Company of Heroes: Eastern Front

Author Topic: Outposts  (Read 4588 times)

Offline Razz

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Outposts
« on: February 02, 2010, 08:43:42 PM »
Gee... I was looking for the thread that listed all the stats...

Anyhow, How about an increase in health to the OP?

They get killed very easily.

Perhaps an upgrade? For 50 MP or MU increase health by 50 and also secure point.

Offline PSIHOPAT

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Re: Outposts
« Reply #1 on: February 02, 2010, 08:56:55 PM »
Agree

They are very weak,like all buildings or bunkers.

HQ is the only building buildable who can be considered good.

Offline Venoxxis

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Re: Outposts
« Reply #2 on: February 04, 2010, 12:19:17 AM »
Balancing guys, balancing.
its a early game building, and thats why it should be destroyed pritty fast!

Offline Loupblanc

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Re: Outposts
« Reply #3 on: February 04, 2010, 10:09:54 AM »

 Well give it an upgrade so that it can 1) Be thougher and
 2) So that it can OP a $#(* fuel/muni flag or something :)
 (Like british trucks)

 Maybe even give it a healing aura for inf and tanks ? ;)
 (ok, I know I'm pushing it, lol)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline PSIHOPAT

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Re: Outposts
« Reply #4 on: February 04, 2010, 10:31:23 AM »
I think,expensive upgrade and cost for command post will not unbalance the game.This will make people to have even more options at disposal for spending resources.

First upgrade will make command post very strong defensive position,and having healing aura...plus reinforce ability of course.

The secondary upgrade can give repairing ability like repairing bunkers from germans,and increase number of slots for soldiers(3).

All this upgrades can be done in HQ,for 300 ammo first upgrade,and another 200 for the second upgrade.With all upgrades made,command post can cost around 600-800 MP to be build,but time for construction can take a while.

One special and unique upgrade,can come from command points,sticking mechanics to command post ,and having ability to automatically send them for repairing and recover destroyed tanks.Number of this mechanics will be two,and just one command post can have this ability.

In this situation,ambulance will be useless,and need to re skinned,having purpose for transport of two infantry units.After one upgrade from support building,can use AA weapon,but reducing transport capacity to one unit.Also can be used for transporting artillery pieces(if is possible)
 
What you think guys ?
« Last Edit: February 04, 2010, 11:10:01 AM by PSIHOPAT »

Offline Strayker

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Re: Outposts
« Reply #5 on: February 04, 2010, 11:19:53 AM »
Yeah i agree...it will make new strategic decisions, whether or not upgrade some outposts to OPs or upgrade them to stronger fortifications and healing abilities...or maybe both for some expensive cost. Frankly...everyone likes upgrades, it makes you feel, that you have stronger army then and you can spend your resources on something. I think it will be great addition to soviets, it will make them even more different from other factions.
"There is no such thing as innocence, only degrees of guilt..."

Offline PSIHOPAT

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Re: Outposts
« Reply #6 on: February 04, 2010, 11:24:23 AM »
This upgrades for command post will be very tempting for anyone,and some people will prefer to make upgrade here first,and other later...or other not.

After thinking a little bit,i think just first upgrade must be in HQ,and secondary in command post,making them to evolve at repairing ability (plus warning against tanks,maybe),and player choose if want to spend for that or not.

Even third upgrade can be possible,but very costly >400 munition.This upgrade can be done just after the second upgrade.With this upgrade,two medics will stay near to command post,and recover wounded soldiers from the battlefield.Will be no unbalance,because will be very costly,making them available just very late,because choosing to make this upgrade soon,will leave units weak.

Special upgrade give possibility to replace egeniers from command post with mechanics,but limited to one command post how i told.Choosing location can be also tricky.

After that we will talk about strategic decisions.

With all this resources spend for one command post,is necessary to be very strong position,because no one will spend enormous amount of ammo for something who can't resist long enough against massive attack .With all upgrades made,maybe command post will be strong like HQ or little bit more,also offering excellent protection for infantry who defend them from inside .But how i told...will be very costly this strong position,and not many can be made on the map,because will be no resources for that.

What is the opinion of developers about that ?
« Last Edit: February 04, 2010, 01:14:39 PM by PSIHOPAT »

Offline 1richard

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Re: Outposts
« Reply #7 on: February 04, 2010, 08:06:37 PM »
but if you deploy medic's and recover the lost man
what type of infantrie unit's you get?

( ingiers, guard's, red banner, etc)
« Last Edit: February 04, 2010, 08:35:54 PM by 1richard »
if you strom beaches there will always be victims.
Here is a good example, http://www.youtube.com/watch?v=aSx20dC_XOo&feature=PlayList&p=9F43321A0B7E35D1&index=5 [nofollow]

Offline PSIHOPAT

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Re: Outposts
« Reply #8 on: February 04, 2010, 08:56:36 PM »
Elite units => command squad,red banners,guards,and partizans.

Other not deserve effort.

Russians help just elites.All other are just numbers for they.
« Last Edit: February 04, 2010, 08:58:23 PM by PSIHOPAT »

Offline orenda

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Re: Outposts
« Reply #9 on: February 04, 2010, 09:32:21 PM »
Balancing guys, balancing.
its a early game building, and thats why it should be destroyed pritty fast!

I have to agree with that. Still, a bit of HP boost won't hurt the balance much.

Just as an idea, the devs can make Propaganda's "MG Dugout" to boost the HP of the Outposts as well.
« Last Edit: February 04, 2010, 09:49:52 PM by orenda »

Offline Voop_Bakon

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Re: Outposts
« Reply #10 on: February 05, 2010, 02:44:39 AM »
Just as an idea, the devs can make Propaganda's "MG Dugout" to boost the HP of the Outposts as well.

This.

If you make the outpost upgradable, it cant heal, thats what the medic truck is for.

On a side note, I wish i could lock down that medic truck for healing. Annoying when he is squirming around and im trying to get everyone healed

Offline orenda

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Re: Outposts
« Reply #11 on: February 05, 2010, 03:11:29 AM »
I was talking about boosting the hitpoints of the outposts, not about making them to heal troops...

Offline Loupblanc

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Re: Outposts
« Reply #12 on: February 08, 2010, 02:08:10 PM »

 I was thinking of something at work...
 Why not give it a British captain's aura? So as to IMPROVE
 the + ressource of the flag, but without 'locking it' yknow?
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity