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Launcher 0.9 C, D and E proposed changes / Enhancements
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Topic: Launcher 0.9 C, D and E proposed changes / Enhancements (Read 4734 times)
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Launcher 0.9 C, D and E proposed changes / Enhancements
«
on:
December 09, 2013, 06:57:54 pm »
Here I will list the potential changes for the next few patches.
In no particular order:
Commander Advantages
Temporary Resource, Pool and XP bonus cards, slottable in the Advantages page.
These will be 1-5 games worth of bonuses, of variable amounts.
There will be 'level' restricitons, and these levels will be attained by warmap card use (on the warmap) and battles.
Battle Advantages
One-off use cards, slottable in the RTS phase of a battle.
These will fall into one of three categories:
- Intelligence
Recon run type 'offmaps' and the like.
- Support
Arty style offmaps, and utility abilities.
- Reinforcements
Temporary units that do not stay in the company, limited use - restricted by pop only (As they come from cards, rather than your built company)
All of these cards will be scaled in power, with
'Rare'
'Legendary' being an equivilant in power to a normal offmap, scaled down from there. Thus, commons will be more plentiful, but limited in usefulness.
We will attempt to make sure these 'offmaps' and the like stand out from normal abilities, with a different type of smoke etc (so you cant 'fake' a normal ability drop).
Warmap End game
The warmap will automatically end the war when one side hits the VP cap, AND is over the enemies VP amount by a significant amount (Like advantage in tennis), and at that point, the warmap will no longer be in effect.
When this happens, a 'End of war' type screen will be selectable from the warmap page, and show details like 'Best Axis player' and other tidbits. This will stay this way for 50 'battles' worth of games (1 per player limit in game, 3 for a 3v3 for example) - and after that point, a 'wipe' will occur.
For these wipes, companies will lose all vet, and 'Commander' xp (when implemented) - but you will keep all gold and cards.
As an extention, I *may* code in an option to keep one unit as a carry over to the next war, but I believe this has some serious balance issues, and is very difficult to code (so, dont hold your breath).
Thats it really, there is no timeframe for these additions, and I will not give any out - Ive let you guys down too much in the past, so when I patch - you'll know =)
Regards
EIRRMod & the Dev Team!
Edit: Based off legendaries, not rares, oops.
«
Last Edit: December 09, 2013, 07:09:31 pm by EIRRMod
»
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
M1d
EIR Veteran
Posts: 101
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #1 on:
December 09, 2013, 07:09:20 pm »
Cant wait!
Quote from: EIRRMod on December 09, 2013, 06:57:54 pm
As an extention, I *may* code in an option to keep one unit as a carry over to the next war, but I believe this has some serious balance issues, and is very difficult to code (so, dont hold your breath).
I don't really see the point as it will more than likely end up as everyones vet 5 Elefant etc..
New War.. New Wipe!
Everythin else sounds epic tho.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #2 on:
December 09, 2013, 07:10:47 pm »
Quote from: M1d on December 09, 2013, 07:09:20 pm
I don't really see the point as it will more than likely end up as everyones vet 5 Elefant etc..
New War.. New Wipe!
Yeah, exactly - thats my problem with it too.
Logged
aeroblade56
Development
Posts: 3871
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #3 on:
December 09, 2013, 07:24:27 pm »
Just careful with wipe, you don't Ctrl+delete everything.
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #4 on:
December 09, 2013, 07:41:01 pm »
Quote from: aeroblade56 on December 09, 2013, 07:24:27 pm
Just careful with wipe, you don't Ctrl+delete everything.
Shift-Delete?
CTRL-Delete does nothing afaik
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terrapinsrock
EIR Veteran
Posts: 1009
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #5 on:
December 09, 2013, 08:12:29 pm »
Like the ideas!
Just don't like the carry over thing, everyone will just bring their Maus.
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Quote from: XIIcorps on June 04, 2013, 09:50:56 am
Bit hard when its flaunted infront of you as a broken reward piece of ass you'll never get to shag with.
Current Vets:
XIIcorps
Donator
Posts: 2558
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #6 on:
December 09, 2013, 10:44:27 pm »
Quote from: terrapinsrock on December 09, 2013, 08:12:29 pm
Like the ideas!
Just don't like the carry over thing, everyone will just bring their Maus.
nah bro minesweepers ftw
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Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
terrapinsrock
EIR Veteran
Posts: 1009
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #7 on:
December 09, 2013, 11:00:23 pm »
Quote from: XIIcorps on December 09, 2013, 10:44:27 pm
nah bro minesweepers ftw
vet 5 minesweepers with V1's then? yes plz
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #8 on:
December 10, 2013, 07:18:58 am »
Quote from: EIRRMod on December 09, 2013, 06:57:54 pm
Warmap End game
The warmap will automatically end the war when one side hits the VP cap, AND is over the enemies VP amount by a significant amount (Like advantage in tennis), and at that point, the warmap will no longer be in effect.
But then it will still be like ww1 with no territorial changes. The side that captures berlin/paris should win. You should increase the amount of defence points that attacks reduce so that it's possible to capture and afterwards defend sectors with a coordinated push and then eventually onwards to berlin/paris.
«
Last Edit: December 10, 2013, 10:25:37 am by PonySlaystation
»
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
brn4meplz
Misinformation Officer
Posts: 6952
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #9 on:
December 10, 2013, 08:59:18 am »
Quote from: terrapinsrock on December 09, 2013, 08:12:29 pm
Like the ideas!
Just don't like the carry over thing, everyone will just bring their Maus.
The idea for carrying a unit over is either it's restricted to vanilla doctrine units, or doctrinal units(which you'd still have to unlock to field) even if reward units factored into it, you'd still have to play a card for it to prevent start of the war Maus and stuff. Additionally, at some point restrictions will be in place for when stuff gets accessed.
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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
aeroblade56
Development
Posts: 3871
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #10 on:
December 10, 2013, 10:13:06 am »
just keep it to 1 squad of infantry. marine or elitegrens
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nikomas
Shameless Perv
Posts: 4286
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #11 on:
December 10, 2013, 10:18:49 am »
tbh a non reward doctrine unit would be fine.
(Mah vet 5 panzer
)
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"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.
chefarzt
EIR Veteran
Posts: 1906
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #12 on:
December 10, 2013, 01:30:41 pm »
So no changes to pool system, except the cards?
Logged
Quote from: tank130 on April 22, 2014, 06:20:09 pm
This community is full of a bunch of mindless idiots with memories like two year olds.
https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
he makes shab look like a princess giving food to the poor.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Launcher 0.9 C, D and E proposed changes / Enhancements
«
Reply #13 on:
December 10, 2013, 02:27:06 pm »
Quote from: PonySlaystation on December 10, 2013, 07:18:58 am
But then it will still be like ww1 with no territorial changes. The side that captures berlin/paris should win. You should increase the amount of defence points that attacks reduce so that it's possible to capture and afterwards defend sectors with a coordinated push and then eventually onwards to berlin/paris.
The VP amount required to win is 5000 VPs.
You gain a VERY large amount of VPs for capturing the main VP points, and also the movable 'war theatres' too.
As for 'increasing the defence points taken via attacks' - thats what the cards are for.
Reduce that Defence Modifier down to 50% and all attacks are doing DOUBLE their normal attack amount.
Use cards to remove the Defence points themselves etc.
The cards are buffed to be more useful, OP in my eyes, but noone was using them.
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