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Operation Tiger Hunt

Suggestions

#76710

Re: Operation Tiger Hunt

Well, i guess we could figure a way for abilities to cost resources, but i figured it would just be on a timer, since there will be no resource acquisition. Unless you maybe want to have a fixed income?

And the Ace should be no more 'valuable' than the others. ALL Tigers should have to be killed for the game to end.
#76717

Re: Operation Tiger Hunt

So let's take a map like King of the Hill (would fit perfect here).
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You see the two mainroads? The convoy should annouce to the allied players which road it will take then 30 secs later the axis will get a hint were the convoy is.
I identify as a four-eyed bird man. /s
#76720

Re: Operation Tiger Hunt

I'd say a 4 player version of Hedgerow Siege could be used, You have also a main road going across the map:

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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#76721

Re: Operation Tiger Hunt

Can't we discuss other gametypes in another topic? ;)
#76723

Re: Operation Tiger Hunt

It's still about Operation Tiger Hunt, we're just discussing the convoy thingy ;)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#76725

Re: Operation Tiger Hunt

Urgh, why is it so important to you to have a convoy in this mode?! ???
#76822

Re: Operation Tiger Hunt

Red Bull Express Single Player Map?
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?
#76835

Re: Operation Tiger Hunt

Too small I think, not enough room for the Tigers to evade the Allies. I like the idea of hedgerow siege/king of the hill. The hedges will limit the allies mobility but not the tigers'. 2 roads with seperate convoys would be ideal. Otherwise it's a little too predictable where the Tigers will strike.
If you get into an argument with me, you're wrong.
#76837

Re: Operation Tiger Hunt

Hee hee, King of the Hill...

Post Merge: [time]1309169807[/time]

Wait isnt that an 8p map? Oh well its a nice map to try this mode on :D
OIY! Get your filthy hands off the Maus!
http://easternfront.org/forums/index.php?topic=5672.0

Hee hee, I added colour to the avatar. Isn't it nice?

Last edited June 28, 2011 at 4:20 AM by Paladin88

#76839

Re: Operation Tiger Hunt

King of the Hill seems ideal actually.
If you get into an argument with me, you're wrong.
#76878

Re: Operation Tiger Hunt

I figured we'd make a new map for this gametype...
#76901

Re: Operation Tiger Hunt

Ah, and who should do that? You? :P
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#76903

Re: Operation Tiger Hunt

I wouldn't mind; I do have some idea of what it should be like. Although i'd rather leave that task to the people who can actually use the WorldBuilder. ;)
#76923

Re: Operation Tiger Hunt

So Rizz tell us if you will make it! :D
I identify as a four-eyed bird man. /s
#76942

Re: Operation Tiger Hunt

How about if the Bergetigers Repair ability is upgradable over time?

-Rudimentary Repair.
-Normal Repair.
-Expert Repair.
-Over-Repair.
-Recovery.
#76948

Re: Operation Tiger Hunt

That sounds like a nice idea, however, it's to decide yet if the Berge will be player- or AI-controlled.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#76949

Re: Operation Tiger Hunt

Nope - It's a very important role, plus it's a Tiger. If there are to be any A.I. players, they will use lesser units, such as the Panzer IV.
#76950

Re: Operation Tiger Hunt

Wtf happened to the original idea?! No AI units man, it should just be 4 Tigers VS allies. I like the KT, Jagdtiger, Tiger I and Tiger Ace roles.

"Balancers are 10 a penny"
#76951

Re: Operation Tiger Hunt

I want no A.I. players as well, but i'm just thinking of ways they may be included, to give the Axis some more units. Still not sure if it's a good idea or not, but i'm leaning against it...
#76959

Re: Operation Tiger Hunt

I think it gives the axis players more of a goal in the game. Otherwise they'd just be running away the whole time and it wouldn't be very fun.

I don't like including both KT and Jagdtiger since they fulfill basically the same role.
If you get into an argument with me, you're wrong.
#76988

Re: Operation Tiger Hunt

QuoteI think it gives the axis players more of a goal in the game. Otherwise they'd just be running away the whole time and it wouldn't be very fun.


