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Author Topic: Warmap thread with suggestions!  (Read 2708 times)
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Nug Offline
EIR Veteran
Posts: 394



« on: June 22, 2012, 06:31:01 am »

Here are my impressions/thoughts on what would make warmap even better and more fun, i know how much work it had to be put and time taken from all involved for it to be in current state
and how much even MORE work would have to be put for changes, but bear with me,
after all, this is for everyone of us to make EIR a better experience.
I will be concentrating only on the things that could be done slight differently and would make it even better, the warmap is good and i appreciate all the work that went into it.
So that means all the parts which i do not speak about, are awesome! thanks Eirmod! I know that you and team have probably other vision of Warmap but alas take a moment to read
what has been written and maybe or not you will like them.


1) Company progression:

PPs:

I think you should be getting pps for every game (alas with a daily limit, like the old old eir? so no one has lvl 9 in 1 day) and those who do not have time to play would still get pps from faction pp.
I wouldn't even mind a higher pp cost for doctrines if you would be getting pps for every game.

This gives you a personal level of affecting your company apart from the collective effort on warmap.

Advantages:

Advantages should be tied to PP and not sector.
Advantages are tied to your company on a personal level and not to warmap because advantages affect your company build so they are directly tied to your
company.
Having advantages on warmap makes you create a slightly different company everytime you are on a different sector. This gives a slight frustration that you have to alter
your company everytime you move on warmap.
Advantages just like company build and doctrine should be under full control of the player.


2) Warmap

Warmap needs to have balance in 2 areas, collective and individual - what is good for collective mode (capturing sectors, support points, attack, defend etc) and what
is good for individual; (offmaps etc)

Sectors:

Likes said previously, sectors should be without advantages.


Starting territory:

I feel that neutral territory is unneeded.

(i will be altering warmap how i envisioned it):













Defending:

Defending imo should only be allowed in sectors next to the front. Being able to defend on whole map can create a situation where players will stack defend on a sector behind the front
and when the sector ahead is captured, enemy needs to fight stacked next sector. Only supporting fights should be allowed on sectors behind front. example:


















Stacking attacks and defend:

As we know no company can fight constantly without having to replenish fuel and ammo etc fighting at front line. This would be impossible to simulate in warmap and
in-game of COH though so i propose a simple system that would not allow to sit constantly at front stacking points for capture.

Give every player 4 attack and 4 defend points, and when you run out of them, you need to go back with the company to a resource pool (which would be suited at spawn) and when you go back you
replenish points and you can go back to front again. (note: you can play support fights as much as you want anywhere).











Offmaps and support:

Offmaps can be a collective effort, having the number of offmaps would be dependant on how much points on one side
is under control (i'll will use the airfield icon for this).






As we can see allies and axis have 3 airfields, meaning they can buy 3 offmaps at resource pool( you would unlock your offmaps normaly in doctrine
but you'd be able to buy them only when on a resource pool on map).

The parachute is 'support card' you would earn this as a warmap card and it would enhace you attack and defend point by 1.


That's all for now.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #1 on: June 22, 2012, 06:36:23 am »

Shut up nug.
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #2 on: June 22, 2012, 07:00:06 am »

Shut up nug.
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I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
I2ay Offline
EIR Veteran
Posts: 626



« Reply #3 on: June 22, 2012, 07:44:24 am »

Lets simulate real war by making all companies have to constantly walk back and forth between the front and their start of their supply lines! What are trucks? Hell, we should make American companies take boats back to America to resupply in between battles. Brits can just go back to England real quick.
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Nug Offline
EIR Veteran
Posts: 394



« Reply #4 on: June 22, 2012, 07:49:21 am »

Lets simulate real war by making all companies have to constantly walk back and forth between the front and their start of their supply lines! What are trucks? Hell, we should make American companies take boats back to America to resupply in between battles. Brits can just go back to England real quick.

It's not as much about supply but preventing constant stack of one sector.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #5 on: June 22, 2012, 02:24:09 pm »

doesnt seem like much of a improvement, instead it just creates some pointless games to just move you back and forth. i have already suggested other stuf that will help creature singular battles for singular companies and players to EIRRMOD which will adress the problem of stacking defense or attack on one sector
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #6 on: June 22, 2012, 03:16:40 pm »

His post got me thinking, one element of strategy I really enjoy in vCOH is sector acquisition and supply lines. Back capping a supply point to cut of your enemy resources is a very effective and necessary mechanic. I think if we could incorperate such a mechanic more fundamentally within the warmap we would encourage more thoughtful play.

Even creating a system similar to Diplomancy will make for a more interesting pre/post game within EIR.

Suggestion: allow commanders to cut off supply lines; cutting of a supply line reduces defense of cut off sector or reduces any advantages to defenders.
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Common sense is not so common after all.
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #7 on: June 22, 2012, 03:19:59 pm »

Afaik, supply lines are planned.

Everything you guys see in the current warmap is just the base work. We are going to be adding alot of stuff on top of that, including all the obvious stuff like supply lines, infrastructure, etc.

Hopefully since the warmap is now in and we can hammer out the bugs quick, we'll have a fast turn-around time till all the extra doo-dads are implemented.
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #8 on: June 22, 2012, 03:49:30 pm »

I guess we could give them a balance patch between now and then...
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Nug Offline
EIR Veteran
Posts: 394



« Reply #9 on: June 23, 2012, 01:24:54 am »

i have already suggested other stuf that will help creature singular battles for singular companies and players

like?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #10 on: June 23, 2012, 03:02:56 am »

critical scenarios generated randomly or at a increased likelihood when certain criteria is met
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