Company of Heroes: Eastern Front

Author Topic: Ability suggestion thread:  (Read 172237 times)

Offline Gerrit 'Lord Rommel' G.

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Re: Ability suggestion thread:
« Reply #90 on: May 23, 2010, 11:58:05 PM »
For Akalonor;
I just started thinking( not too good of an idea right ;) ) But what if the Ostheer have a foreign unit to match each of there Doctrines, something like

Fast attack

L
3cp-Call-in a quick squad of Finnish Jager Troops*
2cp- Gives all units the ability to sprint*
1cp- Allows Finns to construct sandbags*
R
2cp-Allows Pios(their equal) to construct a shelter that provides camo to garrisoned units(but they can not shoot out of it)*
2cp-Gives Shelter the ability to heal garrisoned units.*
1cp-Gives the shelter increased sight range.*

Creeping Defenses

L
3cp- Call in a Hungarian Support MG ( better defense statistics)*
2cp- Gives the HHMG the suppress ability for no cost*
2cp- Increases the HHMG's Smoke cover.*
R
2cp- Gives you units the ability to disable a sector*
3cp- Temporarily Removes friendly sector FOW.*
2cp- Allows garrisoned units to detect stealthed enemies/objects.

Bloodied Earth

L
3cp- Calls in a Romanian Cavalry man with the ability to ride his steed to the front lines(Dismounts when near enemies, Can't re-mount)*
2cp- Allows the Romanian soldiers to throw grenades*
3cp- The Romanian Forces now fight with Zeal*
R
1cp- Gives Units the ability to throw incindenary grenades*
2cp- Calls down an Off-map Artillery strike*
5cp- The Ostheer Komandant calls for a bombing run(Cost 300Mu, Classic free fall run, 20minutes for Rechrge)*



*-These are only examples of what I think would be good, Don't take my recommendations too seriously its just a concept.
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Offline Akalonor

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Re: Ability suggestion thread:
« Reply #91 on: May 24, 2010, 08:07:27 AM »
Thank you and Sorry, Didn't find anyplace it really 'Fit'
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Offline comrade2012

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Re: Ability suggestion thread:
« Reply #92 on: May 25, 2010, 03:28:18 AM »
a "last Ditch effort" would be cool.

What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.
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Offline cephalos

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Re: Ability suggestion thread:
« Reply #93 on: May 25, 2010, 08:22:59 AM »
noooo, destroying hq often ends game. Better, IMO would be if player had tier let's say 4 and he lost all his units. Then he calls-in only once "last ditch support", assuming that he has at least 1500mp

Offline Toorstain

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Re: Ability suggestion thread:
« Reply #94 on: May 25, 2010, 12:51:19 PM »
What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).

There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.

Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.

Offline cephalos

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Re: Ability suggestion thread:
« Reply #95 on: May 25, 2010, 03:31:19 PM »
or maybe no call-in units? just increased production speed?

Offline Blackbishop

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Re: Ability suggestion thread:
« Reply #96 on: May 27, 2010, 11:19:32 PM »
I was thinking about something crazy to be implemented :P... if ostheer will have medic bunker and after X number of wounded soldiers they give you Y squad... how about medics who get enemy wounded soldiers, to reintegrate as workers, POWs, I don't know what unit would be acting as engineer/pioneer but on some concepts use POWs as it; although i don't know if it's possible...
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Offline Reinefarth

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Re: Ability suggestion thread:
« Reply #97 on: May 28, 2010, 04:11:49 PM »
Was reading something about the colapse of the East Front 1944, which gave me following Idea for Doctrine.

"Feste Plätze" was a Hitler-Order that all citys had to be held, even if they were enclosed, such as to bind enemy troops. Examples were Königsberg, Kurland, Breslau ect.

Would be a good idea for defensive Doctrine of Ostheer.

Possibility:
* Even if you are cut off from base, you can build Bunkers and HQ on cut off territory.
* Bunkers can hold more infantry and are doubble in strength (harder to destroy).
* All Units (Infantry and Tanks) can be entrenched. If trenches take damage, pioneers can repair them under fire.
* Forward bases can look further into enemy territory and produce units.
* Such Units would be badly armed "Volkssturm"

