Company of Heroes: Eastern Front

Author Topic: Ostheer Battle Station  (Read 2985 times)

Offline redguardsoldier

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Ostheer Battle Station
« on: February 16, 2010, 02:11:25 PM »
As I read in "Creation Process Tips and Theories", each faction should have one theme, so I suggest Ostheer has "Battle Station" in the mean of "Battle Situation". I don't think I will suggest all 18 abilities, just some that will bring fresh air to the game.
I also suggest Ostheer veteran system, there will be global upgrades at a Training Center, which will provide our troop 3 ranks of defensive veterancy, and our troops will earn individual offensive veterancy through combat (3 ranks available).

"Cut-off":

On the left: "Emergency Logistics"

1CP: Fatherland's soil, always active
All cut-off territories still provide resource, but only half of what should come, upgrades can be purchased on these sectors as well.
3CP: Our proud spies, cost 25MP, active for 1 minute, recharge 2 minutes
Thanks to our proud spies, enemy resources will be showed with 15 seconds update.
3CP: Superior Logistics, always active
(Edited: this ability should be removed)

All cut-off territories now provide full resource, and while there's cut-off territory, capping speed of all friendly units on the way to that territory increases by 1.5 times (I don't know if this is possible since we must have a chain of territories to the cut-off one). Capping speed of enemy units on the cut-off territory decreases by 2 times.

On the right: "Our Brave Efforts"

2CP: Fighting to survive, always active
All units in cut-off territories now have 1.2 accuracy, 1.2 damage, 0.9 received accuracy, 0.9 received damage.
3CP: Fatherland's help, 200MP, recharge 3 minutes
A glider with an AT gun, an infantry squad and ability to reinforce land in the cut-off territory (only in the cut-off one) to help holding. When the territory is connected, the glider's HP will be gradually decreased and finally destroyed (player can choose to keep that glider through an 200MP upgrade "Glider HQ").

Edited: The glider cost should increase and then it can land like a british glider to support troops.

4CP: Counter-attack, 400MP, recharge 3 minutes, only one available on the battlefield at a moment
A SS officer will arrive, with his reputation, he can decap/cap at 5x speed. The enemy need 2 sniper shot to kill him, and his luger has extreme short range but one-shot-kill. Can maintain support range. He can give his troops 0.5 cooldown time (they will fire 2x faster), but 0.3 accuracy. That ability can be toggle on/ off.

"Tug of War"

On the left: "For the Front"

2CP: Art of War, always active
Thanks to our outstanding training officer, and our battle-harderned veterans on the Western Front, our troop now earn 1.25 xp.
3CP: Unlimited supply, always active
Thanks to our tireless workers, we now have 0.8 cost for weapon upgrades (like MP44, Panzershreck,...).

Edited: This ability should have active/recharge time and since it's for weapon upgrade, it should cost fuel instead of munition.

3CP: Special Training, always active
Now we can have troops with full offensive veterancy at the price of 1.5 (still need upgrades to have defensive veterancy). The veteran can be purchase alongside with standard ones, pay more to get better, that's your choice.

On the right: "Hold tight"

1CP: Propaganda, active for 1.5 minutes, cost 50 munition, recharge 3 minutes
The local residents believe we bring good to them. The selected territory (don't need to be secured) cannot be capture by enemy and their speed decrease by 0.8, their accuracy decrease by 0.9.
3CP: Our new friends, cost 300MP, recharge 2 minutes
A squad of our local armed forces (the residents who decide to stand beside us) will infiltrate for an ambient building or from off-map. Sadly to say, they're not very good at combat and are armed with only old and light weapons. But they can cloak and sabotage point, their cap speed maybe 2x.
3CP: Our new soil, cost 100 munition, recharge 2 minutes, active for 20 seconds
Our troops on our the selected territory have 1.2 accuracy, 1.1 damage and mortars from nearby comrades will rain fire on the enemy (automatically fire slowly, and just some 10 shells on enemy without flares, with little damage, like Wehr 80mm mortar's damage).

"Relentless Advance"

On the left: "Preparation"

1CP: Forward Recon, cost 25 munition, active for 20 seconds, recharge 1.5 minutes
On the territories that not at our hand (neutral or enemy), a spot will move randomly to reveal enemy activity.
3CP: Full Swing, cost 50 fuel, active for 30 seconds, recharge 3 minutes
Production, repairing, building speed now decrease 0.5 times.
4CP: Who lead the charge?, cost 900, only one available at a moment, recharge 2 minutes
A Tiger and a squad of Fuhrer's Guard will arrive to support the operation. Those guards cannot be suppressed and are very tough soldiers. The tiger and guards still defend on the veterancy upgrades, and still need to gain offensive veterancy on their own. If the tiger dies (no matter the guards survive or not), a new group can be called.

