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OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

General Discussion

#32156

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Zerstörer wrote:
We're trying to fix what's broken based on the majority feedback, to make the mod more successful and MOST importantly more fun for alot more people.

Hanging our head down and accepting defeat isn't what we do, especially when we CAN fix the issues.
Ignoring the feedback and keeping down the road which has proven usuccessful would be idiotic of us.
The fact remains some people aren't bothered by the fact that the faction is indeed broken. Don't much care about balance either(cause balance is bad when a faction is broken) because the gaming experience for them is still fun.
Some people on the other hand would prefer the factions to work perfectly even if that means the limitation of not being able to have all 6 in the  same match at the same time. For them a better balance game with complete features increases the experience ten fold.
And that is what the poll is about.
Responding to the majority feedback can never be a mistake!

Fixing the root cause of the problems isn't causing more problems. Its making the job alot easier when it comes to fixing what problems are left.

+1

unrealted to the quote
I don't now why so few people mention that you would be able to play automacth. This give you the posebility to play against equally skilled opponents with I think is more fun.
#32158

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Hi, I extra registered for this tread. Maybe you know me as huetti07 from other forums.

I have voted for others...

I would enable Russians and the coming ostheer to recrew.
Then I would keep PE and Brits, but then they arent able to recrew. Pe have their mobile Vehicle which replace motar, mg and at-gun. Flaks are something special then...  :-\
The British emplacements could be made that way, that you cant decrew them, only destroy them.

That way you can do everything for Russians and Ostheer, also with Vet and retreat... and you can keep OF factions, not fully playable, but if someone wants to play with them, he can...

That is my suggestion and I am not playing online, because when I have time, there is nobody waiting for a match.
Maybe the problem is, that nobody opens a game  :P
I dont know, also I am waiting for a patch for weeks, because of your nice pictures you uploaded and I thought, when the updater has no source to update, maybe there is something new to be uploaded  :D

BTW, who was the Lead Developer, you are talking from?

Last edited April 15, 2010 at 6:51 PM by revoluzer

#32186

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

That's messing up relic's faction's balance which opens a whole new can of worms.

Won't happen. sorry
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf
#32196

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

You Know what I have vote ;)
Keep the existing ones and sent the soviets back to their "mamas " wiping , Keep on Team :)
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#32202

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

huh strange I didnt think we could have political pictures at the bottom of our posts...
#32207

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

ford_prefect wrote:
huh strange I didnt think we could have political pictures at the bottom of our posts...


Of course you can, off-topic anyway.

I agree georider. If we give the Soviets some retreat and a vet system along with some other goodies form 1.05 then I think a huge crowd will come back to us including the 'hardcore' guys. Right now removal of the PE and Brits seems a bit too drastic.
#32209

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Someone said(I don't remember who :-[) about classifying retreating units as hostiles until reach HQ, i like the idea, i would like to ask to Dev's Team, are they planning to penalize retreating units if implemented?

Regards.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#32214

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

I have been a huge supporter of this mod and I am organising a huge EF lan with my friends tomorrow as a testimony to that. :) but I will put my 2cents in on this discussion..

Firstly I must give credit to the suggestion of allowing Soviet's & Ostheer to recrew while keeping the British and PE in the game without the ability to recrew. A slight tweak to the strength of British emplacements and PE could balance this out as I don't think recrewing is as important to them. However this will go against the policy of modifying existing factions and I am sure it will cause other issues.

So I'll stick to suggestions that are definitely within the developer's power. I think retreat should be as aspect of the Soviet game, it has clearly caused too much contention and has made balancing problematic. I think elite squads such as strelky/guards should have the ability but not conscripts. Obviously costs will have to be adjusted to reflect this ability.

Veterancy is another aspect. I think the Soviet's should have it but can still have a variation. I've always liked the idea of units gaining veterancy as they lose members or take damage. The other option is to allow Soveits to slowly gain veterancy over time (on surviving units) thus reflecting WWII. This will make the game interesting as the generally it has been the axis that have been the stronger teams as time goes on.

