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Ability suggestion thread:

Ostheer Suggestions

#28954

Ability suggestion thread:

Here u can post or discuss your ability suggestions!
( e.g. doctrine abilities and so on! )
May the force be with you.

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Last edited February 26, 2010 at 5:14 PM by Lord Rommel

#28977

Re: Ability suggestion thread:

Ok I'll start with an Idea I've been brooding over, Please discuss/criticize so we can make it better.

Doctrine Ability: ME262 Interceptor Jet.

Cost: 2 CP, 100 Munitions

Area of effect: Entire Map

Time Active: 60 Seconds

Cool Down Time: 120 Seconds

Effect: While active the ME262 Jet Fighter will attempt to shoot down as many enemy fighter planes and gliders that are called in the map with it's 4X30mm cannons.

Notes: The Me262 should fly across the map very fast and in a short amount of time making it more difficult, but not impossible to be shot down by enemy AA guns. The Me262 should make a lot of noise too. It's long cool down time reflects how rare these fighters where and how hard pressed the Luftwaffe were. Since this is a doctrine ability the Ostheer should have another kind of AA unit (non doctrine) but far less capable as this.
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Last edited February 27, 2010 at 12:36 AM by Versedhorison

#28987

Re: Ability suggestion thread:

My ideas on how an ability or call in unit works are instead of using munitions for strikes (like my He-111 bombing raid) they would instead use oil to represent the oil shortages in the East. Due note that all these ideas are only for use with the Ostheer.

He-111 bombing raid: A single He-111 drops a a series of large bombs (similar in explosion to a 105mm artillery shell) for the width of two gliders drops. The bombs are inaccurate and can miss the target easily. It cost 200 oil to use.

ju-87 dive bomb: A stuka drops three bombs (similar to the 105mm artillery shell) very accurately on a target area. it cost 75 oil to use.

Recycle vehicle: your pioneers can now salvage any vehicle (including the Allies) and use it as your own. This allows players to get a hold of T-34, Sherman tanks, Priest, Katyusha, and any other US/British/Soviet vehicle. it cost 200 manpower and 60 oil to salvage one of the enemy vehicles, but only 200 manpower to salvage one of your own.

Fight to the bitter end: In a sector you are holding, you can use the ability to make all units in that area to hold their ground and fight to the end. They would become harder to hit, take less damage, and fire faster than normal. But the consequence of doing so is that your units become immobilze, and the sector doesn't give you ammo or oil (depending on what it is). it cost 50 oil to use.   
No one can stop the German panzer divisions.
#28997

Doctrine: Total war strategy

Doctrine: Total war strategy (indirect game economy impact)

Left side: Economy war
Economy boost (1CP) - everybody in our homeland increased its productivity to support war effort
- player active ability 300 MP cost, fuel income increase +50/min., ammo income increase +50/min., duration 1min.

Priority supply (3CP) - your prestige allows you to arrange better supplies
- passive ability, increases MP income by +25/min.

Bombard supply routes (4CP) - let's hurt the economy of the enemy, bombard their supply lines
- player active ability 300 Ammo cost, for duration of 30 sec. all enemy income of MP, fuel, ammo is halved (bombard sounds can be heard on background indicating the bombardment)

Right side: Sabotage tactics
Industry sabotage (2CP) - sabotage the production of enemy
- player active ability 100 Ammo cost, for duration of 1min. all enemy production time is doubled (or production speed is halved)

Firebrand squad (2CP) - squad of saboteurs which is sent to decimate enemy
- call-in unit 270MP cost, 3 men, MP40
- invisible on small map and on tactical map
- once deployed in enemy territory, they disrupt income from that sector effectively halving the resource income
- have ability to plant mines (25 Ammo) and to plant Demolition charges (50 Ammo)
- only 1 Firebrand squad in game at time allowed

Disinformation (3CP) - send false information to enemy to confuse him
- player active ability 150 Ammo cost, for duration of 45sec. false information will be displayed on enemy small map and on tactical map, indicating random infantry squads and tanks moving towards his base
#29440

Re: Ability suggestion thread:

Lord wrote:
Here u can post or discuss your ability suggestions!
( e.g. doctrine abilities and so on! )
i would like to send very heavy artillery to the small bases in COH EF. like Schwerer Gustav (offmap), Karl-Gerät(doctrine vehicle), 688th Railroad Artillery Battery 280mm(Doctrine emplacement, available only in the borders of the  map to build a small railroad)..etc.

