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Topic: Overall Game Design (Read 22659 times)
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Tachibana
NotADev
Posts: 1270
Re: Overall Game Design
«
Reply #20 on:
October 11, 2015, 06:25:24 pm »
Quote
make some significant changes and essentially create Eir2
Don't want to be the one to stop the party, but, we simply don't have the manpower to make that happen any time soon.
Logged
Quote from: TheWindCriesMary on April 17, 2013, 02:21:45 pm
It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
Quote from: Shabtajus on February 22, 2016, 12:06:00 am
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
AlphaTIG
The actual account of AlphaTIG
EIR Veteran
Posts: 185
Re: Overall Game Design
«
Reply #21 on:
October 11, 2015, 06:44:00 pm »
Quote from: tank130 on October 11, 2015, 05:18:55 pm
Volks, you keep arguing what units currently do and what they are currently used for. If you would stop living in the past, we could move forward in what is most likely a better future. As long as you keep thinking the same way, we will always have the same thing.
For example, you are complaining about the M8 reload. If it's a problem, we can change it so it's not a problem. It feels like every time an idea is tabled you right an essay on how it won't work instead of looking at the possibilities and opportunities for change.
The meta game before doc disabling happened just fucking sucked. The mod has grown stagnate and boring to play. I am not going to continue to finance the same old shit for half a dozen people to play. Either we make some significant changes and essentially create Eir2 or we just shut this shit down.
That doesn't mean it MUST be my way or the highway, what it means is the changes need to be something new and fresh, not just a coat of paint on the same old dog shit.
if you want a new game then give us or at least your dev team an overall concept for the game including all the units and their roles as well as their cost and the available rescources for each company. after all that is cleared you can start working on doctrines (which basicly renders all the previous work on doctrines wasted)
first of all that would just be a concept where all the details have to be worked out
and secondly i dont think any of the coders are willing to do a complete overhaul of every fuckin unit in the game
so how about you think about minor changes to the existing mod which have significant influence on gameplay (like a change of overall available rescources) instead of trying to reinvent the wheel?
so far the point behind all this was balancing out the base game, but if you want to change the base game instead of just balancing it, then i suggest that you find a solution that isnt synonymous with "hey guys lets build a whole new game from scratch and completely fuck over the old one"
Logged
tank130
Sugar Daddy
Posts: 8890
Re: Overall Game Design
«
Reply #22 on:
October 12, 2015, 12:54:18 pm »
Quote
if you want a new game then give us or at least your dev team an overall concept for the game including all the units and their roles as well as their cost and the available rescources for each company. after all that is cleared you can start working on doctrines
OVERALL CONCEPT:
Heavy tanks designed more to combat other heavies or mediums, but weak against infantry
Medium Tanks designed to be anti infantry and anti LV.
LV's good at anti support weapons, but weak to small arms. Best suited for flanks and recon
All vehicles should be weaker to AT, but AT should be much more expensive.
Repairs moved to repair units that are very weak. Repairs should be costly, but faster.
Heavy & medium tanks should be powerful, but must be handled carefully to avoid lose.
Heavy Tanks should not be able to take on AT weapons head on and win.
Resources Available:
Current resources to stay the same
Doctrines:
- No coding work has been done on current doctrine redesign, therefore no work has been lost.
- Doctrine ( pick & choose ) model to maintain it's approved concept and buffs to be applied in accordance to the new proposed game design above.
Quote
and secondly i dont think any of the coders are willing to do a complete overhaul of every fuckin unit in the game
Fortunately the proposed design would not require that. However, it is important to note that 2 of our current 2 coders have both made proposals in the Dev lobby that would essentially require a complete overhaul of the game and it's most of it's mechanics.
Quote
so far the point behind all this was balancing out the base game, but if you want to change the base game instead of just balancing it, then i suggest that you find a solution that isn't synonymous with "hey guys lets build a whole new game from scratch and completely fuck over the old one"
I would like to thank you for reminding me why the dev team said this time around we would not involve the community in the design discussions. That we would just create the mod as we wanted to create and if it succeeded great, if not we only have ourselves to blame.
