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Author Topic: In-game infrastructure  (Read 4238 times)
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« on: February 15, 2013, 03:11:24 pm »

Does anyone miss this aspect of the mod?

I always liked having systems of repair bunkers back in vEIR. It gave you an objective to attack/defend games.

So, we all know the negative connotations that "turtling" or "doomforts" have, but "infrastructure" as I see it does not need to be something with a gun, but can be supportive as well, like forward command bunkers, or even portable trucks, like what the british use or even this beauty.



There is something interesting about using your resources in a support role that actually makes a decisive advantage to your team and could possibly bring the a new depth to the mod if pursued correctly.

Thoughts?
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nikomas Offline
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« Reply #1 on: February 15, 2013, 03:39:16 pm »

Bring back repair tunnels!

Honestly, I don't think I'd mind that much, 200 muni for a repair stationtruckomothing instead of kits, I'd like that I guess
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Groundfire Offline
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« Reply #2 on: February 15, 2013, 03:41:08 pm »

Or maybe even repair structures that have pre-purchased kits on them, or a way to generate them like the Berge Tiger?
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hans Offline
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Posts: 3497



« Reply #3 on: February 15, 2013, 03:50:03 pm »

wery naice idea

hans approves this!
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
Hicks58 Offline
Development
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Posts: 5343



« Reply #4 on: February 15, 2013, 04:00:33 pm »

If you want an infrastructure, just put the vehicle repairs on anywhere but the tank itself, like we have healing on anywhere but the infantry itself, bar medkits.

Hell, satchels and demo charges might suddenly become more popular, and AVRE's would see a further use from it too.
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
nikomas Offline
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« Reply #5 on: February 15, 2013, 04:02:03 pm »

Or maybe even repair structures that have pre-purchased kits on them, or a way to generate them like the Berge Tiger?
Just... structures are so fragile in EiRR, so much artillery and several factions have "nuke that house, hopefully" bombs, so it's a bit iffy that way with stationary structures. Then we have all the demolition squads that all factions pretty much have... meh
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #6 on: February 15, 2013, 04:06:10 pm »

Like, i picture forward command trucks that could give you a recon run on a cooldown, or a radio truck that gives awareness to units with X radius.

We can come up with some good ideas tbh.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #7 on: February 15, 2013, 04:14:15 pm »

How about linking all a commanders offmaps to a single high health, low armour unit?

Brit example, HQ truck like you suggested.

Can't use them unless you call it in, and can't use them if it gets destroyed.

Or you could go localised, and get radio upgrades for basic infantry that let them call offmaps in a radius around them.

Hell, there's a few ways of going about it.
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LiquiDeath Offline
EIR Veteran
Posts: 294


« Reply #8 on: February 15, 2013, 04:16:40 pm »

I would very like this and such things.

More abilities in game would not only add depth but more action too like have some crossover of MOBA (dota) type with realtimetacticalstrategy or something like that.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #9 on: February 15, 2013, 04:19:01 pm »

They are all valid ideas.

Personally, I wouldnt mind both.

Perhaps every company has a "radio man" type unit and then unlocking off maps allows him to receive upgrades and bombardment options.

We could even take it a step further. Give him a range and have him function like the British captain with FOO, but also have options where you can garrison the radio man in certain units to increase his utility.

Ex. Garrison radio man in radio truck extends the range of the offmap to include the whole map.

We can than assign costs to the offmap as well if we want to go down that road.

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ick312 Offline
EIR Veteran
Posts: 534


« Reply #10 on: February 15, 2013, 04:30:16 pm »

1. increase population rate gained in the sector
(the HQ organization effects on the supply lines; This would raise the pressure on allied players, arty is killing enemies directly and does so shift the balance on the battlefield, This command truck would shift the balance of the battle in directly, by getting more troops on the field)

OR

2. give simple buffs to the troops in the sector,  buffs to improve the arrival of your and your allied troops:
    For example  
                    -25% more acceleration and speed
                    -10% more (sight/accucray/reload/reduced ability cooldown) in cover
    (This reflects the improved coordination between the different companies - this encourages to stick together and so work together)


i like this idea very much:
How about linking all a commanders offmaps to a single high health, low armour unit?
makes this to somekind of supreme commander
« Last Edit: February 15, 2013, 04:42:01 pm by ick312 » Logged

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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #11 on: February 15, 2013, 04:55:56 pm »

I fully support some form of support trucks or something along those lines  Kiss
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Rawr
3rdCondor Offline
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Posts: 1536


« Reply #12 on: February 15, 2013, 08:34:53 pm »

 Grin
« Last Edit: February 15, 2013, 08:38:06 pm by 3rdCondor » Logged

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I2ay Offline
EIR Veteran
Posts: 626



« Reply #13 on: February 15, 2013, 08:41:36 pm »

How about the actual patch be implemented before our imaginations run wild?
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #14 on: February 15, 2013, 08:55:24 pm »

How about the actual patch be implemented before our imaginations run wild?
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You are welcome to your opinion.

You are also welcome to be wrong.
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #15 on: February 15, 2013, 11:29:35 pm »

http://forums.europeinruins.com/index.php?topic=13066.0

Honestly, why not? every faction could have access to their own type of a repair unit. British? Upgraded Sappers, Wehrmacht? Bunkers, PE? bergetiger and basically a upgraded Panzergren with advanced repairs. Then it comes down to USA, motorpool would be cool, operates similarly like a repair bunker.

Gives objectives to take out. Forces defencive players to act. If you get problems with this vehicle you have to force yourself to take it out instead of having it go down in HP 2x or 3x until unit is gone.
« Last Edit: February 15, 2013, 11:37:22 pm by NightRain » Logged

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aeroblade56 Offline
Development
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Posts: 3871



« Reply #16 on: February 15, 2013, 11:53:04 pm »

Not every faction even have healing.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #17 on: February 16, 2013, 02:16:56 am »

Not every faction even have healing.

every faction has healing. it is tied to doctrines
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #18 on: February 16, 2013, 02:23:35 am »

every faction has healing. it is tied to doctrines

Last i checked Armor had no healing at all.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #19 on: February 16, 2013, 02:28:16 am »

Last i checked Armor had no healing at all.

it is tied to doctrines. each faction has healing, not each doctrine kay?
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