I've dropped the ball when it comes to presenting a clear plan for EiR's future. I'd like to correct that mistake, so here's a post outlining the checklist of what we want and what we need. It will likely, eventually, contain links to other, more specialized posts regarding the wishlist for launcher features, to-do lists, balance gripes, and so on.
I encourage every member of the community to post in response to this. Your input may not directly influence the decision-making process, but it will let us know what you guys would like, in general. Who knows, down the road, your input now may be taken into direct consideration, and may be implemented.
Launcher stuff/"stuff that we can't really directly control"
- New launcher: Our current one is out and outdated. When launched via Steam, it will crash once all players have readied up and the user hits the big red "to battle" button. It will send the battlefile, but it will NOT launch the game, no matter how many times they try. They will have to manually launch the mod via Steam, and this is an unacceptable and extra step. Until it's ironed out, I'm not comfortable with hard launching us on Steam.
- Having talked a bit with our new launcher guy on the night of 18 April, he's more confident in his ability to manipulate the launcher.
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Launcher Wishlist:
http://forums.europeinruins.com/index.php?topic=29535.0NOTE: Photoshopped screenshots that display what exactly I mean in each instance will eventually be included.
- Pre-set company builds for new companies: a total of three; two "pre-built", "optimal" companies for each doctrine (such as Riflerush or a TR ATG wall for Infantry), with a third "open" doctrine.
- Builds with doctrine upgrades and units might be too much complication for our coder, and too stressful on the server (keeping track of 3x the normal load of companies, doctrine selections, etc.).
- All three builds would be editable; the first two would simply come "pre-built".
- Refill Company function: refills lost units to a company based on the last battlefile; will not return vet units.
- Will not be "on" by default; requires player interaction in order to use.
- Division of "common" (i.e. Sherman) and "technical" (i.e. Medium Tank, M4A1) names, as seen in the example screenshot.
- Ability to limit the number of a given upgrade in a company (i.e. limit of 30 Fausts, 20 BARs, or 3 Panzer 4 skirts).
- Adjustable "soft cap" system; after a certain number of units of any type (i.e. Volks) are put into a company, the price for every subsequent squad of that same time will increase by a set, adjustable amount, be it by a percentage or by a flat addition (+5 MP).
- Edited Company screen that would include company win/loss.
- Sort-of matchmaking system: clearly displays the combined winrates of each team in a given battle, with winrate being drawn from every company in a player's profile, not just the company that's in a lobby. This would give a very, very clear indication of whether a stack was being formed or not.
- Votekick option.
- Removal of the Warmap, entirely.
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Doctrine Design
- My vision for EiR doctrines was one of thematics: melding the old vCoH/EiR flavors of doctrine with historical information that included orders of battle and what vehicles and equipment were used by a certain, real-life division. Each doctrine would be "based on" one or more of these real-life divisions, and whatever information that I could draw up for them would serve to inspire what the doctrine would offer in terms of unlocks and buffs.
I want to make that, very, VERY clear: my historical geekery serves as *INSPIRATION*, not as a direct influence on balance or design. I could fiddle with weapon stats, health, armor, and so on to push the mod toward realism, but I haven't, nor do I plan to. Below, I will post a link to an updated spread of what I envision each doctrine to be. These may change over time.
LINK:
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PR:
- Presentable, standardized mod description that can be copy-pasted into various forums. Should be a summary of the mod with a chosen 1-3 screenshots and a link to our forum and Discord.
- Finalized preview screenshots; these would display our in-game assets.
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SQL/general present ability:
- Unit text to be "sanitized"; all names to be reverted to vCoH. Shermans are Shermans, Riflemen are Riflemen, King Tigers are King Tigers. Variants (like the M4A1 Sherman in Infantry and Airborne) should have their differences noted in the small unit description.
- Alternatively, reverse the current formatting (formal historical name, our in-mod lingo, and the unit type) to the following: In-mod lingo/vCoH name, IRLish name, and the unit type. Example: Up-gun Sherman (M4A3(76)W; Med. Tank).
- Having unit types/classification that players can reference is vital as far as I am concerned. The M8 Scott might be implemented into 10 different mods in 10 entirely different ways. A quick and dirty classification that lets players know that "it only kills tanks" or "it's basically artillery" would go a long way in easing new players into the mod. Even if we call it a Scott instead of 75-mm Howitzer Motor Carriage, M8, that doesn't help the new guy if he doesn't know what *our* Scott DOES.
- Note that separated names are on the launcher wishlist.
- Launcher text needs to be edited and formatted properly. Sloppy editing and text simply looks bad, and gives off a mediocre impression to any visitors. I, personally, insist on a high standard in this regard. It's not difficult to do, and it adds a lot of polish to the mod.
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Balance (to be deliberated on before being passed on to the RGD section):
- Schedule a meeting on Discord between as many of us as possible, and log everyone's grievances. Even if we can't address all of them, I'd like to know exactly what people take issue with in EiR. Posts from the community are also more than welcome.
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RGD (raw coding) and patches in general:
http://forums.europeinruins.com/index.php?topic=29534.0 - Finish R046. Notes to be posted.
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Current priority list (in Volsky's head):
1 - Finish R046
2 - Presentable mod desc. to be distributed to various forums.
3 - Finalized preview screenshots, esp. for Steam
4 - Edit and format all launcher text (units, descriptions, unlocks).
5 - Proper launcher icons where possible.
6 - Remaining housekeeping items (TBD).
7 - Soft launch on Steam.
8 - Hard launch on Steam.