Thank you for reminding me that listening to people like you only bogs done the process and makes us want to just throw in to towel and forget the whole damn thing.
So, my apologies to the rest of the Dev team. We all agreed to keep it out of the community forum and I fucked that up.
Logged
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
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.
Shabtajus
EIR Veteran
Posts: 2565
The very best player of one of the four factions.
Re: Overall Game Design
«
Reply #23 on:
October 13, 2015, 07:37:40 am »
Quote from: tank130 on October 12, 2015, 12:54:18 pm
So, my apologies to the rest of the Dev team. We all agreed to keep it out of the community forum and I fucked that up.
I forgive you tank130
Logged
Quote from: TheWindCriesMary on April 08, 2013, 11:10:04 am
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.
Quote from: Hicks58 on May 04, 2013, 01:59:39 pm
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
chefarzt
EIR Veteran
Posts: 1906
Re: Overall Game Design
«
Reply #24 on:
October 13, 2015, 08:31:58 am »
Who deleted the post about Tank being
The Donald Trump of Game Design?
I liked that one...
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.
chefarzt
EIR Veteran
Posts: 1906
Re: Overall Game Design
«
Reply #25 on:
October 13, 2015, 08:53:29 am »
And also not taking vanilla(Coh) unlocks out of the Game,
like Rangers, Ariborne
wouldve , for example saved u the Zooks discussion.
You just made it less then Vanilla Coh.
Who would actually want to play it, while its supposed to be more?
U cant create balance (why even try it ?) on an imbalanced platform.
«
Last Edit: October 13, 2015, 08:57:07 am by chefarzt
»
Logged
AlphaTIG
The actual account of AlphaTIG
EIR Veteran
Posts: 185
Re: Overall Game Design
«
Reply #26 on:
October 13, 2015, 11:43:16 am »
Quote from: chefarzt on October 13, 2015, 08:31:58 am
Who deleted the post about Tank being
The Donald Trump of Game Design?
I liked that one...
must've been the trump, the trump cant handle the truth.
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: Overall Game Design
«
Reply #27 on:
October 15, 2015, 08:23:33 pm »
I'm all for making this more infantry based and less tank based. There are things that can be done to limit support spam and try to make this mod play smoothly and with the same pace.
Logged
Heartmann
Officer of Kindness
Posts: 1776
Re: Overall Game Design
«
Reply #28 on:
October 16, 2015, 05:27:42 am »
Hey ho pplz !!
Missed you all and hope you are well, snuggly as always
Trying to get a hold of whats going on and what ppl whant to do from this post in general is a puzzle in itself
I liked tanks finishing statements, (Overall directions) made things abit clearer and also like the fact that he underlined not trying to think to much from whats old, so say we did not like a units performance, we can just change that ^^
Apart from that, wear and tear? how would that work/not work? (I honestly tried reading what you all wrote, but I didn't get it, someone plze summerize it for me?)
I definitely liked the thoughts on a
more tactical almost squad based Rainbow six
vibe as the new direction (again just going on what I could grasp from pplz texts)
but taking tanks and removing there infantry murdering power seems at least to me rather irritable
, I mean its a box with guns and cannons.
Big ones and heavy mg fire, anything like that is a infantry murdering machine.
Now admittedly the sight radius, or cone angle for sight can be tampered with to force ppl to screen the tank with inf? but forcing the tanks to be non-effective (or atleast not as effective) vs inf feels annoying.
I also liked the idea of limiting offmap and on map arty, and/or making it less
area intensive
so to say the accuracy and spread of the landing shells to be reduced?
My main gripe with AT has always
been Allied AP rounds vs axis cloak
, and id take AP rounds every day tbfh, please can we remove AP rounds or make them universal?