I think we have to accept the fact that relic are not going to be on board to fix issues we would all like to see resolved. It's unfortunate, but as one person pointed out, it's merely a business decision.

I think it'll be sad to see factions taken out of the game, emphasis should be put on changing a couple of mechanics and fine tuning the balance as perfectly as possible. People will continue to play a game that balanced and fair even if it isn't ideal. I think problems such as the inability to recrew give us an opportunity to think laterally about other interesting solutions.

Other suggestions could include bigger squad sizes for AT guns/Mortars, or auto re-enforcement when such units are near command nest. etc.. there are always more than one solution :)

Cheers guys!
#32216

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

So, do you plan to implement the results of this poll in patch 1.05? Is that the reason why 1.05 is so late? What are other things you plan to introduce by 1.05, maybe we can discuss it...

And one other thing. If removing of Brits doesn't go through, how do you plan to resolve the re-crewing problem? Is it possible to allow Soviets to scavange heavy weapons for resources? Or you have some other idea?
#32221

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Retreat and Vet might, but recrew won't, it'll probably come along with the Ostheer (if people vote that way).

blackbishop wrote:
Someone said(I don't remember who :-[) about classifying retreating units as hostiles until reach HQ, i like the idea, i would like to ask to Dev's Team, are they planning to penalize retreating units if implemented?

Regards.


Not possible unfortunately. Also, seems utterly pointless. Personally, i'd just give retreating Soviet units no defensive bonuses.

ford_prefect wrote:
huh strange I didnt think we could have political pictures at the bottom of our posts...


Every time you post in here it is completely irrelevant, please don't post in here again unless you have something to say that is on topic.

Last edited April 16, 2010 at 1:17 PM by BurroDiablo

#32225

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

i read that someone wrote, it would a good idea to change the places as pe and uk switch with udssr and ostheer. you only need to change that emplacements of the uk can´t be conquered any longer. only the flak88 of pe is a problem. maybe change it with ju 87 stuka? and the flak38 modify to a flak emplacement which isn´t able to be conquered.

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#32228

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

We're not rebalancing/changing the other factions, sorry. Plus when playing with them you won't rank up etc which of course defeats the objective. How's PE going to re crew their base defences? Not to mention the main reason you'd get luftwaffe engineers
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf

Last edited April 16, 2010 at 4:05 PM by Zerstörer

#32235

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

use his suggestion... you don't need to rebalance it... just have a slight defensive buff so people just don't 57 or Zis2 snipe them into oblivion so fast... it takes 3 shots from a 57 to kill an 88 or 20 completely... you won't be changing much to begin with and if you are going to implement the Soviets and Ostheer then you will need  to make changes if you are going to add them as the Brit and PE... I  voted that you add the Sov and Osth but as additional armies... No retreat for the Ostheer could work as well seeing that in Stalingrad they where surrounded and couldn't retreat either... if you don't allow PE and Brits to retreat you kill game balance anyway because they will be starting with fresh troops all the time and then you will have to balance them as well.... seeing the strength of PE and Brits lie in their ability to vet up their Officers(Brit) and Troops(PE) Personally I rather like my Vet 3 Defensive Panthers... its a very good counter to the Russian spam of IS2s and T34/85s. Point is this


Don't swap out PE or Brits if you guys don't want to mess with the balance of the factions already stated....because you will need to do that otherwise those two factions will be severely nerfed to the point where they would be rather unplayable... at least with adding the Ostheer and Sov as additional armies you can balance them to the rest...
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#32247

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

hgghg4 wrote:
use his suggestion...
...

