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Author Topic: Armory System  (Read 4426 times)
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« on: July 06, 2009, 05:57:30 am »

Armory System

After a long sleepless night I have come up with a system that would in my opinion not only increase the depth of game play but also make each persons army truly unique and personal.

My idea is to implement a system separate from each doctrine (but in certain ways related see later examples) that would allow you to purchase numerous upgrades unique to your army these could include all forms of AT and Anti Infantry weapons as well as special abilities and modifiers these would be set on a tier system with more unique and powerful upgrades for he majority of your army appearing at higher tiers.

Like the currant doctrine system the tiers would be specialized (Ie Standoff, Assault, Heavy Support). As well as this some doctrines would have specialized tiers unique for their doctrine such as mechanized force, and airborne soldiers. These doctrinal tiers would feature unique upgrades specific to their doctrines or new classes of units.

All of these are up for discussion and are not yet finalized


Example For Americans And Wehrmatch

STANDOFF
The standoff army includes bonuses to rifle weapons and basic Infentry survivability; standoff troops are meant to hold the line no matter what and punish those who try to brake with high-powered rifles.

Wehrmatch Tier 1
UPGRADES
Scoped rifles (grenadiers can purchase scoped Kar98 with increases range and accuracy but at a dramatically reduced rate of fire)

ABILITYS
Volley Fire (infantry can activate volley fire ability witch dramatically improves damage and accucry for around 30 seconds but causes the squad to move extremely slow 5 min cool down)

Wehrmatch Tier 2
UPGRADES
G43 (Grenadiers can buy a modified g43 with increased rate of fire and no slow)

PASSIVE
All infantry units move slower but have higher accuracy and health

ABILITYS
Bunker Down (Infentry and support weapons temporarily have dramatically lower received accuracy and dmg but move slower and have weapon modifiers similar to being suppressed, this ability would be useful against allied arty such as the cally or a strafing run helping frontline units hold the line and take the hits)



Wehrmatch Tier 3
UPGRADES
Veteran Sergeant (Standoff) (adds a sergeant to the squad who dramatically increases accuracy and rifle damage comes equipped with a G43 (modified), reduces cool down for abilities)

PASSIVE
Infentry gain a 10% Increase in health

ABILITYS
Field Marksmen (Infentry can purchase a Marksman who can fire a sniper shot similar to recon section sniper 5 min timer)

Americans Tier 1
UPGRADES
M1 Garand (riflemen can purchase an improved M1 Garand that has attributes similar to the real world rifle overall increasing its rate of fire) 

ABILITYS
Let Them Have It (for 30 seconds rifle men gain a huge increase in fire rate and damage but reduced accuracy at close to medium ranges a rifle squad will effectively match that of German automatic weapons, the unit however moves at a slower speed)

American Tier 2
UPGRADES
M1903 Springfield (A high powered rifle that has exelent long range capabilitys but low rate of fire)

PASSIVE
All infantry and support weapons gain 5% more damage and accurcy

ABILITYS
FORWARD MARCH! (All Infentry units move slower but are immune to suppression and dramatically reduced incoming accuracy and damage, this ability lets the player move his frontline effectively forward despite any German defense)

Americans T3
UPGRADES
Veteran Sergeant (Standoff) (adds a sergeant to the squad who dramatically increases health and rifle accuracy and is equipped with an M1903 Springfield, reduces cool down for abilities)


PASSIVE
10% more health but squad generally moves slower.

ABILITYS
Against all odds (riflemen are for 30 seconds unkillable going down to 1% HP and immune to suppression, after the 30 seconds they gain increased received accuracy making them very vulnerable to attack. 2 uses 6 min cool down)



ASSUALT
The assault army is all about braking down the enemy with high damage automatic weapons, they are usually fast and mobile but suffer from weaker troops in comparison to the other layouts but at close range they are unmatched. Also grants access to devastating weapons such as flamethrowers and devastating assault abilitys.

