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Poll
Question: Do we need a reset?
We need it - 11 (50%)
We dont need it - 11 (50%)
Total Voters: 22

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Author Topic: Time for a reset  (Read 15752 times)
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #60 on: December 02, 2013, 09:48:21 am »

I know Ice would cream himself at the thought of getting rifle training and carbines back.

My true heart lies with Assult riflemen, Rifles with flamers and smoke nades was the shit.

Someone has been reading to quickly niko.
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Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
Hicks58 Offline
Development
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Posts: 5343



« Reply #61 on: December 02, 2013, 09:48:59 am »

The problem with the doctrines is that most of them are all constructed to different standards.

For example, terror and infantry were built in a similar way, and ended up as a similar proportion (And coincidentally, are pretty much the strongest two doctrines in EiRR at the moment).

And then you've got things like Commandos or AB, which weren't really constructed with a proper design in mind - They are consequently niche doctrines or flat out useless for the most part.

Ideally, all of the doctrines would need to be constructed with a single design philosophy in mind, with the same idea of scale (How much buffing to be done, is it reserved or do we go back to the hilariously buffed days of old) and accounting for resource investment (Make the damned doctrines cost resources, or it becomes spam the most buffed units). As well as this, certain concepts would have to be agreed upon and solidified for every doctrine. For example, do we have no range buffs for any doctrine, or do we ensure that all doctrines are proportionally capable of unlocking range buffs for it's specialist areas? Do we make damage buffs forbidden (Hey there randomly overbuffed HHAT) or do we find ways to make them applicable and have equally scaled abilities for all of the doctrines?

Ideally, EiRR needs to have reward units significantly scaled down, a RGD patch put out to get PE a bit less borked (Not too many statistic changes would be needed, it could be done with pool for the most part) and fix a few currently existing issues (Hai there PzII's sniping every shot).

After that, ALL of the doctrines need to be looked at. Not a couple at a time in progression like we always do, ALL of them. Whenever EiRR has looked at a few doctrines at a time, the design has changed over time due to "Lessons learned" or "Changes in taste".
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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
Shameless Perv
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Posts: 4286



« Reply #62 on: December 02, 2013, 10:54:23 am »

Skaffa mentioned bringing back Leophone to help him with his offer to make more interesting doctrines, I suggested not even asking Leophone to come back...
My bad, I did read that one to quickly it seems.


On another note, I recall hearing once that the idea way back when was one really powerfull think per T4, not a bunch of smaller stuff... Sounds a hell of a lot less complicated to me now that I think about it. Simplicity can be nice, like the defensive middle T4... I don't hear a lot of people complaining about it either way, it's pretty straightforward really. Shit camoes in cover but get no ambush bonuses, short, sweet and easy to make tactical use out of.

Actually now that I think about it a lot of the more popular T4's were the simpler ones.
« Last Edit: December 02, 2013, 10:58:32 am by nikomas » Logged

"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #63 on: December 02, 2013, 11:07:42 am »

The only solution that is ever going to work for Doctrines is to add a resource cost.
That would give us the ability to create very interesting and strong doctrine design, but have the ability to balance them against each other.
As long as docs are free of resources, they must remain kinda bland and not too powerful.




In regards to helping Eirrmod: We have had a couple of people come to us claiming to be VERY skilled at coding. When they looked at the code for the launcher, they disappeared.

Groundfire is correct: xeoniz came to us and volunteered to help with models. He has not offered to help with anything else.




To keep eir interesting u need better doctrines, a lot of them are boring and useless. Donate to me ill design changes and donate to leophone to code it.

Anyone who joins our Dev team needs to be like minded. What that means is non of the current team expect payment or demand special privileges etc to do so. We do it because we care about the mod and just want to contribute what we can.
We do not always agree with one another, but we all respect that the majority rules and we do not hold the mod ransom if we disagree  Wink

Devteam can improve current doctrines. Many T4s are unpopular and wasted. Plenty of work to do here. New updated T4s will give players something fresh to try out and play with. Plus you can do this without eirmod.

I couldn't agree more. The only thing holding this back is Nikomas and Volks doing the work. It's really up to them if they want to do it or not.
Keep in mind that any ability that someone may create has to be doable at Volks & Nikomas skill level.

Anyone can make jeeps shoot out of a callopee, but when we ask them to do anything more complex it becomes a problem. I am not referring to Volks & Niko, I am referring to the people who say they want to help, they just need some training.
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #64 on: December 02, 2013, 02:03:59 pm »

I stopped on page 3.

For the eras, take the route that Fly Aces High (II) did: Put in era 'arenas'. Early, Mid, and Late (or Early and Mid-Late) war unit pools. Is it a lot of coding? Yes. Will it work well and be balanced (by and large)? Yes.

As for the reset: NO. I don't even have a Vet3 minesweeper yet, therefore it hasn't been long enough to wipe units  Grin.
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #65 on: December 02, 2013, 02:27:22 pm »

I stopped on page 3.

For the eras, take the route that Fly Aces High (II) did: Put in era 'arenas'. Early, Mid, and Late (or Early and Mid-Late) war unit pools. Is it a lot of coding? Yes. Will it work well and be balanced (by and large)? Yes.

As for the reset: NO. I don't even have a Vet3 minesweeper yet, therefore it hasn't been long enough to wipe units  Grin.

This is essentially creating a new mod IMO
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #66 on: December 02, 2013, 02:50:44 pm »

SCAR coding can enable/disable units. Meh. Do we have anything better? Tongue
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I2ay Offline
EIR Veteran
Posts: 626



« Reply #67 on: December 02, 2013, 03:20:31 pm »

As for the reset: NO. I don't even have a Vet3 minesweeper yet, therefore it hasn't been long enough to wipe units  Grin.
If you had actually played for as long as the war has been going on for you'd have a minesweeper with 10000 xp...
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #68 on: December 02, 2013, 07:22:15 pm »

I stopped on page 3.

For the eras, take the route that Fly Aces High (II) did: Put in era 'arenas'. Early, Mid, and Late (or Early and Mid-Late) war unit pools. Is it a lot of coding? Yes. Will it work well and be balanced (by and large)? Yes.

As for the reset: NO. I don't even have a Vet3 minesweeper yet, therefore it hasn't been long enough to wipe units  Grin.

I purposed that a while back. It's actually half built into the current launcher but it's sooooo ambitious!

In my mind, it's the next logical step for the mod. To introduce eras and technology upgrades that will give us back a tiered structure. Then you can have a Tiger blow apart a stuart and can comfortably say "your team should've teched up and now your stuck with inferior units"
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XIIcorps Offline
Donator
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Posts: 2558



« Reply #69 on: December 02, 2013, 07:33:54 pm »

I purposed that a while back. It's actually half built into the current launcher but it's sooooo ambitious!

In my mind, it's the next logical step for the mod. To introduce eras and technology upgrades that will give us back a tiered structure. Then you can have a Tiger blow apart a stuart and can comfortably say "your team should've teched up and now your stuck with inferior units"

1000 times this.
I do recall it being discussed also it was ment to be then nx t thing after warmap
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some of My kids i work with shower me Wink
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