Don't worry, recrew is the only hardcore bug, retreat and vet are just soviets features by now :P. In other words, the swap with OF will solve ranking and recrew only, not retreat nor veterancy. I voted for keeping relic factions and adding vet and retreat.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#32259

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Well it still doesnt solve the problem of Balancing out the OF factions if they keep them
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#32261

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Replacing the British and the PE re-crewing with the Soviets and  the Ostheer is the best way to go here. One of the main problems that drove away so many players was the no re-crewing stuff, and if you get the soviets and ostheer to be able to recrew again, it might bring back people.
It's no big loss for the british to not re-crew; they have almost no mobile weapon systems that need re-crewing, being a 99% emplacement defensive battle sort of army, their emplacements usually get destroyed first rather than de-crewed, and the pe only have 2 emplacements, the flak 38 and 88, which isn't that big of a loss considering pe is more of a blitzkrieg style specialist vehicle army anyways, and pe isn't really meant to be played as a long defensive battle anyways-(that's what the wehrmacht defensive doctrine, and hopefully an ostheer doctrine will be for).

No retreat is very unique for the soviets and ostheer, both game play and historically (we all know it - both sides were forbidden from retreating on the east front, and often whole units fought it out to the last man, rather than retreat). And you've done a very good job of balancing no retreat with a command squad fire up! to break suppression and pinned.
Some would complain about how useless propaganda war ability is to that - just make the affected soviet units pinned for a minute or so without being able to fire up, if possible. (morale demoralization is also propaganda war, not just retreat).

Veterancy- in your manual it was described that the soviet units were already veterans, depending on the tier level. (hard coded already in their stats when they are built, right?) The same can be done for ostheer. I'm sure there are many people who didn't bother to read this tiny bit of info and that's why they complain. Although it might help the non-believeers if you show some kind of veterancy icon for the units (maybe some sort of red star system for the soviets, and  if possible, the old school  coh wehrmacht vet icons that are no longer used , for ostheer), for example conscripts  would be the same; no vet icon, strelky would have 1  vet icon, guards 2, and of course keep the 3 vet icon for upgraded units, so you know the affected upgrade is in effect.

Overall, keep up the good work, and good luck solving these issues.
"Only happy people have nightmares, from overeating. For those who live a nightmare reality, sleep is a black hole, lost in time, like death." - Guy Sajer, The Forgotten Soldier

Last edited April 16, 2010 at 7:15 PM by Hpt.Berger

#32264

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Leave the SU as it is. I love it because of it's unique design. Reply #31 expresses my thoughts perfectly.
- Vet: not needed.
- Retreat: need sth. for prop war and officer's forced retreat to work. Maybe a shock factor making SU inf losing health or getting instapinned for an extended period.
- Recrew: not needed. Maybe implement salvaging weapons as described in Reply #51. Even better: leave that for the ostheer.
- Ranked games: nice but don't expect EF to become popular because of it.

I can understand that you look at online gaming as an indicator of EF's success and are disappointed. But why these convoluted proposals? They will only delay the ostheer. Just get players online simultanously by promoting an EF day. Or by publicly announcing yourself being online for a kick in the butt friendly game. Lots of simple solutions for a simple problem. See Reply #99, too.

Of cause things won't change instantly. I tried to set up a Sunday Night Fight and got almost no responses. So what? I'll try again. Just a bit different.

Edit: Re. ranked: even after removing relics factions EF players won't be matched against those with an unmodded CoH, right? So we'd still be stuck with the problem of having only few players = no online gaming.

Last edited April 17, 2010 at 10:30 AM by IEatBolsheviks

#32278

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Quotehuh strange I didnt think we could have political pictures at the bottom of our posts...

This is History and I clear it with a PM.
On the other hand as I'm reading the new posts and ideas , I realize that an EF mod with 2 factions will perform better , and we will be able to add more units inside and more different skins.
So why knot , I will support whatever team and people wants, besides I'm just a painter not a player ;)
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#32304

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

no i dont like the idea

removing 2 factions to basciyl get recrew? no tnx

balance recrew for sovs, by making axis (wm in particular) to recrew with 5 man squads, so volks would spend entire squad when remmaning, because pe cant, unless you make luftwafe. then only unit able to do so would be pios, but we all know pios recrwwing die to anything and when theyd be reinforced to 5 mans, they still cost just as much as full squad. yes now when wm can recrew sov weapons for mere 100 mp its imba, but 300 mp wouldnt be

as for vet and retreat, you sticked around this for so long, why change it now? just balance the sovs and make them have variety in build orders, because now every single game is the same. add 25 fuel to command squad, rax and possibly 50 to armory, also 25 at startup. and suddenly theres alot of possiblitys. but now its, make comands suqad and rax with conscirpts until you get 50 fuel, then wsc, then tank depot and armory which is around the time u have 200 munis anyway. see how theres 0 options?

