Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 15, 2024, 02:39:48 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 1
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
General Discussion
>
Reinforcement Packages
Pages: [
1
]
2
Go Down
Print
Author
Topic: Reinforcement Packages (Read 9838 times)
0 Members and 3 Guests are viewing this topic.
Unkn0wn
No longer retired
Posts: 18379
Reinforcement Packages
«
on:
July 17, 2009, 10:37:42 am »
For the next reset we are thinking of reworking reinforcement packages once more.
This *could* include the removal of all doctrine exclusive elite infantry units.
AND NON INFANTRY (ALA hetzer/whirble etc)
-> salan edit
Why you ask? Because we feel that doctrines lose a lot of their flavour when their 'signature units' are available to all other doctrines in the game. In addition it brings in a whole lot of other issues in regards to balance and gameplay. Reinforcement units were never intended to be a necessary complementation to one's company, but rather a nice little extra that allows for some more company variety and added tactical depth.
Please post your thoughts on this, from a design/gameplay perspective rather than an emotional one. I'm sure you all got attached to your vet 3 elite reinforcement units and won't like to see these removed but hopefully some of you can get over that and provide us with intelligent feedback in regards to this decision.
In addition, we'd like you all to post some reinforcement packages suggestions (4 units per package) that do not contain any doctrine specific units at all. (Perhaps with some exceptions like the hetzer, AVRE etc) Check out the other thread and post your suggestions there.
«
Last Edit: July 17, 2009, 11:17:27 am by salan
»
Logged
Sixpack
EIR Veteran
Posts: 185
Re: Reinforcement Packages
«
Reply #1 on:
July 17, 2009, 10:40:43 am »
I will oppose this.
Simply because I want the officer for my Scorched Earth Company (totaly useless but looks cool).
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Reinforcement Packages
«
Reply #2 on:
July 17, 2009, 10:41:44 am »
The officer is one of the units that could still be an exception.
This is really mainly about Rangers/Airbourne/Commandos/Fallschirmjaegers/Stormtroopers being available to everyone through reinforcement packages.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Reinforcement Packages
«
Reply #3 on:
July 17, 2009, 10:44:25 am »
While I agree, also please make it so that if you buy a package for the doctrine you already have such as buying Luft with Luft you get an increase in your FJ available.
Or RE with RE for more Churchills, Blitz with Blitz for more Storms, etc.
A reason to take your own doctrine choice finally.
Logged
.
.
.
.
.
.
.
.
.
.
.
Baine
Steven Spielberg
Posts: 3713
Re: Reinforcement Packages
«
Reply #4 on:
July 17, 2009, 10:44:56 am »
Actually I totally agree with it, doctrinal units should stay in that doctrine, especially the officer ( that made me angry, because he needs to be my special defensive officer!)
SO no exception for him!
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Reinforcement Packages
«
Reply #5 on:
July 17, 2009, 10:45:58 am »
Quote from: AmPM on July 17, 2009, 10:44:25 am
While I agree, also please make it so that if you buy a package for the doctrine you already have such as buying Luft with Luft you get an increase in your FJ available.
Or RE with RE for more Churchills, Blitz with Blitz for more Storms, etc.
A reason to take your own doctrine choice finally.
We'll definitely look into 'availability packages' for existing doctrine units.
We may end up with multiple 'reinforcement' layers in the long run, still something we're brainstorming about.
Logged
BigDick
Guest
Re: Reinforcement Packages
«
Reply #6 on:
July 17, 2009, 10:46:00 am »
imho its not a bad idea to remove doctrine specific units from reinforcements
but when you do so please unselect the reinforcement package for everyone or even refund the 50pp spend
actually i see the task of a reinforcement package to make the weak side of your doctrine stronger, that have not to be using doctrine specific elite units but maybe some units form an other faction
if you change the packages you should really think about the mixture that all reinforcements packages give you some good stuff and not one is superior to all others for the played side (e.g. currently blitz on axis side)
Logged
scrapking
EIR Veteran
Posts: 924
Re: Reinforcement Packages
«
Reply #7 on:
July 17, 2009, 10:54:30 am »
Quote from: AmPM on July 17, 2009, 10:44:25 am
While I agree, also please make it so that if you buy a package for the doctrine you already have such as buying Luft with Luft you get an increase in your FJ available.
Or RE with RE for more Churchills, Blitz with Blitz for more Storms, etc.
A reason to take your own doctrine choice finally.
I agree.
Logged
LuAn
EIR Veteran
Posts: 572
Re: Reinforcement Packages
«
Reply #8 on:
July 17, 2009, 10:55:03 am »
I agree on removing those elite units from reinforcements package.
(I also feel that the flavor is lost)
This way it would be more about combining arms throughout your teammates battalions with their individual doctrines instead of just combining arms from your own battalion via reinforcement packages.
However: how about making the contents of reinforcement packages depending on the actual doctrine my battalion has?
Meaning like this: If i play RCA Doctrine the RCA RP (Reinforcements Package) would look like this e.g.:
Priest 1/1
25pder 1/1
Cpt 1/1
Tommies 4/2
However if i play Commandos Doctrine the RCA RP wouldnt have those signature units in it but look something like that:
Tommies 4/2
Cpt 1/1
6pdr 2/1
Firefly 1/1
So by choosing the RP equivalent to my Doctrine im would be able to specialize into the doctrine specific direction a bit further and maybe also save a few PP on Doctrine Unlocks if im happy with the supply from the RP or stock up if i want to use more of my signature units.
Is my concept somehow understandable? or are you completly lost?