Railroad Artillery

i know is hard to make up but I think you can maintain game balance, making railways artillery vulnerable(20 population, capturable, weak vs counter artillery strikes, soft armor, 10 amno consume per shot) because its superior range and firepower.

Karl-Gerät

24 population, medium armor, slow reload, lost of fuel.

Schwerer Gustav

4 shells for 100 amno each, 30sec per shot. I´m thinking in the V2 effect for each shot or something. Only 24 shots per game because  burns its barrel beyond that.

game balance:

It is need to suppress the use of ammunition in  other skills "in order to provide the giant cannon". Also be needed to maintain a very weak supply truck, like Katyusha but wiht a big explotion capable to damage other vehicles if it is destroyed close to the railgun or Karl-Gerät. without supply truck the monster can only fire 2 shells.
#29441

Re: Ability suggestion thread:

ok , my idea for some more Ostheer ability;

Schwere Gustav: a single round from this massive gun is fired, about as powerful as the V2. cost 100 ammo and recharge in 5-6 minutes.

Flamenwerfer squad: A call in squad of five men, two armed with Flamenwerfer (flamethrowers) and the rest armed with Mp-40s. They can throw white phosphorus grenades (powerful against garrisoned and non-garrisoned infantry) and thermite grenades (powerful against buildings and vehicles).  They cost 360 manpower to call in.

Sarin gas attack: A bomber drops a number of canisters of Sarin nerve agents into the battle, causing an area to be un-passable to infantry, the enemy and your own for about two minutes. In that time, only Tanks and not half-tracks or armored cars will be able to pass through safely. Vehicles that aren't tanks will become empty shells, unmannable for the rest of the game. it cost 200 ammo to use and it recharges in about 4 minutes. 

No one can stop the German panzer divisions.
#29446

Re: Ability suggestion thread:

No Sarin gas, wasn't used in ww2 because it wasn't developed in a stable form until late 44 early 45 AND gas weapons where not used in WW2 on the battlefield (Hitler was injured by Mustard Gas in WW1 and didn't want to put his troops through that, kinda funny for a man who slaughtered innocents....)
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#29517

Re: Ability suggestion thread:

All I know is that Sarin was made by the Germans during WW2, i didn't know it wasn't used though. Thanks for pointing that out.



No one can stop the German panzer divisions.
#29520

Re: Ability suggestion thread:

Yup no problem
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#29526

Re: Ability suggestion thread:

im also pretty sure thermite was not used in ww2, and WP maybe but not likely,
#29527

Re: Ability suggestion thread:

guynumber7 wrote:
im also pretty sure thermite was not used in ww2, and WP maybe but not likely,

The thermite (thermit) reaction was discovered in 1893 and patented in 1895.
#29531

Re: Ability suggestion thread:

There were a few instances where thermite was used in the war.
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#29565

Re: Ability suggestion thread:

Thermite is primary used in the sabotage of vehicles in the event of a base being run over, but they are in grenade form, so I suppose if you threw one at a tank (like a t-34) it would damage the hull pretty good. White phosphorus was used in mortar shells, but sometimes they were made in grenade form. 
No one can stop the German panzer divisions.
#29566

Re: Ability suggestion thread:

AND Willy Pete does NOT stun vehicles! AT ALL!
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#29587

Re: Ability suggestion thread:

Ju-87 Kanonvogel run - use the Stuart's 37mm shells for this maybe?

Definitely need some SS stormtroopers (like the ones they have in BotB, maybe make them a doctrine specific unit or a call in)

Bf109G strafing run (available sooner than the Kanonvogel run, less destructive, quicker cooldown, less points, and in a different doctrine)

Ju-88 Bombing run - similar to the American P-47 bombing run, maybe 2 of them dropping bombs but once again in a different doctrine from the other 2 airplane abilities





#29640

Re: Ability suggestion thread:

Recon plane artillery
The recon plane will be flying slowly one minute in the circles and calling artillery on every spotted unit. This plane can be shot down.
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http://easternfront.org/forums/index.php?topic=2904.0 - How should look Ostheer to be original
#29708

Re: Ability suggestion thread:

I'd like to add an interesting ability i used in my Ost layout.