Edited: Need balancing work.

On the right: "Time has come"

2CP: Softening artillery, cost 50 munition, recharge 2 minutes
A light artillery barrage will rain on enemy head, only 15-20 shells, its shells spread on large area and are mortar shells, damage are not high, but suppressing effect is considerable. Can fire into fog of war, but not too far from your troops (or allied ones).
3CP: Their Corruption, cost 200MP, recharge 3 minutes
our spy have successfully corrupted their troops. Just select one of enemy squads, it will turn fire on its enemy. That squad will become yours, but it receive 2x damage, cannot retreat, cannot reinforce. Especially, it can quickly suppress enemy on their first 15 seconds.

Edited: May cost much more, maybe 600MP. 600MP to take out one of their squad, get his remaining troops turn their back to your main force (because they change focus on the corrupted squad), and get enemy force suppressed for a short time. That's your choice.

4CP: Close air support, cost 150 munition, active for 45 seconds, recharge 3 minutes
Our proud Ju-87 Stuka will arrive to support selected tank or squad. During active time, enemy units that has contact with selected unit with be attacked, infantry will receive Strafing Run, tanks receive bombs (a Stuka will drop a single bomb on top of that tank). Support stop after 45 seconds or when selected unit dies.

I hope those ideas can contribute to your work. Of course they need a lot of balancing. I think they're totally unique from vanilla ones.
The ones that I don't have is new call-in units, because I can't create them, so I can't ask developers to use my ideas. The axis tanks are currently too strong, I don't think they need much ability, except some to increase their speed (Wehr had one).
« Last Edit: February 17, 2010, 01:52:11 AM by redguardsoldier »

Offline PSIHOPAT

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Re: Ostheer Battle Station
« Reply #1 on: February 16, 2010, 02:35:18 PM »
I am impressed.
Very original...

Congratulation.

Offline Paciat

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Re: Ostheer Battle Station
« Reply #2 on: February 16, 2010, 09:50:01 PM »
Quote
I also suggest Ostheer veteran system, there will be global upgrades at a Training Center, which will provide our troop 3 ranks of defensive veterancy, and our troops will earn individual offensive veterancy through combat (3 ranks available).
Thats too much vet for one squad. Vet should be simple.
Quote
1CP: Fatherland's soil, always active
All cut-off territories still provide resource, but only half of what should come, upgrades can be purchased on these sectors as well.
A very nice Idea.
Quote
3CP: Our proud spies, cost 25MP, active for 1 minute, recharge 2 minutes
Thanks to our proud spies, enemy resources will be showed with 15 seconds update.
Where on the screen will that info be shown?
What if youre plaing a 4x4 game? Too much info on the screen.
A spy unit would be more fun.
Quote
3CP: Superior Logistics, always active
All cut-off territories now provide full resource, and while there's cut-off territory, capping speed of all friendly units on the way to that territory increases by 1.5 times (I don't know if this is possible since we must have a chain of territories to the cut-off one). Capping speed of enemy units on the cut-off territory decreases by 2 times.
Thats too much. It takes away strategy from the game.
Quote
2CP: Fighting to survive, always active
All units in cut-off territories now have 1.2 accuracy, 1.2 damage, 0.9 received accuracy, 0.9 received damage.
1.2X1.2/0.9/0.9=1,7778
Cut-off units will be 1,7778 better than normal ones. 4 grens could take on 7 rifle squads!
1,7778
Quote
3CP: Fatherland's help, 200MP, recharge 3 minutes
A glider with an AT gun, an infantry squad and ability to reinforce land in the cut-off territory
Only 200MP?
Quote
4CP: Counter-attack, 400MP, recharge 3 minutes, only one available on the battlefield at a moment
A SS officer will arrive, with his reputation, he can decap/cap at 5x speed. The enemy need 2 sniper shot to kill him, and his luger has extreme short range but one-shot-kill. Can maintain support range. He can give his troops 0.5 cooldown time (they will fire 2x faster), but 0.3 accuracy. That ability can be toggle on/ off.
1. Change SS to PE like Relic did.
2. Will stop sniper bullets with his reputation?
Quote
3CP: Unlimited supply, always active
Thanks to our tireless workers, we now have 0.8 cost for weapon upgrades (like MP44, Panzershreck,...).
Allies could have that ability but unlimited always active supply for the axis?
Maybe if Jesus was a nazi it could happen. :D
Quote
1CP: Forward Recon, cost 25 munition, active for 20 seconds, recharge 1.5 minutes
On the territories that not at our hand (neutral or enemy), a spot will move randomly to reveal enemy activity.
Strange but fresh.
Quote
3CP: Full Swing, cost 50 fuel, active for 30 seconds, recharge 3 minutes
Why does it cost fuel when its a doctrine?
Quote
4CP: Who lead the charge?, cost 900, only one available at a moment, recharge 2 minutes
A Tiger and a squad of Fuhrer's Guard will arrive to support the operation. Those guards cannot be suppressed and are very tough soldiers.
Why does a Tiger and Fuhrer's Guards cost the same as a wermacht Tiger alone?
Quote
2CP: Softening artillery, cost 50 munition, recharge 2 minutes
 Can fire into fog of war.
No call-in artillery can fire into the fog of war. Its becouse you could easiely killed retreating units.
Why is it so cheap?
Quote

