List of Propositions for coming Patches, ur opinion pls!
Posted: Fri Jan 15, 2010 2:41 pm
1)
Subject: Radar Stations as lighthouses for land
Advantages: Realism, Strategy.
Explanation: Radar stations could be used as buildings which make their surrounding completely visible as long as they exist. They should though have a bigger range than towncenter buildings. You could make their efficiency depend on the existance of an espionage-HQ building.
What it will probably lead to/strategy: The players could build up a chain of radar stations to not getting rushed/to have an eye on threatened areas. The opposite player could knock out this defense system by a well aimed attack on the espionage HQ.
2)
Subejct: Give marines in mod the textures of R.W. Bresden (a bit smaller), replace the original R.W. Bresden textures by those of Durer.
Advantages: Realism, beauty.
Explanation: -> Subject.
What it will probably lead to: Realism, beauty.
3)
Subject: Make fighters (planes) stronger, especially in mod.
Explanation: Well, more attack would be good. More attack means: Much more attack, enough to bring a B2 down in 2 shots.
What it will probably lead to/strategy: This will prevent bomber-only-armies like they exist in late hours of mod games especially CBs and mod islands. Fighters will still be able to be shot by stationary and mobile aa and by aa boats. In a late phase of a game, aa and fighters can hardly defeat a bomber only army, this would solve this problem.
Or, well, make bombers more expensive.
4)
Subject: Reducing the number of ships.
Advantages: Realism, Less Lag.
Explanation: There are much more ships in ee than there would be in reality. I would though propose to make all ship and submarine types stronger but to increase the time they need to be built and their cost.
What it will probably lead to: A more realistic gameplay, less lag and no more blocked seaways.
5)
Subject: Make fisherboats more effective in copper->space.
Advantages: Strategy, realism.
Explanation: As soon as there are farms, nobody uses fisherboats anymore because they are less effective because they can run out of food patches and because they can be hurt easier. They should be able to carry more food each time and fish patches should be infinte.
6a)
Subject: Make trees destroyable!
Advantages: Strategy, Realism
Explanation: Make trees destroyable like buildings but, if possible, only by certain units such as tanks, artillery, bombers, mortars.
What it will probably lead to: More strategy and more realism. You cant hide behind trees anymore, you can destroy a players wood and you can make place for youw buildings.
Problems: I have no idea if it's possible to do that. with triggers I get there but only with tons of lag. Also, there should be a way to get wood back to prevent to run out of wood too early.
6b)
Subject: Let trees grow again
Advantages: No more run out of wood, realism.
Explanation: Make trees grow like animals do and let them get childrens (trees) as long as they exist and as long as there is space around them. You could also use types of animals, give them the graphic textures of trees and decrease their speed down to 0. This would make them destroyable too, what would be a condition to fight a forest if it's getting too big.
What it will probably lead to: It a condition to have destroyable trees and it'll lead to more realism/prevent to run out of wood.
Problems: Lag?
7)
Subject: Streets.
Advantages: Strategy, Realism.
Explanation: Would it be possible to create something like streets, maybe represented by a chain of buildings? On these streets, units should be able to move faster. The opposite player can destroy the roads and get a tactical advantage.
What it will probably lead to: More strategical options.
Subject: Radar Stations as lighthouses for land
Advantages: Realism, Strategy.
Explanation: Radar stations could be used as buildings which make their surrounding completely visible as long as they exist. They should though have a bigger range than towncenter buildings. You could make their efficiency depend on the existance of an espionage-HQ building.
What it will probably lead to/strategy: The players could build up a chain of radar stations to not getting rushed/to have an eye on threatened areas. The opposite player could knock out this defense system by a well aimed attack on the espionage HQ.
2)
Subejct: Give marines in mod the textures of R.W. Bresden (a bit smaller), replace the original R.W. Bresden textures by those of Durer.
Advantages: Realism, beauty.
Explanation: -> Subject.
What it will probably lead to: Realism, beauty.
3)
Subject: Make fighters (planes) stronger, especially in mod.
Explanation: Well, more attack would be good. More attack means: Much more attack, enough to bring a B2 down in 2 shots.
What it will probably lead to/strategy: This will prevent bomber-only-armies like they exist in late hours of mod games especially CBs and mod islands. Fighters will still be able to be shot by stationary and mobile aa and by aa boats. In a late phase of a game, aa and fighters can hardly defeat a bomber only army, this would solve this problem.
Or, well, make bombers more expensive.
4)
Subject: Reducing the number of ships.
Advantages: Realism, Less Lag.
Explanation: There are much more ships in ee than there would be in reality. I would though propose to make all ship and submarine types stronger but to increase the time they need to be built and their cost.
What it will probably lead to: A more realistic gameplay, less lag and no more blocked seaways.
5)
Subject: Make fisherboats more effective in copper->space.
Advantages: Strategy, realism.
Explanation: As soon as there are farms, nobody uses fisherboats anymore because they are less effective because they can run out of food patches and because they can be hurt easier. They should be able to carry more food each time and fish patches should be infinte.
6a)
Subject: Make trees destroyable!
Advantages: Strategy, Realism
Explanation: Make trees destroyable like buildings but, if possible, only by certain units such as tanks, artillery, bombers, mortars.
What it will probably lead to: More strategy and more realism. You cant hide behind trees anymore, you can destroy a players wood and you can make place for youw buildings.
Problems: I have no idea if it's possible to do that. with triggers I get there but only with tons of lag. Also, there should be a way to get wood back to prevent to run out of wood too early.
6b)
Subject: Let trees grow again
Advantages: No more run out of wood, realism.
Explanation: Make trees grow like animals do and let them get childrens (trees) as long as they exist and as long as there is space around them. You could also use types of animals, give them the graphic textures of trees and decrease their speed down to 0. This would make them destroyable too, what would be a condition to fight a forest if it's getting too big.
What it will probably lead to: It a condition to have destroyable trees and it'll lead to more realism/prevent to run out of wood.
Problems: Lag?
7)
Subject: Streets.
Advantages: Strategy, Realism.
Explanation: Would it be possible to create something like streets, maybe represented by a chain of buildings? On these streets, units should be able to move faster. The opposite player can destroy the roads and get a tactical advantage.
What it will probably lead to: More strategical options.