Edith: Exactly what AmPm said! 100% Agree
Logged
aka
UckY
Smokaz
Honoured Member
Posts: 11418
Re: Reinforcement Packages
«
Reply #9 on:
July 17, 2009, 10:59:20 am »
package unit selection needs rework, dont know if removing all the cool units from them is the way to go, why not just have a brainstorming thread where everyone can submit their ideas for the packages.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
acker
EIR Veteran
Posts: 2053
Re: Reinforcement Packages
«
Reply #10 on:
July 17, 2009, 11:03:10 am »
I'm fine with the removal of nondoctrine units from Reinforcements.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #11 on:
July 17, 2009, 11:19:41 am »
I'm going to expand a bit on unknowns limitations... The general idea was for ALL doctrine unlocks to be removed to maintain the flavor of the doctrines themselves while still maintaining the functionality and utility of the reinforcements.
Damn you for being efficient unknown, i was just about to make this post myself.
Logged
www.synergiesmod.com
Mgallun74
EIR Veteran
Posts: 1478
Re: Reinforcement Packages
«
Reply #12 on:
July 17, 2009, 11:24:55 am »
if you remove Doc Specific units from reinforcements it makes some of them useless..
I.e. US Airborne? their main unit is Airborne, if you take that away is there isnt really any special to put in the package.. unless, you start putting stuff in like, recon runs, straffs or bombing runs..
Same with Canadian ARt... i mean, if you dont have anything with art, like say priest, 25pdr why make it?
some you could make nice packages up that make sense, like us Armor, you could give Sherman, m10, m18.. us infantry give the rifleman, motar, 57mm etc.
but some wouldnt, as most of the units in their Doct is really specific to them, if you not going to release them unit, u will need to just put in generic units which could be stupid. you may think about just making 1 package per faction, like US Army Package could give you Rifleman, Shermans, 57mm etc...
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #13 on:
July 17, 2009, 11:27:33 am »
Also guys, something that should be noted here. You do NOT need to call them COMMANDO REINFORCEMENTS. TERROR REINFORCEMENTS.
The fact of the matter is we have full control over what we do with these. We can name them whatever we want to name them.
I had drafted up an idea based on roll of units for American infantry, American weapon support, american tank support.. it just turned out too blah for the american and british weapon support, as you could guess.
I was thinking last night on my 400km drive that could do it in small clumps, 3 infantry unlocks, 3 auxillary infantry unlocks, 3 support weapons, 3 light vehicles, 3 anti infantry vehicles, 3 tanks.
the whole reason i'm saying this is to show that you CAN do whatever you want to do with these. Get creative. and ultimately there is nothing forcing us to have a reinforcement package with only 1 faction in it.. Could even mix and mingle american and british units in the same package if needed, but there NEEDS TO BE SOME SORT OF COMMON THREAD TO YOUR POST.
be the person to craft a portion of EIRR, get those suggestions in!
Logged
velo78
EIR Veteran
Posts: 50
Re: Reinforcement Packages
«
Reply #14 on:
July 17, 2009, 11:28:17 am »
they should add doctrine abilites to the reniforcement packages, for example you can get 1 use of strafing run if you choose airborne, or 1 off map for inf, or 1 blitzkrieg use if you choose blitz
Logged
Detrian
EIR Regular
Posts: 38
Re: Reinforcement Packages
«
Reply #15 on:
July 17, 2009, 11:38:24 am »
I disagree with this. There's really not much utility or fun to reinforcements when it's just gonna be random bits and pieces of units with a vaguely similar theme, especially with the more limited factions like PE.
Even if the packages were made of generic units from both armies it would be kind of dumb buying a reinforcement package with units you can just outright get by default.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #16 on:
July 17, 2009, 11:42:21 am »
you disagree that getting a pak or mg in PE is not utility?
you disagree that getting stickies or the button in brits or american is not utility?
you disagree that getting opentopped carriers in wehrmacht or american is not utility?
you disagree that getting flamethrowers in PE/Brits is not utility?
... i could keep going.
reinforcements were designed to be about UTILITY. They instead became about elite infantry spam and loss of flavor for the individual doctrines. So they will be reworked, its just a matter of time really.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #17 on:
July 17, 2009, 11:44:11 am »
something else to note. we are looking at tieing in some of the elite unit types into the warmap for their own distinctive reinforcement packages depending on how the war is going, but that is something that could be gained AND lost.
so don't despair over losing the elites completely.. they just might be handled a little differently.
Logged
Mukip
EIR Veteran
Posts: 450
Re: Reinforcement Packages
«
Reply #18 on:
July 17, 2009, 11:46:01 am »
Keep Airborne in please or increase their availability as standard since it's traditional for AB players to use a lot of them. The low availability of AB as it stands means they are just used as recoiless rifle caddies a lot of the time which restricts the flavour of the doctrine.
Maybe you should be able to choose whether you want to stay focused or branch out. There could be a package called Regimental Reinforcements that increased the availability of the units you already have without adding new ones, so an Airborne could concentrate of being an Airborne player. Then an Allies Reinforcements would give you basic access to nondoctrine units, like Rifles, Sherman, Engineers and ___ for americans unlock, or Tommies, Lt, Sappers and Cromwell for Brits. Then the support package would include MGs, Mortars, Tank Destroyers and transports like the Bren Carrier.
«
Last Edit: July 17, 2009, 11:48:26 am by Mukip
»
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Reinforcement Packages
«
Reply #19 on:
July 17, 2009, 11:54:50 am »
How bout you put each unit, within reason, on an availibilty list. You pay so much PP (x amount) to get the unit to be availibilty of 1. Then pay more each time, like resource advantages to increase the number you can buy, with it set to a limit.
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...