Nobody said that the convoy are only trucks :P. Some light vehicles will cover it.
I identify as a four-eyed bird man. /s
#77005

Re: Operation Tiger Hunt

...Guys, why are we talking about convoys again? ???
#77012

Re: Operation Tiger Hunt

pariah wrote:
...Guys, why are we talking about convoys again? ???

Because Dennis is right if there are no bonus or alternative objectives other than just staying alive what incentive is there to do anything than just camp in a corner which imho would make a really boring gametype.

Perhaps the convoy comes on a timer, destruction of a single vehicle rewards that Tiger a small sum of munitions for their abilities (Same as TOV Tiger ace) and if the Tiger's are able to destroy all vehicles within that convoy they all earn a larger sum of muitions. (Perhaps Berge players receiving the most since they lack the weaponry to destroy vehicles)

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Last edited June 29, 2011 at 1:53 PM by Raider217

#77015

Re: Operation Tiger Hunt

The Tigers are in the middle of the map, and the Allied tanks come from the edge of the map. So the Allies will have them surrounded. That's the whole idea of this gametype.
#77017

Re: Operation Tiger Hunt

To do that just have all four axis players in stonewall rush for Tigers... It's exactly what you are describing.
If you get into an argument with me, you're wrong.
#77019

Re: Operation Tiger Hunt

As i've said before, it works similar to Stonewall and Panzerkrieg - You have the Axis in the middle with the advancing Allies (like Stonewall), but the combat is all tanks, with unique special abilities and such (like Panzerkrieg).
#77132

Re: Operation Tiger Hunt

I understand what you are saying but unfortunately that wont do, they'll just rush/camp.


I don't mind convoy idea. I think not only should the convoy give munitions but if it reaches its "final destination" i.e. reaches other side of map, there should be a penalty like a VPs system, if they destroy convoys then the allies lose VPs, if it survives, axis loses VPs.

lol, the convoy would have to be pretty slow since the trucks can outrun tigers in real life!!!
OIY! Get your filthy hands off the Maus!
http://easternfront.org/forums/index.php?topic=5672.0

Hee hee, I added colour to the avatar. Isn't it nice?

Last edited June 30, 2011 at 4:02 AM by Paladin88

#77145

Re: Operation Tiger Hunt

^^+1 try to imagine the cheesiest most abusive things you could do, and this is what the game will eventually degenerate to. so measures should be taken to avoid this being possible and becoming routine.
Soviet is OP
#77148

Re: Operation Tiger Hunt

"Get back into the fight, we're down to 25 points!"

Post Merge: [time]1309414816[/time]

I would feel sorry for the allies, they'll be running around like headless chickens... then again, most players are like headless chickens so...

What do you guys think of a VP system?
OIY! Get your filthy hands off the Maus!
http://easternfront.org/forums/index.php?topic=5672.0

Hee hee, I added colour to the avatar. Isn't it nice?

Last edited June 30, 2011 at 6:20 AM by Paladin88

#77164

Re: Operation Tiger Hunt

That's originally the point of my suggestion. Make axis reduce allied VPs by destroying the convoys. Make allies win automatically when they destroy the Tiger ace. That way, the Tigers are constantly attacking the convoys to slowly head towards victory while axis must try to be conservative and not risk themselves too much while doing it. Leads to an interesting dynamic where the Tigers are hunting the nearly helpless convoys while the allies hunt the Tigers. No point in the match should be boring since neither side can win without engaging the enemy.
If you get into an argument with me, you're wrong.
#77167

Re: Operation Tiger Hunt

It's funny you bring up Victory Points, because i had this idea when i was in bed: What if there's a Victory Point in the middle of the map, similar to those 'King Of The Hill' missions in the campaign? The Axis will lose when the Point is taken, or when all their Tigers are destroyed. I figured that would be a good way to combat them hiding in the corner, as Dennis stated earlier. Is that a good idea?
#77171

Re: Operation Tiger Hunt

Hiding in the coner gives them a element of surprise!
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#77172

Re: Operation Tiger Hunt

And cowardice. ;D
#77180

Re: Operation Tiger Hunt

SO Let's think of a final result!