Unleash the Reserves: Gives any squads in its large radius automatic reinforcement to maximum capacity and makes them fire faster, with renewed vigor, unfortunately the use of our reserves makes getting reinforcements at the headquarters or forward HQ impossible for 2 min..-3 CP, 200 munitions, 5 min. recharge.

It sounds like a pretty fair ability and it has a long recharge and a drawback to counter the ability itself.
#29738

Re: Ability suggestion thread:

neosdark wrote:
Unleash the Reserves: Gives any squads in its large radius automatic reinforcement to maximum capacity and makes them fire faster, with renewed vigor, unfortunately the use of our reserves makes getting reinforcements at the headquarters or forward HQ impossible for 2 min..-3 CP, 200 munitions, 5 min. recharge.

+1
#29740

Re: Ability suggestion thread:

here I am again to share my ideas for some abilities:

Ostheer Elite squad: Call in for 500 manpower. A five man squad with a sniper included, the other four are armed with Mp-44. They can use a Panzerfaust for 50 ammo, and they can camo with reduce speed and cannot use the Panzerfaust.
No one can stop the German panzer divisions.
#29747

Re: Ability suggestion thread:

=sniper+knight cross holders. It will be too deadly infantry. ;)
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http://easternfront.org/forums/index.php?topic=2904.0 - How should look Ostheer to be original
#29750

Re: Ability suggestion thread:

I have a call-in unit which I posted in the Unit Suggestion thread. Notes is just that, bonus information that would clutter up the description, but needs to be in.

Pic:
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PzKpfw T-34/76 (R) (T-34(R) for short): (750 MP, 8 Pop)
Type: Captured medium tank
Role: Infiltration and ambush
  These tanks are either captured or wrecked Soviet T-34s which have been pressed into service with a German panzer trupp. These T-34(R)s are manned by expert crews, have had sights added, and various other improvements from adding a radio to adding a commander's cupola.

Notes: It has poor visibility, much like the basic Soviet tank. However, unlike the Soviet tank, it has good accuracy due to properly trained crews and the addition of optical sights. As they are captured, they are limited in number. They are capable of cloaking and are difficult to detect. While cloaked they have reduced vision and reduced range. They will get several first strike bonuses upon enemy tanks. They cannot cloak within a certain range of the enemy main bases. They are capable of being upgraded with Schurzen (Side skirts) but this will remove their ability to cloak. It will increase their health and greatly increase the armor rating from the side. It is a call-in unit. They can also ambush, becoming impossible to detect except with a detector unit such as a sniper or the Major. They have much less health however as many have been recovered from wrecked but not destroyed T-34s. They are also slower as their engines are still new to the drivers and mechanics. The 8 pop is to represent the increased number if people required to get it back into action.

Big thanks to NeosDark: The T-34 can choose to get a schurzen upgrade and an optics upgrade, which will increase the accuracy and give better sight. The Schurzen will remove the tanks ability to cloak and thus it will no longer be able to infiltrate Soviet lines. It will also be repainted to the typical grey of the German army. The Schurzen cost 50 munitions, the optics cost 65 munitions.
In Soviet Union, rifle shoots you!

Last edited March 9, 2010 at 3:59 AM by Daiwiz

#29757

Re: Ability suggestion thread:

Daiwiz wrote:
I have a call-in unit which I posted in the Unit Suggestion thread. Notes is just that, bonus information that would clutter up the description, but needs to be in.

Pic:
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PzKpfw T-34/76 (R) (T-34(R) for short): (550 MP, 90 Fuel, 8 Pop)
Type: Captured medium tank
Role: Infiltration and ambush
  These tanks are either captured or wrecked Soviet T-34s which have been pressed into service with a German panzer trupp. These T-34(R)s are manned by expert crews, have had sights added, and various other improvements from adding a radio to adding a commander's cupola.

