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Q&A for EiR2 Development
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Topic: Q&A for EiR2 Development (Read 18666 times)
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Q&A for EiR2 Development
«
on:
June 06, 2013, 12:08:05 pm »
Im just wondering how super heavy tanks are gonna be balanced and how the doctrines are gonna be set up.
Are you guys gonna stick with the current Doctrine system or are you guys gonna develope a new system around the Coh 2 Commanders?
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Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
tank130
Sugar Daddy
Posts: 8889
Q&A for EiR2 Development
«
Reply #1 on:
June 06, 2013, 03:57:06 pm »
Quote from: TheIcelandicManiac on June 06, 2013, 12:08:05 pm
Im just wondering how super heavy tanks are gonna be balanced and how the doctrines are gonna be set up.
Are you guys gonna stick with the current Doctrine system or are you guys gonna develope a new system around the Coh 2 Commanders?
No, not the current doc system.
It will become a slot based card system with all abilities having a resource cost. There will be certain abilities that will only be available to your doctrine, but there will be no tiers so you can mix and match abilities.
As the war progresses, you will have more abilities available to you.
Adding resource cost to abilities gives us the freedom to create better/stronger abilities and be able to balance them against each other, rather then trying to balance an entire tier of abilities.
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Q&A for EiR2 Development
«
Reply #2 on:
June 06, 2013, 04:01:13 pm »
Are you guys gonna make it so that the longer the war goes on the stronger the cards become that are available or are you gonna make it so they stay the same strength throughout it but just a wider variety?
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Q&A for EiR2 Development
«
Reply #3 on:
June 06, 2013, 04:13:44 pm »
This thread won't be able to answer all your EiR2 related questions. (we're still having discussions) but we might be able to answer some of them.
This thread was created so that the CoH2 discussion thread doesn't get clustered
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
tank130
Sugar Daddy
Posts: 8889
Re: Q&A for EiR2 Development
«
Reply #4 on:
June 06, 2013, 04:15:03 pm »
More then likely - Wider variety.
But like Brn said, we are still in the early stages of development, so don't take this as final information.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Q&A for EiR2 Development
«
Reply #5 on:
June 06, 2013, 04:17:24 pm »
But what about the dev team?
Are you guys gonna keep the same small pack (Brn, hicks, PQ, unkown,ground, you and others) or are you guys gonna try to work with other mods and get other devs/RGD coders into the mix?
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Q&A for EiR2 Development
«
Reply #6 on:
June 06, 2013, 04:20:51 pm »
When we are closer to an 'Etched in stone' goal. We will be looking to bring required persons on board.
Honestly, I'd love to see a Blitzkrieg mod version of EiR. It'd be hardcore as fuck. But for the immediate future our goal is documentation and goals for EiR2. Followed by a working version.
We're always open to suggestion and I can probably create a wishlist thread for EiR2 to see what kinds of things the community wants or prefers.
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tank130
Sugar Daddy
Posts: 8889
Re: Q&A for EiR2 Development
«
Reply #7 on:
June 06, 2013, 04:21:43 pm »
Quote from: TheIcelandicManiac on June 06, 2013, 04:17:24 pm
But what about the dev team?
Are you guys gonna keep the same small pack (Brn, hicks, PQ, unkown,ground, you and others) or are you guys gonna try to work with other mods and get other devs/RGD coders into the mix?
I think we made it pretty clear what our intentions are here:
http://forums.europeinruins.com/index.php
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nikomas
Shameless Perv
Posts: 4286
Re: Q&A for EiR2 Development
«
Reply #8 on:
June 06, 2013, 05:04:42 pm »
Quote from: brn4meplz on June 06, 2013, 04:20:51 pm
Honestly, I'd love to see a Blitzkrieg mod version of EiR. It'd be hardcore as fuck. But for the immediate future our goal is documentation and goals for EiR2. Followed by a working version.
Don't mention this to volski or he might convince me to go on some coder jihad here
I mean hell, he just figured out how to drop the accuracy values entirely and replace it all with scatter (all weapons hit on scatter and collision detection, no magic homing missiles) for his own mod last I heard... I'm just saying, I'd play that.
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"You can always count on Americans to do the right thing—after they've tried everything else."
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The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Q&A for EiR2 Development
«
Reply #9 on:
June 06, 2013, 06:54:25 pm »
Long story short, other mods get created because they want to do their own thing away from vCOH. Which is why you got a nice even split between realism mods like Blitzkrieg and BoTB and "new content" mods like Eastern Front, The Great War and Modern Combat.
We are actually an oddity in the modding world along with OMG. If they wanted to help us, they would've asked and they don't need any help either since their team is fully built.
We're on our own pretty much. But that's not bad. We can do our own thing and we got kick-ass coders and everyone has 3-6 years of experience with this very same mod.
When we do it again, it will be right and it will be polished.
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Darsin
Donator
Posts: 25
Re: Q&A for EiR2 Development
«
Reply #10 on:
June 06, 2013, 07:45:20 pm »
I am just wondering how long we have to wait until we can get our sweaty palms on EIR:2, its fine if the dev team don't know or doesn't want to tell us becuse of the unavoidable flaming and ranting and death-threats the dev team would recieve if they dont finish in time.
But if im not completely misstaken wasn't it so that EiR:1 was out a couple of months after vcohs release, then maybe it isn't impossible that we will see EiR:2 in a couple of months? Will it help if i say Preaty plz with sugar ontop?
C'mone niko, do that coding jihad which you allways have wanted to do, the one you allways talk about, that fun marathon of programming nonstop for a week(end) or 2.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Q&A for EiR2 Development
«
Reply #11 on:
June 06, 2013, 07:51:50 pm »
EiR 1 was like 1½ years I think. Jan 2008 was the official forum posts i think.(maybe 2009?) ehh whatever.
