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Author Topic: Idea for HQ upgrade  (Read 10418 times)
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #20 on: September 01, 2009, 08:55:58 am »

Wasn't HQ in vanilla capturable? you can just try to "destroy" it with infantry.

Edit:

I meant decap I missed that word Groundfire
« Last Edit: September 01, 2009, 09:43:16 am by Draken » Logged
LeoPhone Offline
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« Reply #21 on: September 01, 2009, 08:57:11 am »

thats right
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #22 on: September 01, 2009, 09:05:02 am »

You can "Decap" a FHQ, not caputre it.

I dont like the idea. EIR should have no way of reinforcing units in the field. It breaks the game.
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pernik Offline
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« Reply #23 on: September 01, 2009, 09:41:34 am »

Mmm, I likey this idea... it would be awesome if someone could find a way to not make it "OP" yet still useful. I love FHQ, just that feeling when it's there.. Smiley
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #24 on: September 01, 2009, 09:44:54 am »

Some people thin it will broke EiR gameplay, because they think that you will be able to reinforce rangers for 20 manpower, price would be high for elite units, and you invest manpower in your ressuply reserves instead of buying units, I would like to hear comment from a dev member.
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Unkn0wn Offline
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« Reply #25 on: September 01, 2009, 09:51:17 am »

I always thought it could be interesting to have the HQs come back as 'healing stations' (maybe as a doctrine ability) but I really don't think we should be bringing back unit reinforcing. We used to have it in the very early stages of EIR (you could leave some MP unspent to reinforce from HTs in game) but it was decided that the whole concept of 'reinforcing' units on the field contradicts what EIR is truly about. Users would only really use it to continuously reinforce their elite vet 3 infantry units, which would in the current game pretty much undermine the availability restrictions on these elite units.
« Last Edit: September 01, 2009, 09:53:10 am by Unkn0wn » Logged
wildsolus Offline
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« Reply #26 on: September 01, 2009, 09:54:44 am »

how bout finishing the doctrines/balancing.
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Unkn0wn Offline
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« Reply #27 on: September 01, 2009, 09:57:18 am »

I don't think the current doctrine TBAs will be finalised any more considering how we are working on reworking the doctrine system.
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #28 on: September 01, 2009, 09:59:21 am »

FHQ shouldn´t be able to reinforce. No way units can just pop out of a building.

A FHQ could work as a medic and munition supply station though...
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #29 on: September 01, 2009, 10:04:49 am »

Supply station? You mean if you leave munitions in your company you could upgarde shrek and lmg let's say for 20% higher cost on the field near HQ?
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Armfelt Offline
EIR Veteran
Posts: 453



« Reply #30 on: September 01, 2009, 10:11:48 am »

I mean that the FHQ could have a aura that heals units around it and gives infantry new grenades, stickies fausts, etc.

To balance this it could be for a suitable price and be on a ability cooldown.

The building is immobile and can be destroyed + can be "decapped".

This could perhaps work as a T4?
« Last Edit: September 01, 2009, 10:17:06 am by Armfelt » Logged
LeoPhone Offline
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« Reply #31 on: September 01, 2009, 10:21:56 am »

and how about giving it captain bonus?  Lips sealed
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Freek Offline
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Posts: 218


« Reply #32 on: September 01, 2009, 10:26:45 am »

I liked old EiR, where stuff just killed shit.
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LeoPhone Offline
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« Reply #33 on: September 01, 2009, 10:47:01 am »

rofl, how about this: when you set up a forward HQ, a bunch of engineers will spawn out of it and start building sandbags, wire and tanktraps at random locations around the HQ  Grin
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Mysthalin Offline
Tired King of Stats
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« Reply #34 on: September 01, 2009, 10:51:23 am »

Lol, that one sounds awesome leophone, but coding in the AI to do that would be retardedly hard, and prone to bugs.


I like a "Field Supply HQ" upgrade though :
Once you buy it, it has a 5-6 minute recharge of "Give out supplies" that, once clicked, gives back 1 use of any ability the units in the radius have bought. For instance, a grenadier has bought 2 grenades, and they get a 3rd one. A volks squad nearby gets back their faust.
Could make for some interesting strategies - possibly make it a T3, with a 200 mun cost or smth?
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CafeMilani Offline
Aloha
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« Reply #35 on: September 01, 2009, 10:54:41 am »

it just makes the game slow and campy and boring.
i thought ppl wanna have a dynamic game?
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LeoPhone Offline
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« Reply #36 on: September 01, 2009, 10:58:37 am »

it just makes the game slow and campy and boring.
i thought ppl wanna have a dynamic game?

it wont make the game campy, becouse now the enemy must advance and try to destroy the HQ. id adds like a sub-objective to the game.
myst's idea is great, since you can make HQ at your spawn, but then your units must go all there to resupply. so its better to have it a bit closer to the frontline.
giving it captain bonusses to the territory its in would be great too. give it both the abilties, or give every army its own Forward HQ abilities. all different from eachother.
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #37 on: September 01, 2009, 11:03:21 am »

In a map with (almost) no buildings this is rendered useless.
Not that I can think of any right now...
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"Chance favors the prepared mind"
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #38 on: September 01, 2009, 11:08:51 am »

No thanks, I don't feel like fighting against the same vet 3 gren/ranger several times.
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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.
wildsolus Offline
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Posts: 807


« Reply #39 on: September 01, 2009, 11:10:32 am »

I'm just curious, why do people think this is a needed feature? i almost agree with aloha, this would make players incredibly conservative.
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