Wehrmatch Tier 1
UPGRADES
MP40 SMG (Grenadiers can purchase MP40s)

ABILITIES
Burst fire (MP40 squads fire a short burst that dose considerable damage to a target usually ripping the enemy squad to shreds in seconds, target is selected like G43 slow fire, close range ability only)

Wehrmatch Tier 2
UPGRADES
Flammenwerfer 35 (grenadiers can purchase a Flammenwerfer 35 at a high cost, this requires the editing the units apb file to include the weapon but is easily accomplished, a secondary method would be to use a reskined pio but this requires more effort)

PASSIVE
10% suppression resistance


ABILITIES
Get Up Soldier (brakes suppression and increases damage output for 10 seconds)

Wehrmatch Tier 3
UPGRADES
Veteran Sergeant (Assault) (adds a sergeant to the squad who dramatically increases Suppression resistance and incoming accuracy, comes with MP44)

PASSIVE
10% more damage.

ABILITIES
Sprint (Grenadiers unlock a modified sprint witch also increases rate of fire)

Americans T1
UPGRADES
M3-Grease Gun (riflemen can buy grease guns)

ABILITIES
Rush em boys (riflemen move faster, fire faster, and gain suppression resistance for 10 seconds)

Americans T2
UPGRADES
Flamethrower (riflemen can buy flamethrower) 

PASSIVE
15% suppression resistance
 
ABILITIES
Incineration (squad opens up with flamethrower incinerating an area and killing all Infentry at the target location. Can be cast on individual units also catches the area on fire)

Americans T3
UPGRADES
Veteran Sergeant (Assault) (adds a sergeant to the squad who dramatically increases Suppression resistance and incoming accuracy, comes with Tommie gun)

PASSIVE
Riflemen move 25% faster but have lower accuracy on most weapons

ABILITIES
You Like This! (Squad damage out put dramatically increased but received accuracy is also increased also unit is immune to suppression. The squad also has double the fire rate but also a dramatic decrease in received damage meaning this squad will die but not before it takes out a few of the enemy troops)

HEAVY SUPPORT
this army is centered on the prospect of heavy firepower and superior weapons to beat the ongoing tide of assaulting enemy troops. Though defensive by nature it has certain abilities witch make it effective at securing a frontline for standoff players to move up. Your troops with heavy support will be the backbone of the team.

Wehrmatch Tier 1
UPGRADES
Dual LMGS and Panzershrecks unlocked

Abilities
Intensive fire (LMGS fire rate increased but accuracy decreased also suppression dramatically increased, you rush one of these be prepared to be ripped to shreds)

Wehrmatch Tier 2
UPGRADES
“Improved Panzershreck”  (1 available, 25% more damage, 15% more accuracy, 10% less cool down)

PASSIVE
8% more damage on all weapons

ABILITYS
High explosive shell (2 uses can target tank or infantry. Panzhershreck fires a high explosive shell that explodes like a calliope rocket that doses an extreme amount of damage. The ability must be purchased for around 40 mu)

Wehrmatch Tier 3
UPGRADES
Ammunition Carrier (adds an ammunition carrier to the squad who carries an mp40, the carrier decreases the squads reload time by 30% and increases burst duration for LMGs by 15%)

PASSIVE
All support weapons including LMG42 deal 15% more suppression

ABILITIES
Target acquired  (unit dose 10% more damage and is 15% more accurate against the selected enemy squad but must remain stationary while ability is in use if the unit moves ability is canceled. This ability acts like officer supervision in a sense)

Americans T1
UPGRADES
BAR x4 (riflemen can buy a second BAR upgrade for same coast)

ABILITES
Aim and Fire (for 25 seconds squad gains 15% more damage and 10% more accuracy but move slower, BARs also have plus 50% more suppression)

Americans T2
UPGRADES
Bazooka (riflemen can get 1 bazooka up to 2 when combined with Infentry doctrine)

PASSIVE
8% more accuracy on bazookas

ABILITYS
Armour Piercing Rocket (2 use ability that fires a bazooka rocket that dose 15% less damage but has 100% chance to penetrate)