I would like more support, but if we are going more on the infantry directions, we need also to think on the fact that the maps are a certain size,
we can only flank and manoeuvre to a certain degree
Gameplay would not benefit from a over increase in stuff on field, the battles will not have that
flow
And that's not so strange considering the game is designed to be a
base building battlefield, not an area of army engagement
So id love more things and new concepts, as long as it does not just over whelm the overall gameplay, and turn it into a stalemate on the field
(At least not the main percentage of games, considering there is the player intentions and skills to take in account, but at least so the game does not foster that behaviour)
«
Last Edit: October 16, 2015, 07:04:32 am by Heartmann
»
Logged
Quote from: EIRRMod on December 24, 2012, 04:19:41 pm
In the basement getting drunk.
Quote from: tank130 on March 31, 2013, 08:55:36 am
It's not really creepy until I show up.............
- I've heard of being an animal in bed but...
- The phallic principle of the Navy
AlphaTIG
The actual account of AlphaTIG
EIR Veteran
Posts: 185
Re: Overall Game Design
«
Reply #29 on:
October 16, 2015, 06:52:33 am »
Quote from: Heartmann on October 16, 2015, 05:27:42 am
Now admittedly the sight radius, or cone angle for sight can be tampered with to force ppl to screen the tank with inf? but forcing the tanks to be non-effective (or atleast not as effective) vs inf feels annoying.
is it possible to give tanks and or vehicles only a like 120 angle of sight instead of the 360?
Logged
Heartmann
Officer of Kindness
Posts: 1776
Re: Overall Game Design
«
Reply #30 on:
October 16, 2015, 07:05:01 am »
I honestly don't know ^^ But it would be cool ^^
Logged
tank130
Sugar Daddy
Posts: 8890
Re: Overall Game Design
«
Reply #31 on:
October 16, 2015, 07:14:36 am »
Quote from: DerMetzkermeister on October 16, 2015, 06:52:33 am
is it possible to give tanks and or vehicles only a like 120 angle of sight instead of the 360?
Pretty sure that would be hard coded in the game, like the new sight system in CoH2. We would not have the ability to change angle, just distance.
Logged
Heartmann
Officer of Kindness
Posts: 1776
Re: Overall Game Design
«
Reply #32 on:
October 16, 2015, 07:23:19 am »
damn, cause that would be a good thing to balance the need for inf and the use of tanks ^^
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Overall Game Design
«
Reply #33 on:
October 16, 2015, 07:45:39 am »
Quote from: DerMetzkermeister on October 16, 2015, 06:52:33 am
is it possible to give tanks and or vehicles only a like 120 angle of sight instead of the 360?
No.
Logged
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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Walkin
EIR Veteran
Posts: 59
Re: Overall Game Design
«
Reply #34 on:
October 16, 2015, 02:35:55 pm »
Vehicles function as a weapons platform for weapons that you cannot get anywhere else. An ATG can reliably damage enemy armor, and a mortar can engage enemy infantry with AoE barrages, for example, but only tanks are capable of carrying a weapon that performs both AI and AT roles simultaneously. And their weapons need to be good; otherwise they wouldn't be worth their relatively expensive prices. The problem is that not only does armor currently boast massive firepower capabilities, but they're also pretty great at too many other things, too. This leads to vehicles not needing infantry support or combined arms tactics to function properly.
Why scout for your armor when your armor has the same 35m view range that regular infantry has? Why screen your armor when your tank is capable of reversing out of just about any bad situation it drives in to? Why drive enemy infantry back when your tank is usually capable of wtf pwning enemy infantry at little risk to itself? This is why we're currently seeing massive Schrek blobs: a single Schrek is incapable of reliably damaging enemy armor before that armor can escape, a single Schrek is incapable of scaring away any real armored threat, and a single Schrek is usually too vulnerable on its own. You
need
massive Schrek blobs to accomplish anything against the current meta of kiting armor and LV spam.
It seems obvious to me that armor is too capable on its own, and something needs to be done to encourage infantry support and combined arms tactics in EiR again.
I would recommend:
-Reducing armor acceleration, top speed, and especially reverse speed, to encourage players to protect their armor with other troops instead of using their armor for solo run-and-gun missions. No more running into an AT blob and backing out before taking any real damage.
-Reducing vision on these vehicles to 25-30m range to encourage players to screen their vehicles with infantry and scout ahead with recon units. No more seeing trouble coming from a mile away.
