salan - i wonder, dont u think its better to remove all the different kinds of units (normal AB, RR ab, assault AB, sticky AB) and instead have people just buy one kind of each unit. new weapons can be bought via the upgrades button they use in vcoh. on the unit itself. prices are kept same. example: normal AB cost 25mp, RR AB cost 35mp so the RR upgrade costs 10 mp.
personally, no.. I wanted to create a game that reminded me more of total annihilation then of dawnofwar/coh upgrades. I wanted the units to come onto the field the same as they would be at any point in the game, lock stock and barrel. You see the unit, you KNOW what it is, not having to guess what it could become.
what this adds is a lot better organising and squads that have already fought can also buy the upgrades once you unlock it. upgrades can only be bought at the HQ but have no build time. shermans will also be seen again without mineflails - it looks kinda ridiculus atm.
well I wouldn't say it offers BETTER organizing, the organization based on squad type is just as good if not better, in a different pre-text. Shermans only have mineflails on one of their versions, the 75mm, and while it may look ridiculous, it is extremely functional. There is also the 76 sherman, the easy-8 sherman, the jumbo sherman, the 105 sherman and the 75mm Infantry Support Sherman that don't have mineflails.
ps: do you have any plans of adding healing options for infantry?
All HQ's currently have a .10 healing radius around them at this time, retreat to base
pps: this might be quite a lot of work, but if u show me once how its done i could help u with it. i can do basic c++ know quite enough about computers and have already been fooling around with my minimod in crosix.
i also got A LOT of free time and im getting quite bored
Heh, the last week and a bit I have been increasing the base games over all feel (hq's building by themselves, healing aura's, little tweaks here and there that improve the game play) and fixing errors in it. I haven't touched balance much, a few tweaks here and there but ultimately what I have been doing is finishing what I had started last year, and had started adding in new tank models.
what I did this week (i only sat down to work on us infantry for the last two days) is completely added in a new faction of units. it literally took only a few hours to get the rgds in (soldiers/support/armor), the more time consuming part will be the doctrine unlock tie ins, the restrictions on units due to doctrines, and of course the decisions on pricing, as well as pass overs to make sure all units have the right armor types, accessories they are suppose to have, the right amount of men for their tier, the right population, and costs both purchase and doctrine unlock.
Ultimately the original and continuing development decision is simple:
-remove VCOH global abilities (firestorm / field repair).
-the only offmap is handled through spotters and tries to mimic real life artillery fire more then gamey coh artillery.
-remove VCOH unit upgrades, units come as is from start to finish. once a player knows his targets, he knows what to expect.
-remove VCOH abilities (suppression fire, button, tread breaker, canistershot , slow, etc etc) weapons and weapon systems only have their stock damage out put.
-remove all benificial aura's except the command squads bonus to LOS and stealth detection.
-change VCOH stealth system to a more realistic re-stealthing mode, and stationary ambush system.
-remove VCOH ingame economy for a EIR limited resource feel.
-remove capturing through the action of capturing, auto capture, auto build bases.
-remove static defenses other then emplacements or trenches. They only slow the game down.
-limit spam, units can only be fielded in limited numbers at a time. (new version will be set at 2 for all units)
-Mimic EIR's out of game launcher through breaking the doctrine trees and CP gains through territory control, as well as tiered restrictions on progression. ie: 3 tier 1s, 1 tier 4 per section, limits on overall heavy tank purchases.
-do not change weapon ranges beyond the current maxes, shooting across the map is out.
(weapon reload and accuracy is where FOF is a total conversion from VCOH).
-Units will die, quicker then Vcoh.
-Units will progress in vet, quicker then Vcoh.
-No Global buffs in doctrines as in the old version of EIR. (HE rounds: 25% damage to all tanks)
-all doctrine choices are a unit type unlock. this simulates progression of the war, from early 1930 to the end of the war. If you don't own territory to naturally progress CPs you must fight to gain them and learn by your successes and losses. Mimicking real life research progression. The models and types of unlocks will be altered as units become available. US_Infantry right now is suppose to have early war units, although the only tanks available are shermans until someone gets the grants out.
-Factions (not doctrines) will have a thread of simularity within themselves. IE: Volksturm plays on its strengths and leaves it with a weakness. Us_Infantry removes the US's airborne and the armor's heavy tanks.. again, a thread of organization. To do this correctly each side will need many different types of factions, some will mimic each other in different ways, but that is ultimately what I am going for.
your choices of faction will be followed by choices in unlocking infantry / support or armor and when and how to use them in combination. Each player can essentially make a completely different play style out of each type of faction as they see fit to their desires or situation.
My personal desires for fall of france's future:
--A autoupdater that will help with distribution and patching, I do not believe in a long patch cycle, I like fast constant updating and I think most people would appreciate this in a smaller file size if available such as an updater.
--A website that tracked games played, and the real potential of a "last stand" campaign due to faction choices.
--A website that showed what each unit type is and what to expect from it, a wiki of sorts, even though I hate wiki's.
--Moar models... Moar factions. There is no reason not to model any force we can have a set of models for under these ideals.
does that explain my reasonings clearly ?