Americans T3
UPGRADES
Spotter (an attached soldier who increases accuracy by 8% and range by 10% and increased sight by 25%)
Ammunition Runner (add 1 more use to all abilities and decreases reload and ability cool down by 25%)

PASSIVE
Support Weapons deal 10% more damage including BAR teams

ABILITIES
Last Clip (unit deals plus 40% more damage for 8 seconds but can not fire for 15 seconds afterwards)

Well this is my idea hope you guy like.
Logged

Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #1 on: July 06, 2009, 06:45:46 am »

It would be a huge job to implement this to the launcher and it would just make noobs have a harder time.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #2 on: July 06, 2009, 06:51:52 am »

It seems interesting, but I'll have to agree with piotrskivich - less OP to pro's pl0x.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #3 on: July 06, 2009, 07:18:08 am »

yea i dont like any of the ideas, basically changing the whole coh system into a RPG style "whoever clicks the button last"
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #4 on: July 06, 2009, 07:34:35 am »

renember EiR should be fun becouse of great gameplay and teamwork. not about upgrading your units, making them stonger and stronger, as demon sayd: dont make this a RPG.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #5 on: July 06, 2009, 08:02:25 am »

You have some very valid arguments and hear is some thoughts on how to counter these problems of OP-ness

1. make T3 unlock reachable by level 6 meaning due to noob perks you only haft to play around a good 30 games give or take to completely take advantage of this.

2. tone down passive bonuses to make it more about how you chose to upgrade you army and just simply what you can get with the munitions you have.

3. up the negative effects on certain abilities or make them all have negative effects. A good example is the American heavy support T3 last clip where after use the squad can not fire for around 15 seconds, or take my personal favorite the whermatch standoff tree where your troops move a lot slower as a side effect of the doctrine itself.

4. also on a side not please notice the new upgrades and abilities usually only effect baseline Infentry only, this was done to capitalize on the fact most normal Infentry have taken a back seat to doctrinal elite Infentry so really with this the pros are only getting a small bonus.

Really this is hear to help players create their own play styles. But of course knowing from experance you all will say NO to OP STFU no need for this idea. And then you guys will complain how you don’t like how a certain fraction is.

This idea attempts to remove fraction imbalances by letting a player “choose” his army. It will be more like I am a wehrmatch, blitzkrieg , heat rounds, assault player. Also the tiers can be combined so if you want say just 4 bars you can do that and still get flamethrowers or Springfield rifles.

But of course don’t listen to me don’t read my article post in this thread and go turn it into some off topic thing such as how tank reapers is op or how clown cars ruin gameplay.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #6 on: July 06, 2009, 08:03:50 am »

also for leo phones comment, this should help teamwork as each player will have his/ her (very rare) own role on the field please read further into the layout of my post and the side effects of certain tiers.

field example. HEY I NEED BACK UP CANT BREACH THIS LINE (assualt player sends MP40 grens to aid and sprints past the enemy HMG throughing some nades and killing the rest) NICE ILL BRING UP SUPPORT (heavy support player brings up dual LMG grens and scares off enemy counter attack)
« Last Edit: July 06, 2009, 08:08:27 am by Lt_Apollo » Logged
wildsolus Offline
Donator
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Posts: 807


« Reply #7 on: July 06, 2009, 09:21:00 am »

grenadiers with sprint? what's not to like!
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #8 on: July 06, 2009, 09:40:19 am »

Piats with fireup.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #9 on: July 06, 2009, 09:50:43 am »

difrance is its a T3 for only one of the 3 layouts, meaning it will be very rare at best.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #10 on: July 06, 2009, 11:02:18 am »

Rare =/= Balanced.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Atlanton Offline
EIR Veteran
Posts: 66


« Reply #11 on: July 06, 2009, 03:14:56 pm »

I completely disagree with another psuedo doctrine system.

Finish the current doctrines
fine-tune them
make the awesome
Huh
Profit

If they still need more variety, add some upgrades here and there. But adding new units or doctrine trees just creates a whole new shitstorm of balancing work.
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