3CP: Their Corruption, cost 200MP, recharge 3 minutes
our spy have successfully corrupted their troops. Just select one of enemy squads, it will turn fire on its enemy. That squad will become yours, but it receive 2x damage, cannot retreat, cannot reinforce. Especially, it can quickly suppress enemy on their first 15 seconds.
You can corrupt a fanatic commando squad for 200MP?
Can yoy do that with tanks too?
This ability sucks the most.
Quote
4CP: Close air support, cost 150 munition, active for 45 seconds, recharge 3 minutes
Our proud Ju-87 Stuka will arrive to support selected tank or squad. During active time, enemy units that has contact with selected unit with be attacked, infantry will receive Strafing Run, tanks receive bombs (a Stuka will drop a single bomb on top of that tank). Support stop after 45 seconds or when selected unit dies.
A single US bombing run costs 250ammo.
For 150ammo you get 45 seconds of bombing+strafing?


Whats with all the capping bonuses? 1 ability that helpes to cap is enough. There were too little call-ins and allmost no tank abilities.

Offline redguardsoldier

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Re: Ostheer Battle Station
« Reply #3 on: February 17, 2010, 01:40:46 AM »
Quote
Quote
I also suggest Ostheer veteran system, there will be global upgrades at a Training Center, which will provide our troop 3 ranks of defensive veterancy, and our troops will earn individual offensive veterancy through combat (3 ranks available).
Thats too much vet for one squad. Vet should be simple.
Well, maybe too complicated, but I think the training veterancy should be cheap, and they still fight for offensive veterancy. Since Wehr units don't have individual veterancy, player don't really need to save units.
Quote
Quote
1CP: Fatherland's soil, always active
All cut-off territories still provide resource, but only half of what should come, upgrades can be purchased on these sectors as well.
A very nice Idea.
Thanks.
Quote
Quote
3CP: Our proud spies, cost 25MP, active for 1 minute, recharge 2 minutes
Thanks to our proud spies, enemy resources will be showed with 15 seconds update.
Where on the screen will that info be shown?
What if youre plaing a 4x4 game? Too much info on the screen.
A spy unit would be more fun.
On 4x4 game, just 4 row with 3 number on each row (maybe 4 if we need to know their pop), not too much. These numbers may be showed where the campaign's objectives are showed. A spy will need much more micro, and how enemy detect spy?
Quote
Quote
3CP: Superior Logistics, always active
All cut-off territories now provide full resource, and while there's cut-off territory, capping speed of all friendly units on the way to that territory increases by 1.5 times (I don't know if this is possible since we must have a chain of territories to the cut-off one). Capping speed of enemy units on the cut-off territory decreases by 2 times.
Thats too much. It takes away strategy from the game.
Yeah, I think again, and see that this is silly  ;D.
Quote
Quote
2CP: Fighting to survive, always active
All units in cut-off territories now have 1.2 accuracy, 1.2 damage, 0.9 received accuracy, 0.9 received damage.
1.2X1.2/0.9/0.9=1,7778
Cut-off units will be 1,7778 better than normal ones. 4 grens could take on 7 rifle squads!
1,7778
As I said, these ideas are just ideas, they need a lot of balancing work to come out of the drawing board.
Quote
Quote
3CP: Fatherland's help, 200MP, recharge 3 minutes
A glider with an AT gun, an infantry squad and ability to reinforce land in the cut-off territory
Only 200MP?
I know that it's too cheap, but when you get cut-off, and can't get troops retake that territory, the situation is a bit emergency.
Maybe increase its cost and get it as normal reinforcement.
Quote
Quote
4CP: Counter-attack, 400MP, recharge 3 minutes, only one available on the battlefield at a moment
A SS officer will arrive, with his reputation, he can decap/cap at 5x speed. The enemy need 2 sniper shot to kill him, and his luger has extreme short range but one-shot-kill. Can maintain support range. He can give his troops 0.5 cooldown time (they will fire 2x faster), but 0.3 accuracy. That ability can be toggle on/ off.