Notes: It has poor visibility, much like the basic Soviet tank. However, unlike the Soviet tank, it has good accuracy due to properly trained crews and the addition of optical sights. As they are captured, they are limited in number. They are capable of cloaking and are difficult to detect. While cloaked they have reduced vision and reduced range. They will get several first strike bonuses upon enemy tanks. They cannot cloak within a certain range of the enemy main bases. They are capable of being upgraded with Schurzen (Side skirts) but this will remove their ability to cloak. It will increase their health and greatly increase the armor rating from the side. It is a call-in unit. They can also ambush, becoming impossible to detect except with a detector unit such as a sniper or the Major. They have much less health however as many have been recovered from wrecked but not destroyed T-34s. They are also slower as their engines are still new to the drivers and mechanics. The 8 pop is to represent the increased number if people required to get it back into action, and the fuel is boosted as the other tanks get fuel first.


I love your idea man its very nice and fair but if i would interject one slight thing it would be to make them cost more Manpower and no fuel (as call-ins don't cost anything but MP)

Also instead of having come on standard with all the new optics and stuff, create a single upgrade that adds new optics, and side-skirts as well as a new paint-job (so in the basic form it can camo or blend in, and when they get the upgrade they can no longer camo cause of the new paint-job)
#29763

Re: Ability suggestion thread:

Nice, thanks. Ill add those in.

The reason I put fuel in was so that it would require a bit more, but I see what you mean.
In Soviet Union, rifle shoots you!
#29787

Re: Ability suggestion thread:

Daiwiz wrote:
PzKpfw T-34/76 (R) (T-34(R) for short): (750 MP, 8 Pop)
Type: Captured medium tank
*They are capable of cloaking and are difficult to detect.


Nice idea man! *However I would remove cloaking, instead I propose that this tank should be not visible on radar and tactical map - as it represents that allies will confuse it with own tanks and not warn the commander about it.
#29791

Re: Ability suggestion thread:

Do you know about the German Dora gun
Germans could use this gun for 650 ammunition but the chance that the gun hit the target very low (30%) and shots can be Set 1 times (the player)
one billet can change history
#29793

Re: Ability suggestion thread:

650 ammo for a single shot which doesnt even hits its target?
this is a no go man.
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#29794

Re: Ability suggestion thread:

Well...Dora is no gameplay option in my eyes ;)
This gun had just one combat mission during the
hole eastern front campaign and so this gun is
"just" linked with the battle of sewastopol and not
with the battles of the eastern front.
Dont like all this "giant artillery ideas" for a
game like CoH which is based up on small unit formations
and real "small" battlefields.
May the force be with you.

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#29796

Re: Ability suggestion thread:

it will hit the battlefield 100% but where no one know :P
one billet can change history
#29803

Re: Ability suggestion thread:

I like this line:
"6 weeks to Moscow"

So I think this could be cool ability that make all of your unit move in higher speed in exchange of slight accuracy. They also become harder to suppress. However, unlike Blitzkrieg ability, this ability is permanent.

Thanks
I am sorry for my bad
#29808

Re: Ability suggestion thread:

That could work Ante. A global unit bonus.

@Wordsmith, ye I could do that. The main reason I made it possible to cloak was to simulate it being confused with a different Soviet tank. By cloaking it they can just roll by and cause confusion and problems. In BotB mod, they have a jeep for the Germans (I forget the name of the tactic) and it is able to cloak simulating that it is behind the lines etc. I dunno, it all depends on how balanced it would be.
In Soviet Union, rifle shoots you!
#29831

Re: Ability suggestion thread:

ParkerWarrior, while the Maus would be an awesome tank to command, it was never made into a battle production, only three semi-complete prototype Maus were made. Also it be much slower than the King tiger, and it would have the slowest turret movement ever.

Now for the developers, my idea for the Elite Ostheer Squad is Op, i figured it would be a good counter for people who massed four to five NKVD conscripts squad. But it would be OP. So here is an idea of mine that I put in the abilities sections, cause I thought it would be neat for a call in unit:

flamenwerfer squad: A call in squad of five men, two armed with Flamenwerfer (flamethrowers) and the rest armed with Mp-40s. They can throw white phosphorus grenades (powerful against garrisoned and non-garrisoned infantry) and thermite grenades (powerful against buildings and vehicles).  They cost 360 manpower to call in.