also if ostheer cant reman too, like i said, in their case 6 man recrewing would then fix any issues, because of american 6 man squads.... so anyone recrewing sov and ostheer weapons would pay like 300 mp. you know the same price sov/ostheer would spend building another weapon.
#32306

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

As I and others have stated:

Sacrifice Pe's and British's recrew ability for the Soviets and Ostheer.
Make the Flakvierling and the Flak 88 as emplacements and make the British and Pe emplacements non-recrewable.
Let the two factions their VET and retreat and its nearly the same... (more or less)

Then I would redo hte Vet and ability system of the Soviets:

Every ability should cost munition...
All upgrades like now available in the last building for small amount of MP and Fuel...
Weapon upgrades of Strelky( and others except conscripts) should be purchaseable seperatly for a small amount of munitions.

Strelky need a Grenade ability
#32307

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

People keep forgetting that a major part of this game is to recrew not just your own weapons but your enemy's as well. You have to take this into account with removing Brit/PE ability to recrew because stolen MG42s and Paks/AT guns are invaluable for both these factions. If you cannot change these factions then you cannot balance this fact. However, you can balance your own factions and add in mechanics that allow you to salvage the weapons and/or destroy the weapon along with the crew.
If you get into an argument with me, you're wrong.
#32311

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

@revoluzer,

Occupying emplacements that are neutral counts as recrewing.
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?
#32315

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

as GodlikeDennis mentioned, taking the re-crewing abilities away from PE/british would cause balancing problem for them and if there are no changes to existing factions these problems can't be balanced.
imagine you just paid the fuel and manpower for an 88 flak and a mortar/sniper/artillery strike takes it out. as you cannot re-crew it you would be forced to build another one. but then it could happen again and again. so PE need the re-crewing function. otherwise 88 and flaks would be kind of useless. same goes for british (for them it's not that problematic though).
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Last edited April 17, 2010 at 1:38 PM by kingtiger

#32317

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

To keep balance recrewing problem could be solved also the other way: don't allow to recrew also for Weh/PE/US/Brit. Then this "ability" would be equal for all...
#32324

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Update

The Wehrmacht Terror Propaganda doctrine ability is now working properly against the Russians - forcing a retreat.


1 less reason to add in retreat ;)

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Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.

Last edited April 17, 2010 at 3:45 PM by Dragon93

#32326

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Most excellent!
#32328

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Propaganda war not working was one of the least of our problems in my opinion. Being unable to recrew weapons is a much bigger issue.
#32330

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

However it was a problem that was fixable.
Compared to the re-crew one that we can either live with, make the most of (prioritise who gets it) or ignore it (cut down to 4 sides).

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Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.
#32335

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Why does everyone want to recrew?? Granted I already voted, but since I can't remember which i voted for, i probably went for the wrong one. But anyway, recrewing isn't that big of a deal. Oh, i lost my 88', well then, get over their and blow it up! Then make another later and have a squad guard it. Also, for those who scream, Germans steal SU mortars, if you lost your support units (morats, AT guns, MG, etc), maybe you should have put them in cover, defended them with a squad of infantry, or not rely on them at all.
No one can stop the German panzer divisions.
#32341

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet


It would be a shame to have to abandon the matchups of PE versus soviet, which I think is pretty interesting if not entirely balanced, and the future ostheer and brit though...

If no other solutions presented themselves, would a third, somewhat bloated option be possible?  What if you had 2 different launchers....one that replaces pe and brit, and one that replaces american and wehr?    I'm sure the complications are endless, and I suppose that all players would have to be using the same version at the same time to play...so I admit, it's a headache...but it would allow people to play any existing faction against the Eastern front factions...though not all combinations for multiplayer would be possible.