We definitely want to be much sooner then that. I'd love to be able to tell you 1-2 Months after release but I'm not sure thats realistic.
This is by no means a promise but I think 3-5 months is doable. Maybe sooner depending on the talent we recruit and real life circumstances.
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Unkn0wn
No longer retired
Posts: 18379
Re: Q&A for EiR2 Development
«
Reply #12 on:
June 07, 2013, 02:59:52 am »
I think the internal build will be up a lot faster than that, since a lot of the code can just directly be carried over. From then on it really depends on how fast we can get it all properly working and somewhat presentable for a public alpha. We are also going to be stressing new player accessibility from the get go, something we really haven't done right with EIR 1.
So yea, it's nigh impossible for us to give a realistic release date at this point.
As for the actual development cycle, the 'slot based' doctrine approach will be a lot easier for us to implement and allow for gradual development progress. I.e there may just be 3 cards per doctrine at the start with additional 'cards' (unlocks) slowly being added on the fly. Players will be able to freely slot a set number (this number may expand over the course of the war or based on personal progression) of these cards whichever way they want, with the ability to change up the card choices at any time.
The choice for a non-tiered doctrine structure also enables us to do away with the boring and often insignificant % stat buffs that are currently cluttering our doctrines. The emphasis will be on unlocks that are actually noticeable (new units, significant stat boots/abilities, new upgrades, etc). This at a resource cost of course, and ideally also with clear visual cues. (I.e no more hidden +30% damage modifiers or whatever)
I'm sure we'll be able to give you guys more in-depth information once we finalise the last bits of the design document
«
Last Edit: June 07, 2013, 03:08:36 am by Unkn0wn
»
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Scotzmen
EIR Veteran
Posts: 2035
Re: Q&A for EiR2 Development
«
Reply #13 on:
June 07, 2013, 04:29:07 am »
So when we get round to the new doctrines, we will basically be able to pick the buffs to certain units that we want?
So if my company consisted of mostly infantry backed up by Light Vehicles, i could choose buffs that benefited my infantry and Light vehicles, instead of having a load of buffs that buffed units i didn't use.
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I2ay
EIR Veteran
Posts: 626
Re: Q&A for EiR2 Development
«
Reply #14 on:
June 07, 2013, 05:48:48 am »
Quote from: Unkn0wn on June 07, 2013, 02:59:52 am
I think the internal build will be up a lot faster than that
How do i get myself into these internal games without doing any work?
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nikomas
Shameless Perv
Posts: 4286
Re: Q&A for EiR2 Development
«
Reply #15 on:
June 07, 2013, 05:50:40 am »
Quote from: I2ay on June 07, 2013, 05:48:48 am
How do i get myself into these internal games
without
doing
any
work?
Like that really.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Q&A for EiR2 Development
«
Reply #16 on:
June 07, 2013, 06:31:37 am »
Quote from: Scotzmen on June 07, 2013, 04:29:07 am
So when we get round to the new doctrines, we will basically be able to pick the buffs to certain units that we want?
So if my company consisted of mostly infantry backed up by Light Vehicles, i could choose buffs that benefited my infantry and Light vehicles, instead of having a load of buffs that buffed units i didn't use.
Pretty much, though within the framework of a doctrine most likely. we will more than likely also move away from 'narrow' doctrines like 'infantry, airbourne and armour', similar to what COH 2 has done and instead go for more broad themes. So yeah, suppose you pick a 'Blitzkrieg' doctrine that has 20 different unlocks available, you could then go in and slot for example 4 of these abilities to your choosing, the ones that benefit your particular playstyle or favourite units the most. And since you will be able to change your slotted cards at any time, you can also just completely overhaul your playstyle at any time without having to start all over.
Quote
How do i get myself into these internal games without doing any work?
I'm sure we may actually get some community members involved to help us playtest it if need be.
«
Last Edit: June 07, 2013, 06:35:39 am by Unkn0wn
»
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Tymathee
Donator
Posts: 9741
Re: Q&A for EiR2 Development
«
Reply #17 on:
June 10, 2013, 07:21:27 am »
Quote from: nikomas on June 06, 2013, 05:04:42 pm
Don't mention this to volski or he might convince me to go on some coder jihad here
I mean hell, he just figured out how to drop the accuracy values entirely and replace it all with scatter (all weapons hit on scatter and collision detection, no magic homing missiles) for his own mod last I heard... I'm just saying, I'd play that.
That's fantastic. I figured that one out as well when I used to play around with coding and was going to make my own mod but I don't have the same passion for coding I used to.
I'd love to see it implemented into EIR 2.0 if it still has the homing.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
nikomas
Shameless Perv
Posts: 4286
Re: Q&A for EiR2 Development
«
Reply #18 on:
June 10, 2013, 08:05:59 am »
It really only works for "Hardcore" mods as it, well, makes stuff a lot more simmy.
For example, a tank? It's now cover yo! Put your inf behind it and it's a big brick covering you because bullets impact on the thing.
A Trench? If you run right up to it it's worthless (shooting down into it).
A ridge or a small hill? No shooting trough them son, you can actually take cover behind them now!
Pinned behind a sandbag wall? Well man, they can't shoot you, your hitbox is behind the fucking sandbag wall!
Makes for some awesome stuff thou, volski (and me a little, but mostly him) has been experimenting with it.
Logged
pqumsieh
EIR Veteran
Posts: 2367
Re: Q&A for EiR2 Development
«
Reply #19 on:
June 10, 2013, 09:51:46 am »
That's already in COH2; all ballistic weapons function on a combination of scatter vs ifs try and accuracy vs vehicles.
Logged
Common sense is not so common after all.
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