(first) Map: King of the Hill

4 Tigers:
-Jagdtiger
-Tiger Ace
-King Tiger
-Bergetiger OR Tiger 205 EDIT (only for pariah) OR Sturmtiger

The commandtrees of Dennis are nice:
Quote  Bergetiger - Healer/support
Infantry support - MP44 PG squad with all upgrades?    Grants self-repair
S-Mine launcher - same as ToV campaign                  Removes repair penalty/increases repair rate
Mine/goliath laying                                                Gains overrepair capability

  Tiger 1 - Anti-infantry DPS/speedy harassment
Speed boost                              Smoke launcher ability
Tank shock - like churchill              Range boost
Rapid fire ability                            Long range shot ability

  Jagdtiger - Anti-tank DPS/Tank
Site main gun ability                    Health boost
Damage boost                            Ability that slows and makes the jagd more resistant to damage
Treadbreaker                              Stun shot

While player 1 automatically spawns as the ace and gets:
Power shot                                Panzer group zeal or heroic charge type ability
HE shells                                    Firestorm
Fast reload boost                        Henschel run

I identify as a four-eyed bird man. /s

Last edited June 30, 2011 at 4:23 PM by walki1

#77185

Re: Operation Tiger Hunt

Don't forget the Sturmtiger!
#77197

Re: Operation Tiger Hunt

I just don't think jagdtiger AND the KT are necessary since they're rougly the same. The way I see it, the three tanks should follow fairly standard MMO roles: DPS (Tiger 1), Tanking (KT/Jagd), Support (Berge) + Tiger Ace who is either support or another DPS. Obviously all the DPS roles somewhat converge but you could make the Tiger 1 effective against infantry mostly, the KT/Jagd anti-tank (longer range than Tiger and more damage but poor mobility) and make Tiger ace good at both AI and AT (longer range than standard Tiger + maybe an extra powerful shot ability). Maybe add the Jagd back in as a reward unit but only for this game mode? As in, Jagdtiger - Replaces KT as a controllable tank in the Tiger Hunt Operation.

Berge's would be very important in calling in allied units perhaps, and in repairing the tanks (which otherwise would have to have some sort of rudimentary self-repair). You could make the Berge player able to call in PGs (upgradable with either shreks or MP44s) as its basic ability, so the Berge player has some combat use and force the allies to use a little combined arms rather than spam fireflies or M10s. Also, PGs will add to the repair capabilities.

Maybe give each of the Tanks a beginning ability that doesn't need to be purchased with CPs:
Tiger Ace - Critical shot (like a treadbreaker cross power shot)
Tiger I - Blitzkrieg (as the Blitz ability, for this Tiger only)
Jagd/KT - Juggernaught (slows the tank further but increases defensive capability)
Berge - PG callin

So a quick revision of the command trees I suggested earlier with some alterations:

Quote  Bergetiger - Support tank: Has healing and group support abilities.

Basic abilities: PG call in, slow self-repair, repair and recover wreck

  Agressive Support                                          Defensive support
S-Mine launcher                                                  Build roadblocks
Creeping smoke barrage                                      Improved repair (PGs as well)
PGs can plant teller mines/goliath laying                Overrepair capability/quick fix ability (instant heal)

  Tiger I - General combat tank: General all round fighting capability against infantry and tanks. Has some decent speed.

Basic abilities - Slow self-repair, Blitzkrieg (personal)

    Blitz                                                                          Power
Passive speed boost                                                      Range Boost
Smoke launcher (personal)                                            Armour/Health boost
Tank shock (suppresses infantry/stuns tanks in a radius)  Power shot

  Jagdtiger/KT - Rolling Fortress: Nigh indestructible and excellent long range damage against Tanks. Weak against infantry. Slow and unwieldy. Terrifies and distracts enemies.