* If feasable  in CoH, destroyed  or damaged Buildings can be repaired by engineers (just like HQ)
* Buildings can be upgraded to strongpoints = harder to destroy and the offer better cover and protection for inf. inside them. Maybe this is possible like making a forward HQ (or combining it with it). Graphics would be with sandbags around basement windows and doors and one MG on each side in the building.
Only with such a Building you can make a territory to "Festen Platz" if it is cut off. You would need  2/3 Amo and 1/3 Fuel.
* If cut off, Units there would fight with extra fanatism and zeal. They would lose this, as soon as territory is conected with base again. They can not leave this cut off territorry except in direction of home base to reunite it again. Otherwise people would let themselves get cut off or capture territory cut off from base, so they can get advantages of doctrine.  You can only build such buildings for "Feste Plätze2 if you are conected with territory. and it only is effective if cut off. 
* If conection with homeland (Base) is restored, Volkssturm Units can be upgraded to normal Infantry Units.
* Pioneer Units would be able to repair destroyed tanks and HQ on territory
* Resources of cut off territory would still be culminated and collected.
* For Territory where there are no buildings available, You can build a big bunker, something like Flak-Tower Type or the Mortar Bunker.), which would make such a terrain to a stronghold. It would then be the forward HQ. Just like Mortar Bunker, it can not be completely destroyed but only rendered useless. If captured and repaired by the enemy, it would lose all function and just be a normal building to take cover.
* engineers can build those Panther-Bunkers.
* All units should be able to camo themselves.
* If possible create a little Flakbunker with the tower of Wirbelwind-Tank of Luftwaffe doctrine. (crew can't be killed by snipers) or Flak/Vierling in a mortar entrenchment?



Post Merge: May 26, 2010, 04:19:48 PM
a "last Ditch effort" would be cool.

What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.

That would be absolutely useless and a waste of time. If your HQ and everything on your base is destroyed, you can imagine what kind of powerfull units are in your territory. Sending in some "last ditch" units is just some cattle for the enemy to slaughter for their game statistics. What could they do, except die? Once Base is destroyed, game over.

Post Merge: May 27, 2010, 12:30:58 AM
or maybe no call-in units? just increased production speed?

You can already do that with German Officer.
Production Speed should be the same for both sides, maybe Sviets a bit faster with T34.
« Last Edit: May 28, 2010, 04:57:41 PM by Reinefarth »

Offline ThGermanElite

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Re: Ability suggestion thread:
« Reply #98 on: May 28, 2010, 10:31:11 PM »
Was reading something about the colapse of the East Front 1944, which gave me following Idea for Doctrine.

"Feste Plätze" was a Hitler-Order that all citys had to be held, even if they were enclosed, such as to bind enemy troops. Examples were Königsberg, Kurland, Breslau ect.

Would be a good idea for defensive Doctrine of Ostheer.

Possibility:
* Even if you are cut off from base, you can build Bunkers and HQ on cut off territory.
* Bunkers can hold more infantry and are doubble in strength (harder to destroy).
* All Units (Infantry and Tanks) can be entrenched. If trenches take damage, pioneers can repair them under fire.
* Forward bases can look further into enemy territory and produce units.
* Such Units would be badly armed "Volkssturm"

* If feasable  in CoH, destroyed  or damaged Buildings can be repaired by engineers (just like HQ)
* Buildings can be upgraded to strongpoints = harder to destroy and the offer better cover and protection for inf. inside them. Maybe this is possible like making a forward HQ (or combining it with it). Graphics would be with sandbags around basement windows and doors and one MG on each side in the building.
Only with such a Building you can make a territory to "Festen Platz" if it is cut off. You would need  2/3 Amo and 1/3 Fuel.
* If cut off, Units there would fight with extra fanatism and zeal. They would lose this, as soon as territory is conected with base again. They can not leave this cut off territorry except in direction of home base to reunite it again. Otherwise people would let themselves get cut off or capture territory cut off from base, so they can get advantages of doctrine.  You can only build such buildings for "Feste Plätze2 if you are conected with territory. and it only is effective if cut off. 
* If conection with homeland (Base) is restored, Volkssturm Units can be upgraded to normal Infantry Units.
* Pioneer Units would be able to repair destroyed tanks and HQ on territory
* Resources of cut off territory would still be culminated and collected.
* For Territory where there are no buildings available, You can build a big bunker, something like Flak-Tower Type or the Mortar Bunker.), which would make such a terrain to a stronghold. It would then be the forward HQ. Just like Mortar Bunker, it can not be completely destroyed but only rendered useless. If captured and repaired by the enemy, it would lose all function and just be a normal building to take cover.
* engineers can build those Panther-Bunkers.
* All units should be able to camo themselves.
* If possible create a little Flakbunker with the tower of Wirbelwind-Tank of Luftwaffe doctrine. (crew can't be killed by snipers) or Flak/Vierling in a mortar entrenchment?



Post Merge: May 26, 2010, 04:19:48 PM
a "last Ditch effort" would be cool.

What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.

That would be absolutely useless and a waste of time. If your HQ and everything on your base is destroyed, you can imagine what kind of powerfull units are in your territory. Sending in some "last ditch" units is just some cattle for the enemy to slaughter for their game statistics. What could they do, except die? Once Base is destroyed, game over.