And how about a Panzer3 flamethrower tank: a special call in unit that cost 600 manpower to call in. It is armed with a massive flamethrower and can be upgraded to shoot an even more deadly stram of fire (more like a thick burning Napalm instead of a a projected gasoline/fire concoction, so it does more damage but at the downsize of range (about a 25% decrease in range).
No one can stop the German panzer divisions.
#29850

Re: Ability suggestion thread:

ParkerWarrior wrote:
what about german tank pz.kpfw "maus" http://forum.bestway.com.ua/showthread.php?p=163236#post163236
it could cost 1500 mp 200 fuel and can be Set 1 times (the player)



No, as stated in almost every other thread the Maus, Ratte and Landkruezer will not be added to the game....ever....
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#29871

Re: Ability suggestion thread:

Someone should really make a mod giving us those super tanks. Plus several bombers so we can wreck them.
Three Mauses were built, 2 without either a gun or a turret. The third had to be abandoned a few miles from the Soviet lines as they ran out of fuel.

BTW, ParkerWarrior suggested the Captured T-34, I just wrote it up and gave the abilities etc. He honestly has a lot of ideas, many of which could be integrated into the game. Not all, but many :P

@Panzer: I did something very similar, except it's a buildable unit, and only has 1 flamethrower with 3 rifles and 1 smg. Perhaps yours could be a global upgrade? Close combat or something, giving every Stosstruppen two flamethrowers, the SMGs, and your grenades. Just an idea :P

I like the flamethrower PzIII, although I'd prefer a flamethrowing SdKfz halftrack. Perhaps both, or maybe it gives you an option?
Oh, also, where is the flamethrower? Is it hull-mounted (Like the Churchill crocodile), axial (Like the Sherman Crocodile), or does it replace the main gun's position, and will the gun still be useable or will it be like the Sherman Croc and have just the flamer?
In Soviet Union, rifle shoots you!
#29907

Re: Ability suggestion thread:

Daiwiz, I would think (cause i know Germany did make flame tanks, just can't find any source) the flamethrower would be turret mounted; it would allow the fuel to be below the flamethrower and in the tank, unlike the Churchill tanks which had a carriage behind it carrying the fuel.

And like you said, no Maus should ever be in the Eastern front. And i wouldn't play a mod if it had one. Does anyone know what the largest purpose built AT gun was on the Eastern front for the Germans? Cause I havew an idea, but I need to know what it is so i could look it up.
No one can stop the German panzer divisions.
#29910

Re: Ability suggestion thread:

Well. "Main" anti tank gun was the 7,5cm PAK 40. Some schwere Heeres-Panzerjäger-Abteilungen ( heavy tank hunter units ) were equipped with the 8,8cm PAK 41/43.
This are the heaviest anti tanks guns.

A number of 10,5cm Flak 38 and 12,8cm Flak 40 could be used in anti tank action, too. But the number is extrem small.
May the force be with you.

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#29936

Re: Ability suggestion thread:

The 128 mm existed and was used, yeah. Just not very much...

Alright then Panzer. The next question is would it replace the gun or the MG? Depending on the answer, you would have to decide whether the main gun is usable or not.
In Soviet Union, rifle shoots you!
#29948

Re: Ability suggestion thread:

Panzer4life wrote:
ParkerWarrior, while the Maus would be an awesome tank to command, it was never made into a battle production, only three semi-complete prototype Maus were made. Also it be much slower than the King tiger, and it would have the slowest turret movement ever.

Now for the developers, my idea for the Elite Ostheer Squad is Op, i figured it would be a good counter for people who massed four to five NKVD conscripts squad. But it would be OP. So here is an idea of mine that I put in the abilities sections, cause I thought it would be neat for a call in unit:

flamenwerfer squad: A call in squad of five men, two armed with Flamenwerfer (flamethrowers) and the rest armed with Mp-40s. They can throw white phosphorus grenades (powerful against garrisoned and non-garrisoned infantry) and thermite grenades (powerful against buildings and vehicles).  They cost 360 manpower to call in.

