range to all tanks is not going to happen.

Inventing new units just because you can is discouraged. If there is an obviuos hole in the design that requires a new unit, that can be discussed.  
Inventing new units just because it's cool is not encouraged unless we think another unit is being removed completely from the game. We are not inventing a new mod, we are just redesigning how doctrines are created and selected.

Some factions currently have a lot of unlock units. We should discuss whether this is really necessary or if some of those units could just be moved to the standard roster.
Some of those units may also be redundant and only there because no one was creative enough to come up with other selections in that doctrine.

If a unit is just a slightly different version of another unit without any clear role, perhaps it should be removed. Balance is hard enough without these types of units messing it up.

Keeping a unit because of nostalgia or the fear loosing it for no other  reason is discouraged. Adding units for similar reasons is also discouraged.





We may amend or tweak this process as unforeseen situations come up. If you spend hours creating a doctrine and we realize for some reason your design brings up a problem we did not foresee, please do not be butt hurt when we state your design is not going to work.
If the Dev team could foresee every possible scenario, we would not be asking for community input, we would just simply put out the perfect new doctrine.

Our goal is to build great doctrines with new and creative ideas from many sources. The chances are no one specific doctrine proposal will be selected, but a collection of proposals will create the final design.


« Last Edit: July 02, 2015, 08:06:28 am by tank130 » Logged
tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #2 on: July 02, 2015, 09:01:50 am »

Unlocks & PP

There will be a limited number of unlocks available. This number has not been determined and will not be determined until the final design is worked out.

We want to keep a progression element to the doctrines if possible. For this reason it will cost pp to make a selection. You will not be able to pick all your selections with a new company. Your company will gain pp as you play ( the same system currently ) and you will be able to unlock abilities as your pp increases.

If every specialization is balanced with resources, then there shouldn't be any reason to apply a higher pp value to one selection over another. However, if we need a further way to balance a selection, we do have the opportunity to increase the pp cost for that particular selection. It may also give us the ability to control stacking abilities that create an OP situation

The doctrine design should be created in a way that you have multiple options to choose from and that there is no "one way" to choose.
For example, some of our current doctrine trees are so useless that most people only pick the one tree and ignore the rest. The new design should be created so that all options are good options you just pick the ones that suit your play style best.
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