Post Merge: May 27, 2010, 12:30:58 AM
or maybe no call-in units? just increased production speed?

You can already do that with German Officer.
Production Speed should be the same for both sides, maybe Sviets a bit faster with T34.

My idea was to have a last ditch effort as a call in, however the pop cap cost would be reasonably high, so you wouldnt be able to use it if you already had like 2 panthers or so on the field (For exception of a large or massive map).
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Offline Ltevanlee

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Re: Ability suggestion thread:
« Reply #99 on: June 20, 2010, 07:09:25 PM »
                               Defensive Group:


   
Artillery support (Left side)

Call in-Unit: Kanone Pioneers- Needed to build all stationary artillery (2 man squad armed with G43s one has radio to call in light artillery- 25 munitions- 5-7 motar shells land marked by smoke- 1 CP 300 MP)

Building Permit(s)-FlaK support! : FlaK 30- One Barreled 20mm cannon- Should fire slower than the FlaK 38 but should cost lower (280 MP 10 FL- Built by Kanone Pioneers) PaK 43 or FlaK 36- Heavy AT guns that should be similar to the Flak 18/36 family (Should have a sandbag emplacement (British style) 380 MP 70 FL) Built by Kanone Pioneers- 4 CP

Call-in unit- 10.5 cm leFH 18/40: Mobile artillery support, move slow if carried by foot but also be towed( 480 MP 12 unit cap 2 CP).

Defensive measures (right side)

Passive–Unit: Veteran support teams- Support teams (HMGs, Motars, FlaK, and AT guns crews) can now see the enemy when they are farther away and use their weapons more accurately at distances (1 CP).

Passive–Player: Smooth Supply lines- Allows for 5 per cent more MP, MU, and FL to be brought in (2 CP).

Active-Player: V2- Call down a V2 rocket on a part of the battlefield, the V2 will burn a large portion of the area that it struck as well  (250 MU 4 CPs).







This Doctrine is similar to the Wehr's Defencive doctrine only this "Group" (Otheer doctrine) has 2 call-in units (defencive has 0) and has more Passive Abilities. 


Credit to Nubrannos for writing his gudie on how to make a good doctrine thread :)   

Please talk about/criticize,
                                   Thank you   







been a week and no responses  ??? ??? ??? ???  :-\
« Last Edit: June 27, 2010, 07:34:38 AM by Mr Defence »
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Offline Griptonix

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Re: Ability suggestion thread:
« Reply #100 on: June 28, 2010, 02:23:53 AM »
The SdKfz. 9 should be able to relocate the flakvierling and the 8,8 flak cannon
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Offline Gerrit 'Lord Rommel' G.

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Re: Ability suggestion thread:
« Reply #101 on: June 29, 2010, 07:14:45 PM »
Sry - wrong thread - moved to: unit suggestions thread.
« Last Edit: June 29, 2010, 07:43:23 PM by Lord Rommel »
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Offline cephalos

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Re: Ability suggestion thread:
« Reply #102 on: June 29, 2010, 07:37:36 PM »
Firefighters? You mean those guys who save cats, homes and people from certain death in flames?  :o .... Looks like I still know little about Wehrmacht....

Offline Paciat

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Re: Ability suggestion thread:
« Reply #103 on: June 29, 2010, 09:04:20 PM »
Firefighters? You mean those guys who save cats, homes and people from certain death in flames?  :o .... Looks like I still know little about Wehrmacht....
General Model was called Hitlers firefighter. Late game infantry are the Hitlers savior infantry so why not call them firefighters.

Offline Toorstain

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Re: Ability suggestion thread:
« Reply #104 on: July 04, 2010, 11:57:31 PM »
What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).

There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.

Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.

What I meant was something like this:


An ability, a call-inn, much like the American infantry battlegroup call-inn, where you get random foreign units.

Two variants:

1 - You get a couple of units from a random country (all-hungarian, all-romanian etc.). The different countries have different specializations, like finns give you a few good units, Hungary gives you armored vehicles, and Romania gives you infantry (I don't really know, nor do I care, which country that should give what units). Again, what country you get will be completely random.

2 - You get a battlegroup consisting of units from different nationalities with different specialities. This ability would be the one that is most similar to the american one (And in my option not as cool as the first option). On the other hand would this probably be the easiest for the devs.

The usefulness of such ability would be to get a lot of units very quickly, but they aren't necessarily as good as the German units. You will also have to take a chance on what units you get.

This idea would, in my opinion, be the best solution for including other axis nations into the Ostheer. I know that such an ability would demand a lot of work, but I think the devs can make it.