And how about a Panzer3 flamethrower tank: a special call in unit that cost 600 manpower to call in. It is armed with a massive flamethrower and can be upgraded to shoot an even more deadly stram of fire (more like a thick burning Napalm instead of a a projected gasoline/fire concoction, so it does more damage but at the downsize of range (about a 25% decrease in range).



call it the chemical warfare squad.

Post Merge: [time]1268277027[/time]

Eintossflammenwerfer 46

USeable by early oStheer infantry, the Eintoss is a disposable flamethrower, meant to fire a single burst then be thrown away.

for about 20 munis in game, the ostheer infantry could pull out this flamethwower, fire a single 6 second burst at the target, doing  more damage then the pioneers flamethrower, and then throw it away.

Last edited March 11, 2010 at 3:10 AM by guynumber7

#29950

Re: Ability suggestion thread:

guynumber7 wrote:

Eintossflammenwerfer 46

...


That could work :P, is a good idea.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#29970

Re: Ability suggestion thread:

but i dont think it should be an early game ability (flammenwerfer for 2o mun) cause the Eintossflammenwerfer was develop in 1944.
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#29981

Re: Ability suggestion thread:

ok, the Panzer 3 flamethrower tank would lose its main gun and it would gain the flamethrower. And i have to say, using a flamethrower like the Panzerfaust (use for ammo) isn't such a good idea. People would forget they even had that ability.

And thanks Lord Rommel for telling me what AT gun was mainly used on the Eastern front. I was hoping for something other than the 7.5mm Pak gun, but i suppose we could make the Pak40 a doctrine unit.
No one can stop the German panzer divisions.
#29984

Re: Ability suggestion thread:

How would people forget that had it?
okay, so its not aviable right at start, but after an upgrade called Incedinary Weapons, ostpios can use the Eintoss, and OStgrenadiers can fire 4 incedinary rifle grenades at a target for 40 munitions.
#30006

Re: Ability suggestion thread:

Ostheer should have a Propoganda "Flip" ability to take control of enemy Infantry, It could get really annoying but maybe have a 1min reset timer on it.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#30018

Re: Ability suggestion thread:

Akalonor wrote:
Ostheer should have a Propoganda "Flip" ability to take control of enemy Infantry, It could get really annoying but maybe have a 1min reset timer on it.

No, it wouldnt be annoying, it would be OP!
Commando glider lands to save the day, youre ability is used you send commandos to rape tommies, they die after making heavy casualties. The enemy lost 1000MP.
Situatoins like this would happen allmost in every game...
#30020

Re: Ability suggestion thread:

Paciat, the lone guard of balance. ::)
no, stupid jokes aside, that ability would be to tough and impossible to counter.
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#30095

Re: Ability suggestion thread:

But fun nonetheless! :)
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#30112

Re: Ability suggestion thread:

Until you play allied :P But nice idea.

Ethical bits aside, perhaps a Work-Camp upgrade. I saw it sorta mentioned in the topic about wether to include non-German troops. Perhaps, as was stated in the mini idea, a truck is capable of traveling around and retrieving wounded enemy soldiers. They are then sent back and once a certain number is reached, either munitions or fuel goes up by, say, 1 point? Depending on thoughts, I can write up a unit description/cost.
In Soviet Union, rifle shoots you!
#30113

Re: Ability suggestion thread:

How about a Spy ability that allows you to infiltrate Allied produced units and unknowingly turn them into spies giving you a look on the battlefield before unleshing the infiltrator on the enemy defenses?
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#30127

Re: Ability suggestion thread:

Hey everyone here is a Tech tree idea I had.

Based off of three major battles on the eastern front:
Leningrad, Stalingrad, Kursk.

Leningrad
Siege war:
Left:
Thunder Storm:

2 CPT
Precision Strike:
Cost: 50 Ammo
CD: 2 mins
Three artillery shots in small area

3 CPT
Wall Strike:
Cost: 200 Ammo
CD: 10 secs
Wide area of Precision bombardment creating a wall of fire and brimstone between you and the red army great for wide defensive stopping power or massive defense killing power.

4 CPT
Mobile 'Nut Cracker' Flak 88:
Cost: 600 mp
CD: 3 mins
Max: 3 on the field at one time
Call in a mobile Flak 88 platform, must be setup before firing and packed up before moving.

