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Author Topic: Something for fun.  (Read 10501 times)
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Akranadas Offline
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« 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.

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Smokaz Offline
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« Reply #1 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
« Last Edit: June 22, 2009, 07:01:12 am by Smokaz » Logged

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Draken Offline
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« Reply #2 on: June 22, 2009, 06:33:49 am »

Wow that actualy sounds like real doctrine.
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Akranadas Offline
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« Reply #3 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.
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Smokaz Offline
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« Reply #4 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.  Cool

*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 Smiley
« Last Edit: June 22, 2009, 06:55:01 am by Smokaz » Logged
Dnicee Offline
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« Reply #5 on: June 22, 2009, 06:55:35 am »

I love the idea Smokaz even though i hate to admit it! keep it real playa!  Tongue
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Smokaz Offline
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« Reply #6 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.
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Killer344 Offline
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« Reply #7 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  Tongue

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.
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RikiRude Offline
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« Reply #8 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.
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DasNoob Offline
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« Reply #9 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?
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Osprey Offline
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« Reply #10 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.
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Bubz Offline
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« Reply #11 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.
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Hicks359
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« Reply #12 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.
« Last Edit: June 23, 2009, 11:30:12 am by Hicks359 » Logged
Dnicee Offline
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« Reply #13 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! Smiley
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Hicks359
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« Reply #14 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.
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Guderian Offline
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Posts: 817



« Reply #15 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!
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Hicks359
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« Reply #16 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.
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Akranadas Offline
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« Reply #17 on: June 22, 2009, 06:56:10 pm »

Cleaned up the thread. .

Das, We'll keep comments as long as their constructive.
« Last Edit: June 22, 2009, 06:58:18 pm by Akranadas » Logged
Malevolence Offline
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« Reply #18 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.
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brn4meplz Offline
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« Reply #19 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?
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Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
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