By the way,  I thought no retreat universally might be a little extreme, but I certainly thought that it was a good mechanic and that conscripts and commisars not having retreat was a good idea...if prop war works now, then I have no problems with that at all, but the no recrew is a problem still.

#32346

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Great news!!! ;D. You could blow the weapon if the crew dies... but what about an ability to "booby trap" enemies heavy armament or emplacements?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#32360

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

you should definately keep the original factions. Having variety is more fun.
"It is better to fight for something than live for nothing." George Patton
#32361

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Panzer4life wrote:
Why does everyone want to recrew?? ...

Well, maybe its today's tendency :P. In either case, before soviets i usually played with PE so, recrew or not, i don't care about that ;D.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#32363

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Guys, the poll is a little bit unclear because answers a) and d) are intertwined.

a) yes to recrew + yes to ret & vet
d) no to recrew + yes to ret & vet

Therefore, all who voted a) or d) are in favour of retreat & veterancy.

Similar goes for a) and c)

Last edited April 17, 2010 at 11:27 PM by Soviet_Justice

#32365

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Dragon93 wrote:
Update

The Wehrmacht Terror Propaganda doctrine ability is now working properly against the Russians - forcing a retreat.


1 less reason to add in retreat ;)


Awesome. Does this mean that it's now possible to implement retreat for select units? I'd love to see retreat for the more elite units, though I think conscripts should be left alone.

I honestly don't think recrewing is that big a deal for soviets. After all, they have bigger crews then any other army to compensate, I think that's a good compromise. They lose the ability to steal enemy heavy weapons as well as keep their own, but they are extremely hard to decrew.

As for the Ostheer and weapon crewing/decrewing.... well, let's worry about that when they're gonna be added. Unless they ARE gonna be added in the near future....

GIVE US SOME INFO DARNIT. It's been over 2 weeks since the fake april fools update, we need real news!
#32368

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Relic really should release a patch that fixes this issue. I mean come on.
#32381

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Disable the ToV units, keep everything the same.
#32387

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Dragon93 wrote:
Update

The Wehrmacht Terror Propaganda doctrine ability is now working properly against the Russians - forcing a retreat.

1 less reason to add in retreat ;)
Dragon, is that in the current version or in the upcoming 1.05 patch?  I've not been playing terror doctrine against russia...so this will be a welcome fix!
#32392

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

QuoteThe Wehrmacht Terror Propaganda doctrine ability is now working properly against the Russians - forcing a retreat.


Its for the 1.05 patch that WILL NOT feature any changes we'll make based on the polls.

Poll results will be reflected in the 1.06 patch which will take a similar time to 1.05 to complete. So in the mean time you still have a more fixed better balance version to play with in  the form of 1.05
R.I.P MrScruff - A genuine Good Guy and great artist
R.I.P Loran Korn - A very brave and talented guy
RAP NEWS http://thejuicemedia.com/?ref=nf

Last edited April 18, 2010 at 8:34 AM by Zerstörer

#32397

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

fix some mimor problems and

LEAVE IT AS IT IS.


Two lines stating just what you've already voted, without discussion content isn't going to help nor convince. Please don't spam the thread if you're not going to add discussion content. Thanks
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!

Last edited April 18, 2010 at 9:29 AM by Zerstörer

#32404

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

I voted yes. If soviets and ostheer can be played the way vcoh is, I'll install this mod again. Good luck.
#32410

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

BDNeon wrote:
Awesome. Does this mean that it's now possible to implement retreat for select units? I'd love to see retreat for the more elite units, though I think conscripts should be left alone.


Means, for example, retreat could be given as part of veterancy.

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Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.
#32420

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Dragon93 wrote:
BDNeon wrote:
Awesome. Does this mean that it's now possible to implement retreat for select units? I'd love to see retreat for the more elite units, though I think conscripts should be left alone.


Means, for example, retreat could be given as part of veterancy.