-Increase damage and/or penetration on AT weapons at close range. Players should be rewarded for getting their AT units right on top of enemy armor, and likewise, players should be encouraged to keep AT weapons at range from their armor.
I think these three ideas would go a long way in reducing the independent capabilities of armor, encourage good tactics and play for AT units instead of spam, and encourage players to use combined arms/infantry support in game.
Light vehicles are a different story. I feel like light vehicles should keep their current speed/vision to facilitate their use as hit-and-run fighters and quasi-recon units, but should become
slightly
vulnerable to small arms fire. They shouldn't die easily to mere rifle/MG fire, but they should become noticeably worn down over time, as small arms fire punctures tires, injures crew members, penetrates vulnerable spots, etc. I don't think it should be taken to vCoH levels, where PE vehicles die too easily to rifle fire, but I do believe that a happy medium can be reached for each vehicle. Maybe the Armored Skirts/Sandbags upgrades for the M8/T17/Staghound could be useful for reducing damage received from small arms/light AT fire? And the Stuart could be unique as the only LV that's immune to small arms fire.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Overall Game Design
«
Reply #35 on:
October 16, 2015, 04:22:53 pm »
Quote from: Walkin on October 16, 2015, 02:35:55 pm
-Reducing armor acceleration, top speed, and
especially reverse speed
, to encourage players to protect their armor with other troops instead of using their armor for solo run-and-gun missions. No more running into an AT blob and backing out before taking any real damage.
Reverse speed is the same as the speed of forward movement; CoH has no function for a different speed whilst reversing. Wouldn't these changes promote blobbing even more? If tanks can no longer escape from my blob of HHAT, then sweet, that tactic is even more effective than it is currently.
Quote from: Walkin on October 16, 2015, 02:35:55 pm
-Reducing vision on these vehicles to 25-30m range to encourage players to screen their vehicles with infantry and scout ahead with recon units. No more seeing trouble coming from a mile away.
Not only would the vision changes smack the ability for tanks to handle HHAT rushes in the nuts (even poorly microed blob rushes), but it basically removes any kiting ability from tanks.
Also, think of armor companies across the board. Now, when facing them, all you need to do is kill the infantry. Once that player is out of inf you can literally kite his tanks with HHAT, and that makes them pretty much useless.
Quote from: Walkin on October 16, 2015, 02:35:55 pm
-Increase damage and/or penetration on AT weapons at close range. Players should be rewarded for getting their AT units right on top of enemy armor, and likewise, players should be encouraged to keep AT weapons at range from their armor.
There is no damage over range function in CoH. Also, the problem with ATGs isnt their penetration at point blank range, its the fact that most medium or heavy tanks will nuke the crew at close range--this is fine, an ATG SHOULD be vulnerable if you get a tank close to it.
Logged
Walkin
EIR Veteran
Posts: 59
Re: Overall Game Design
«
Reply #36 on:
October 16, 2015, 07:32:16 pm »
Quote from: TheVolskinator on October 16, 2015, 04:22:53 pm
Reverse speed is the same as the speed of forward movement; CoH has no function for a different speed whilst reversing. Wouldn't these changes promote blobbing even more? If tanks can no longer escape from my blob of HHAT, then sweet, that tactic is even more effective than it is currently.
You're assuming that absolutely nothing would change in terms of gameplay, company composition, player tactics, or the overall metagame, which is a silly assumption to make.
Making tanks a little slower and less maneuverable would make them a little less omnipotent than they currently are. Right now, tanks are faster than infantry, tougher than infantry, more powerful than infantry, more versatile than infantry. There's really very little need to use infantry and vehicles together at all, because vehicles in EiR outclass infantry in almost every way.
But by slowing down armor a bit, you'd be encouraging players to stick some infantry or other units near their armor for support. You currently do not have to do this, as most tanks are either capable enough to deal with any trouble they come across (Sherman, P4), or mobile enough to escape relatively unharmed (Cromwell). Thus the need for massive AT blobs to alpha strike anything they come across before it can escape. By removing armor's ability to so easily avoid trouble, you'd be removing the
need
for players to spam so much AT. Meanwhile, the infantry/recon/screening units that a player keeps around their armor forces you to replace some of your AT spam with something to eliminate their screening forces and protect your own AT.