Basic abilities: Slow self-repair, Juggernaught (slower speed, less damage received)

    Destruction                                                          Terror
Site Main gun ability (damage/range boost, immobile)  Health boost
Passive reload boost                                                  Propaganda War ability
Heavy impact (shells briefly stun opponents ~1sec)      Passively reduces enemy stats in a radius

  Tiger Ace - Elite Panzer: Victory objective for the Allies. Can become either a command tank or engine of destruction through command trees. Is fast, resilient and deadly against all targets.

Basic abilities: Slow self-repair, Critical shot (long range, damaging ability that causes engine/main gun damage on target)

    Commander                                                                  Hunter
Panzer group zeal                                                          HE shells
Passively reduces cooldowns of friendly abilities in radius  Increased range
Henschel attack run                                                      Faster reload

These command trees highlight the roles within the group. Berge is healer and general support. Tiger I is DPS, focusing on either speed/harassment or general combat boosts. Jagd is the slow tanking player, soaking up damage for the team. Has access to disruptive powers and/or DPS boosts. Tiger ace is either support player with good DPS or a super DPS player.

Self-repair would be a toggleable slow heal. It would completely disable the tank for the duration. It'd only be useful if a berge player wasn't on the field and you weren't seen by the enemy.
If you get into an argument with me, you're wrong.

Last edited June 30, 2011 at 5:05 PM by GodlikeDennis

#77198

Re: Operation Tiger Hunt

Quick question: What does "DPS" mean?
#77199

Re: Operation Tiger Hunt

Damage per second. In MMOs, it is the player archetype that typically does the most damage for the group. For instance, a Sorcerer with his magic would be long range DPS while a berserker or something would be melee (close combat) DPS. A warrior with a shield might be the tanking role (KT/Jagd). His job is to hold the line, distract foes, and beat them down in a 1v1 fight over a long time with relatively low damage compared to DPS but huge health. Disruption is the name of the game with the "tank" player, which is why I focused the KT/Jagd abilities around this. It also strangely fits with the fact that both of these tanks belong to terror doctrine in normal games.
If you get into an argument with me, you're wrong.
#77200

Re: Operation Tiger Hunt

I don't think that the berge nor PG need roadblocks. Remeber the convoy is almost unarmed and can't blow them up
I identify as a four-eyed bird man. /s
#77203

Re: Operation Tiger Hunt

That's most interesting, Dennis. Your knowledge of M.M.O.R.P.G.s could come in handy for designing this gametype...
#77204

Re: Operation Tiger Hunt

walki1 wrote:
I don't think that the berge nor PG need roadblocks. Remeber the convoy is almost unarmed and can't blow them up

You can make special roadblocks for this gametype, that cannot be built on roads.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#77205

Re: Operation Tiger Hunt

Haha, that would be so funny! :D
#77207

Re: Operation Tiger Hunt

pariah wrote:
Haha, that would be so funny! :D

Indeed ^^... perhaps we would need to change the name of that :P.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#77209

Re: Operation Tiger Hunt

errr.... this is going be a Tiger Hunt or a Convoy Hunt ??? ?
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#77210

Re: Operation Tiger Hunt

That's what i would like to know - I like these ideas for a Tiger Hunt gametype, infantry-only gametype, and a convoy gametype, but they shouldn't be mixed...
#77211

Re: Operation Tiger Hunt

The huntend becomes a hunter..

As a secondary target for the Tiger players, then it's not just about to survive for them.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#77212

Re: Operation Tiger Hunt

MaxiKing6 wrote:
I actually think that's a great combination, the Tiger Ace players have another target besides keeping the Ace alive...


GodlikeDennis wrote:
I think it gives the axis players more of a goal in the game. Otherwise they'd just be running away the whole time and it wouldn't be very fun...


This should be enough to explain it :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#77213

Re: Operation Tiger Hunt

I prefer the idea that the Tigers are the last remaining remnant of a decimated division, and rather than surrender, they choose to fight to the death.
#77220

Re: Operation Tiger Hunt

they should be the vanguard, because they would be the first things in and/or knocked out if you look at it that way
Soviet is OP
#77222

Re: Operation Tiger Hunt

These are the toughest tanks and most skilled crew of the division, so i figured they'd be the last to die.