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Author Topic: Everything you ever wanted to know about OMG  (Read 7058 times)
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DBSights2 Offline
EIR Veteran
Posts: 89


« on: September 23, 2008, 02:53:07 pm »

This is a post designed to redirect you to the home of OMG development:

http://www.laststandmod.com/SMF%20Dev/index.php?

On behalf of the entire mod, I cordially invite you to come and have a look around as well as post your thoughts on some of the information we will be providing.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #1 on: September 23, 2008, 07:23:13 pm »

I ask that everyone please go take a look at what we have got so far, we werent, and still arent trying to take any of the community.

I am sorry about the information kinda being scattered, but this wasnt not something we saw happening this early.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #2 on: September 23, 2008, 07:31:21 pm »

Very interesting stuff guys ashame it had to come out this way ive read through allot of the info,  sound ideas on the doctrines and upgrades as well as availability, its more or less dymanic in that it looks at global population levels i believe.


How far off are you guys anyway?
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #3 on: September 23, 2008, 07:32:29 pm »

Yes Nev the Avail is a dynamic system...built that way for a reason Smiley

Not saying how far off we are as of yet, dont want to let everything out of the bag just yet Smiley

We'll be talking and give a time frame soon to everyone
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #4 on: September 23, 2008, 07:34:22 pm »

Hmm very very interesting,   suffice to say i like the thinking, how are you guys handling emplacements and the like always had a few ideas on that myself.
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DBSights2 Offline
EIR Veteran
Posts: 89


« Reply #5 on: September 23, 2008, 07:35:19 pm »

currently we are just waiting on the data entry team to "step up to the plate" and "get cracking"  Tongue.

Also - Bonte's system
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #6 on: September 23, 2008, 07:35:29 pm »

Bonte has made a way for emplacements to be used iirc I think we are using that. Movable 17pdrs and such. I may be wrong though.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #7 on: September 23, 2008, 07:37:42 pm »

Similar ot fortress europe mod in the approach? or still with build times, if your looking for maybe a way to move from emplacements both BOTB and fortress Europe have showed that such items as howies and 17pdrs can be made movable items. 

but it looks interesting non the less 
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #8 on: September 23, 2008, 07:38:11 pm »

This is subject to change:
British will build "emplacements" which will be non-unit-specific and act like trenches, you'll be able to garrison things like mortars, ATGs etc. in them

Emplacements will be captureable by enemy units, so you could for example have a Werh Mortar in a captured emplacement
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For you, Rocksitter!
http://urltea.com/38uh
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #9 on: September 23, 2008, 07:38:48 pm »

Howis and 17lbers can move as well , once a 25 is built its stationary
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #10 on: September 23, 2008, 07:39:27 pm »

yep so like fortress europe in essence same approach they have with emplacements.   
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #11 on: September 23, 2008, 07:39:44 pm »

It should be noted that Howies moving is a doctrine ability that needs to be bought before it can happen
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #12 on: September 23, 2008, 07:41:31 pm »

Interesting be good to see when the guide and document details are out for clarity on doctrine choices and the like.
Out of interest in terms of campaign length whats the view there?
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #13 on: September 23, 2008, 07:44:02 pm »

The plan was, up until today afaik, to have TLS 3 built on the OMG system - After Salans deal today its pretty obvious he's concerned about how we're out to sabotage EIR , and so has no interest in working with us.
FYI
http://www.xfire.com/video/1babd/
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #14 on: September 23, 2008, 07:47:03 pm »

Im not getting into that argument ive stated my position im more intersted in EIR and the game mate.
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #15 on: September 23, 2008, 07:49:20 pm »

Wasn't trying to get into an arguement although I see how it could read like that
My point was that we'll have a "regular" war with territory and a warmap that dynamically shifts depending on main games played, but we've bene planning on building a second system on-top of this to support a TLS-like wargame style system with templates etc, so that when you sign up and get a template assigned to you it is completely teched and balanced and built, it will play in a different system than regular OMG

That was the plan until today, I'm not sure what our plan is now - Probably do that just find another team to run it.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #16 on: September 23, 2008, 07:59:21 pm »

OK sounds fair and progressive, well the devil is in the detail.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #17 on: September 24, 2008, 06:27:37 am »

Going to have many different game types as well, that will be chosen in the launcher, as well as the map you want to play, and for regular play who is going to attack/defend.

The Campaign is still being worked on right now, but once its fleshed out the details will be released as well.  The one thing for sure on that is, you can have 3-5 companies for regular gameplay  (we arent sure why you would want this but its there) but you can only have 1 company for the campaign.

As I said on the forums, there is still alot of information that we havent put together properly to open up to the public Smiley
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Tymathee Offline
Donator
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Posts: 9741



« Reply #18 on: September 25, 2008, 07:14:08 pm »

an idea...

cloak in cover, like in the BotB mod. Instead of having unit that can cloak, after being in cover for a short period, they can cloak and you can tell them to hold fire.

Also, a hold fire ability on at-guns, maybe hmg's, and especially tanks, so they won't fire at things you don't want them to fire at (namely, tank destroyers vs infantry, hmg's at tanks etc.)

also another fun thing from botb, all infantry in buildings aren't shown until within 50 meters, this way you can have true ambushes and when u nits are on the defense, they can truly defend, instead of having a bike sit behind a hedge and be mortar's/howied/rocketed to death.
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"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.
GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #19 on: September 25, 2008, 08:00:51 pm »

BoTB does alot of thing that, while they're good from a realism perspective, don't make for fun and engaging gameplay

too many units able to cloak slows gameplay down enormously
BoTB is very focused on changing COH on a fundamental level to more resemble a game like faces of war

OMG is of the mindset that COH is a fantastic game, and we are designing our game to build upon that inherent fantastic-ness, we will leave core systems and functionality as they are because frankly, they don't need to be changed.
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