1. Change SS to PE like Relic did.
2. Will stop sniper bullets with his reputation?
Ok, he should be something like "White Skull Officer". I think you're kidding, the reputation is just for description, I meant he will have KCH'a armor.
Quote
Quote
3CP: Unlimited supply, always active
Thanks to our tireless workers, we now have 0.8 cost for weapon upgrades (like MP44, Panzershreck,...).
Allies could have that ability but unlimited always active supply for the axis?
Maybe if Jesus was a nazi it could happen. :D
Ok, this ability should have active/recharge time. And since it's for weapon upgrades, make it cost munition maybe silly.
Quote
Quote
1CP: Forward Recon, cost 25 munition, active for 20 seconds, recharge 1.5 minutes
On the territories that not at our hand (neutral or enemy), a spot will move randomly to reveal enemy activity.
Strange but fresh.
Recon isn't always good, this ability don't give you full view of enemy, just some information like "What do they have?", "How they tech up?"...
Quote
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3CP: Full Swing, cost 50 fuel, active for 30 seconds, recharge 3 minutes
Why does it cost fuel when its a doctrine?
At first, I think this is something like "Drive faster, the front need us". But now, tanks need fuel, so why this ability take precious fuel? It should cost munition ;D.
Quote
Quote
4CP: Who lead the charge?, cost 900, only one available at a moment, recharge 2 minutes
A Tiger and a squad of Fuhrer's Guard will arrive to support the operation. Those guards cannot be suppressed and are very tough soldiers.
Why does a Tiger and Fuhrer's Guards cost the same as a wermacht Tiger alone?
Well, Ostheer needs Tiger, so I think additional special troops would be welcome. Need balance, as I said.
Quote
Quote
2CP: Softening artillery, cost 50 munition, recharge 2 minutes
 Can fire into fog of war.
No call-in artillery can fire into the fog of war. Its becouse you could easiely killed retreating units.
Why is it so cheap?
You didn't read carefully. The salvo will not fire too far from player or friendly units, and they do little damage, just suppression, spread on large area, and have small number of shells. So this is not against retreating units, because retreating units don't suffer from suppression much (still, but not much).
Quote
Quote
3CP: Their Corruption, cost 200MP, recharge 3 minutes
our spy have successfully corrupted their troops. Just select one of enemy squads, it will turn fire on its enemy. That squad will become yours, but it receive 2x damage, cannot retreat, cannot reinforce. Especially, it can quickly suppress enemy on their first 15 seconds.
You can corrupt a fanatic commando squad for 200MP?
Can yoy do that with tanks too?
This ability sucks the most.
Ok, need balance since some troops are very expensive. I said only troops. Just for fun, don't be serious.
Quote
Quote
4CP: Close air support, cost 150 munition, active for 45 seconds, recharge 3 minutes
Our proud Ju-87 Stuka will arrive to support selected tank or squad. During active time, enemy units that has contact with selected unit with be attacked, infantry will receive Strafing Run, tanks receive bombs (a Stuka will drop a single bomb on top of that tank). Support stop after 45 seconds or when selected unit dies.
A single US bombing run costs 250ammo.
For 150ammo you get 45 seconds of bombing+strafing?
You get worse the cheaper you pay. One armor piercing bomb don't do much damage to a tank and infantry surround it. The strafing run has no suppression, just a little damage and for eye candy. The supported units has icon above it, so enemy can concentrate fire on it.
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Whats with all the capping bonuses? 1 ability that helpes to cap is enough. There were too little call-ins and allmost no tank abilities.
I don't try to get all ability, just something I think they're new and unique.