I love this idea. Where would you place it, like the 1st, 2nd, or 3rd vet? And how would Soviet veterancy work, just be combat based (not purchased like Wehr)? Or maybe how long they've spent on the battlefield?
#32424

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

If we do decide to link the Retreat Ability with Veterancy, it will be the 1st Vet which unlocks.
Forum post image
#32425

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

nbeerbower wrote:
Dragon93 wrote:
BDNeon wrote:
Awesome. Does this mean that it's now possible to implement retreat for select units? I'd love to see retreat for the more elite units, though I think conscripts should be left alone.


Means, for example, retreat could be given as part of veterancy.


I love this idea. Where would you place it, like the 1st, 2nd, or 3rd vet? And how would Soviet veterancy work, just be combat based (not purchased like Wehr)? Or maybe how long they've spent on the battlefield?


mmm possibly a subject for another thread? just to stay on target with this one :)

As mentioned early by Paciat - that addition of a whole new faction is what made this mod so incredibly interesting.

How quickly could you (the devs) implement the "Sov/oH instead of OF" mod?

If you can do it fairly rough and ready then give it a shot, release it asap and gauge the reaction form there.

Basically - you can only resolve this issue by actually DOING that mod. Only then can ppl, and yourselves, look at it critically and see if it works. Trying to second guess before the mod is released weather it will be worthwhile just isnt going to work.

Youll keep going in thought circles.

So:
Make a rough, 'simple ' mod, say only to T1, and lets go from there.

Youve done such good work with EF that we will all certainly give it a shot.

HDLK
COH tag: BrainBoru
#32450

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Despite the fact that Soviets don't have t1 weapon crews currently...

I still think removing Brits and PE is a bad idea. If you are going to remove anything, let it be the roo. I'm sure loads of GR players will download if you just do that.
If you get into an argument with me, you're wrong.
#32461

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

GodlikeDennis wrote:
If you are going to remove anything, let it be the roo. I'm sure loads of GR players will download if you just do that.


Thats are bad suggestions, keep them for you. The units stay as they are, or the whole army will be removed. I would like to keep the army...
#32464

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Interesting how much more one-sided the GR poll is: http://www.gamereplays.org/community/index.php?showtopic=605876&st=0

Now, I don't want to sound elitist or like a forum fanboi or whatever, but GR has a MUCH bigger community than this one, and I hope you guys will try to give the poll there as much credence as the one here.
#32467

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Trumanator wrote:
Interesting how much more one-sided the GR poll is: http://www.gamereplays.org/community/index.php?showtopic=605876&st=0
...


I think it is because lots of (IMO the better ones) players stopped playing EF because of no-vet, no recrew and no ranking + initial imbalance of mod. If those would be improved some of them may return to play EF...

Ranking is important mostly for good players because they play to increase their virtual status. If this is not possible for them, they just don't play. And the situation now is quite imbalanced also in ranking - if loosing as Soviet nothing happen, if as Wehr&PE rank is decreased.

Veterancy is important for players who are used to preserve units - again the good players. Maybe this comes with a reason to retreat but it could be considered as Soviet attribute so this I think for good players was the smallest problem.

And why is recrewing important I already explained in previous post.

Because I didn't find any answer to some question which was posted before I ask too: if you replace the Brit with Soviet, how the ranking will be considered - as new ranking or all values from Brit ranks would be copied? If player then starts original CoH, not mod, would the Brit ranking altered with Soviet games?
#32491

Re: OFFICIAL POLL: Removing the original factions plus adding in retreat and vet

Registered here just to post, so here it goes.

My opinion is that if Relic is unable to apply a patch allowing for more than four fully-functioning factions - then you should keep the factions in as less than fully functioning, despite how much work you've put into them.

My reasoning behind this is that a mod should add from a game, not remove from it. While it is true that you would gain something from this mod, you would also never see the panzer elite battling the soviet union in this mod if factions were removed, as an example.

I'm a bit confused as to why it is impossible to just let people decide which factions they wish to have as their four individually instead of making everybody lose certain factions when playing eastern front. Hopefully Relic can address this issue...their interview was quite encouraging.