#27995
Ostheer Battle Station
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).
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 edited February 17, 2010 at 12:52 AM by redguardsoldier
