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Author Topic: Chain of Command  (Read 13629 times)
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fldash Offline
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Posts: 9755


« Reply #20 on: February 23, 2007, 11:54:55 pm »

They will.
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Unkn0wn Offline
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Posts: 18379


« Reply #21 on: February 24, 2007, 04:25:07 am »

Yup although we might leave out the captain since he's in charge of a company and the player is in charge of a batallion.

However...
What if we make each company require a minimum of one officer, basically a one man "unit" that you'd get cheap/free or have to buy for a small price.
We could figure out some neat things for this captain/hauptmann unit later on.

Axis already have an officer with neat abilities, so that wouldn't be too hard.
(Theres an allies officer model aswell, but since this would involve ingame modding, we'd have to be careful on this.)
« Last Edit: February 24, 2007, 04:31:45 am by Unkn0wn » Logged
Raddish Offline
The one who wasnt what was
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Posts: 193


« Reply #22 on: February 24, 2007, 05:44:48 pm »

ive made the allies officer available like the german one andits not very hard to do.  this mod is comin on great.
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SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #23 on: February 25, 2007, 12:02:35 am »

Yup although we might leave out the captain since he's in charge of a company and the player is in charge of a batallion.

However...
What if we make each company require a minimum of one officer, basically a one man "unit" that you'd get cheap/free or have to buy for a small price.
We could figure out some neat things for this captain/hauptmann unit later on.

Axis already have an officer with neat abilities, so that wouldn't be too hard.
(Theres an allies officer model aswell, but since this would involve ingame modding, we'd have to be careful on this.)

Fortress Europe has one Command team available per player. It includes the Officer and a few NCOs as assistants, and it's where I was going to put various inspirational and order-like abilities. Somewhat like the DoW Imperial Guard commander team, but only a little more durable than Stormtroopers or Airborne, and small in number. They mostly bolster nearby troops, rather than contribute in the fighting. They were going to be a requirement for most of the heavier support in FE, and in EiR they can be an absolute requirement that must be fielded with your company.
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Unkn0wn Offline
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« Reply #24 on: February 25, 2007, 01:26:56 pm »

I really liked the idea of having the officer give a moral boost in a certain area around him, this would be a very neat imo. We should really consider giving the officer a more important role in EiR.
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Harry Palms Offline
EIR Veteran
Posts: 129


« Reply #25 on: February 27, 2007, 02:24:25 pm »

Infantry without leadership is more or less useless, so it's a nice piece of added realism.

The total war series does it quite well:Troops near an officer are much less prone to routing and overall effectiveness is boosted quite a deal.

Even in America's Army your CEM (Combat Effectiveness Meter) goes up while in close proximity to either your team or squad leaders - you can actually only achieve 100% when an officer is nearby.

The artillery skill of the vanilla axis officer (excuse me for not knowing the correct term, I've only played axis once or twice) is probably a bit over the touch and too "gamey" for my taste, but the basic idea is great.
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