Quote
Not only would the vision changes smack the ability for tanks to handle HHAT rushes in the nuts (even poorly microed blob rushes),
Good. Is there any particular reason that tanks
deserve
to see AT rushes coming? Stop expecting your armor to be able to see every situation coming from a mile away, and use infantry/recon units to see what's coming.
The only reason tanks currently even have 35 view range is because that's how it was in vCoH, and nobody's thought to change it so far. But "that's the way things have always been" is not a valid argument here. Reducing vision to 25-30m range is the most sensible solution to a very real problem that EiR faces.
Quote
but it basically removes any kiting ability from tanks.
Just learn to spot for your armor as you would a Panther/ATG/Sniper/etc. Again, most armor
shouldn't have
the same kind of battlefield awareness that infantry/recon units do.
Quote
Also, think of armor companies across the board. Now, when facing them, all you need to do is kill the infantry.
OK, and? So a company has a weakness, big deal. An Armor player will have to focus on on keeping his screening troops alive and maintaining troops levels on the battlefield, and an enemy player will have to focus on taking out those supporting troops to leave his enemy blind. that sounds like interesting gameplay to me.
Quote
Once that player is out of inf you can literally kite his tanks with HHAT, and that makes them pretty much useless.
"literally kite his tanks with HHAT" where the hell are you getting this from? I said tanks should be slowed down a bit, not that their top speed should be reduced to a crawl. Now you're just making stuff up.
Quote
There is no damage over range function in CoH.
But there is a penetration over distance function, which would be pretty useful for small arms vs LVs, and light AT versus armor at close range. As an Axis player, I should be afraid of some Bazookas closing in on my armor. Instead, I laugh at them because I know they'll hardly penetrate me, even at point blank range.
Logged
Tachibana
NotADev
Posts: 1270
Re: Overall Game Design
«
Reply #37 on:
October 16, 2015, 08:58:20 pm »
If I may ask, what tank are you finding to be so omnipotent right now that we require such changes? P4? Cromwell? Sherman? M10? M18? Firefly? Panther? Ostwind? STuG? Something else?
All I have heard so far is either A.) Mediums are under performing or b.) Mediums are fine. You are the only one who has said mediums are omnipotent or over-performing. I'd like a bit more detail of matches that you have had in the
current meta
that has lead you to this opinion.
«
Last Edit: October 16, 2015, 09:09:40 pm by Tachibana
»
Logged
tank130
Sugar Daddy
Posts: 8890
Re: Overall Game Design
«
Reply #38 on:
October 16, 2015, 09:59:52 pm »
I think Carrot has some very good points and they are aligned with the problem we currently have with too much Armor/vehicles requiring too much AT
Quote from: Tachibana on October 16, 2015, 08:58:20 pm
If I may ask, what tank are you finding to be so omnipotent right now that we require such changes? P4? Cromwell? Sherman? M10? M18? Firefly? Panther? Ostwind? STuG? Something else?
I think this is a good question. Mediums seem pretty meh, but heavies & super heavies are certainly a problem.
Perhaps this could be part of the solution for mediums being so under used. Perhaps they can remain the faster, more nimble option and be more anti infantry focused?
I am a little concerned that your question may be missing the point that Carrot is making. With tanks being so self sufficient, we have inadvertently made infantry near obsolete.
Logged
Walkin
EIR Veteran
Posts: 59
Re: Overall Game Design
«
Reply #39 on:
October 16, 2015, 10:30:54 pm »
Quote from: tank130 on October 16, 2015, 09:59:52 pm
I am a little concerned that your question may be missing the point that Carrot is making. With tanks being so self sufficient, we have inadvertently made infantry near obsolete.
This is what I meant with that "omnipotent" comment. 'Self-sufficient' is a much better way of describing it.
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