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Author Topic: Idea for HQ upgrade  (Read 10630 times)
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« on: September 01, 2009, 05:44:07 am »

Make infantry able to upgrade buildings to HQ (only 1 for 1 player) and maybe for munition cost. Players would have ressuply pool before game so they can invest manpower in it. OP things like vet 3 stormies and other elite infantry could be adjusted by increasing price of resuplying troops.

What is your opinion my dear community?
« Last Edit: September 01, 2009, 05:52:01 am by Draken » Logged
Mysthalin Offline
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« Reply #1 on: September 01, 2009, 05:44:46 am »

Sounds awesome to me.
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Baine Offline
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« Reply #2 on: September 01, 2009, 06:02:30 am »

No thanks, hard change to the gameplay.
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LeoPhone Offline
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« Reply #3 on: September 01, 2009, 06:06:51 am »

ok, if i understand it right you will lose some manpower before the game(so you can buy less troops in your battalion) but then you can make a forward HQ ingame where you can reinforce troops?
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Two Offline
EIR Veteran
Posts: 2079


« Reply #4 on: September 01, 2009, 06:07:45 am »

People with good micro would fail to lose with this imo. 4 storm start 2 double mp44 2 double shreks, they can last a game even without reinforcing, yet with reinforcing theyd be on the field forever. Same with ab blobs.
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BigDick
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« Reply #5 on: September 01, 2009, 06:28:41 am »

no, bad idea

the flair of EiR is that units are gone when they need to retreat to keep their vet and not that you can reinforce
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LeoPhone Offline
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« Reply #6 on: September 01, 2009, 06:31:00 am »

it would be a cool idea to have a HQ: instead of reinforcing, its a med station, or it gives defensive bonusses to the territory its in(like captain)
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BigDick
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« Reply #7 on: September 01, 2009, 06:43:04 am »

there are enough med-stations giving "defensive/healing" boni like ccc/triage/healing scoutcar/airborne medics/luftwaffe healing thing

except defense could maybe get a medic bunker for healing
« Last Edit: September 01, 2009, 06:45:52 am by BigDick » Logged
Aggamemnon Offline
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« Reply #8 on: September 01, 2009, 07:10:03 am »

All bad imo.
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #9 on: September 01, 2009, 07:10:17 am »

ok, if i understand it right you will lose some manpower before the game(so you can buy less troops in your battalion) but then you can make a forward HQ ingame where you can reinforce troops?

Exactly that.

I hope you people read more then title of this thread, because it looks like only leo did.
« Last Edit: September 01, 2009, 07:18:35 am by Draken » Logged
Smokaz Offline
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« Reply #10 on: September 01, 2009, 07:10:46 am »

Please no, it fundamentally breaks eirr
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CafeMilani Offline
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« Reply #11 on: September 01, 2009, 07:19:05 am »

that would completely break the game i think.
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LeoPhone Offline
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« Reply #12 on: September 01, 2009, 07:46:31 am »

yeah i dont think reinforcing is a good idea, but how about a defensive bonus for the territory the HQ is in, like the captain does?
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CafeMilani Offline
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« Reply #13 on: September 01, 2009, 07:52:05 am »

that would be OPed too
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Nijo Offline
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Posts: 625



« Reply #14 on: September 01, 2009, 07:53:55 am »

i think their is no need for that. sounds funny but if you dont need that squad anymore or need a new one just call it in...

and then somebody has to redo some of the maps so every side got buildings everywhere...
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BigDick
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« Reply #15 on: September 01, 2009, 07:55:28 am »

yeah i dont think reinforcing is a good idea, but how about a defensive bonus for the territory the HQ is in, like the captain does?

that would lead into blobbing and camping around the hq area
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LeoPhone Offline
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« Reply #16 on: September 01, 2009, 08:00:01 am »

then why doesnt that happen with captains right now? just arty the building, goodbye HQ and units around it
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CafeMilani Offline
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« Reply #17 on: September 01, 2009, 08:02:47 am »

blobbing does happen, trust me. with and without captains
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BigDick
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« Reply #18 on: September 01, 2009, 08:10:12 am »

then why doesnt that happen with captains right now? just arty the building, goodbye HQ and units around it

that wouldn't work since you suggest that the defense boni are in the whole sector

and even when its an circle area around that HQ you will only succeed using heavy longrange artillery (-> allied artillery and hummel) to do something
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LeoPhone Offline
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« Reply #19 on: September 01, 2009, 08:54:12 am »

in fact, this HQ is only useful when its in the frontline, since it only gives bonusses there. and when its at the frontline, even mortars can hit it.

would be cooler if it had some function in the back tough, like you really need to rush towards it trying to destroy it.
(lamp)
just found another use for the HQ! when you set it up, it will act like you have an extra territory sector captured. but only if it isnt to close to your spawn.
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