Right:

Lighting Storm:

2 CPT
JU 87 'Stuka' strike:
Cost: 150 Ammo
Stukas patrol the area killing infantry with gun strikes and tanks with single bomb hits (very accurate). No ground indecator on the map, just the 'Jericho Trumpet' sound when they are striking. Causing fear in the enemy.

1 CPT
Supply the siege:
Cost: 200 mp
CD: 2 mins
drop supplies into the field. 100 muns 20 Fuel

3 CPT
At Any Cost:
250 Ammo, 100 Fuel
CD: 5 mins
All tanks and Infantry lost in battle are replenished at the HQ during activated ability
1 min duration.
Penalty: during CD -80% resource production on Ammo/Fuel

Stalingrad:

“Ratten krieg”

Rat War:

Left:

Propaganda:

1 CPT
1,000 Year Reich:
All infantry now have the push ability:
Activated on each unit.
Cost: none
CD: 1 min
Duration: 15 seconds
Penalty: 30 seconds
Infantry get a great increase in offensive stats (55%) for 15 secs, willing to give they're lives for the Fatherland. (-50%) defensive stats after for 30 seconds.

1 CPT
Objective Secured:
(passive)
Infantry capture points when no enemy units are in the territory at 50% speed. (allowing you to continue the offensive without have to take the time to capture the point. Only works if the area is unsecured (no troops, tanks, outposts). Goes from Enemy controlled to neutral to friendly.

3 CPT
Fuhrers command!:
Cost: 420 MP
Only one on the field at one time
Call in a single SS officer in a half track with a loudspeaker. Inspiring friendly troops in the territory and striking fear into the enemy troops in the territory. (+40% offensive stats friendlies, -30% defensive stats to enemies in the territory)

Right:

Street Fighting:

3 CPT
Street Kings:
600 MP
Max 3 in the field.
Kings of the battle field these men have been hardened by fighting in the streets of Stalingrad. Idle for Urban combat. (storm trooper knight cross holders) 3 man squad w/ SG44s cammo,assault grenades,  panzerfaust, Demolition packs (65 ammo) can be placed any where, does 150% damage to buildings with enemies inside.

1 CPT

Kings Command:

In the presents of the the storm kings troops feel the power of the street kings, giving them zeal to hold out any counter assault.

5 CPT

Enemy at the gate:
650 MP
Only one per battle.
Call in a Veteran of the war to end all wars, This sharpshooter trained all the best and has left some secrets for himself.

Abilities:
Intuition: (passive) writing the book of sharpshooting he can sense the spots where enemy sharpshooters are. (like tank awareness for the PE) snipers show up on the mini map in the fog of war.
Counter sniper: (activate) While in this mode he will kill all snipers in his sights. (in this mode he will not shoot at other infantry)
Stats:
His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover.
Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)

Kursk – Largest Tank battle in WWII, if not the largest in history.

“Panzer Strum”

Armor Storm: 

Left:

Might of the Reich:

1 CPT
Bigger is Better:
(Passive)
All heavy tanks (Panthers and Tigers) have 88 mm cannon.
But Armor costs 10% more fuel to create.

4 CPT
Cost: 1,000 mp (220 fuel over 1 min time) Must be able to afford fuel
Only 1 Tiger-gruppe on the field at one time.
Tiger-Gruppe:
Call in 2 Tiger I tanks to the field.

5 CPT
Cost: 1,200 mp (260 fuel over 1 min time) Must be able to afford fuel
Call in once per battle.
Große Tiger-Gruppe:
Call in 1 Tiger I and 1 Tiger II (King tiger) to the field.

Right:

Great Strikes:
2 CPT
Panzer Zeal:
All tanks fight harder when grouped with other German Armor. (Like PE group Zeal for infantry.)

3 CPT
Cost: 250 Ammo
Duration: 1 Min
CD: 5 mins
Press on the attack!:
All tanks get a Defensive bonus to push threw defensive lines. (2 times the frontal Armor and 1.5 times side and rear armor).

4 CPT
500 mp (over 1 min)
Only one per Battle.
JagdTiger:
Call in the 'Elefont' Tank destroyer.


Let me know what you all think. Thanks
#30169

Re: Ability suggestion thread:

crazy and OP especially KURSK :P
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn