New Mod.... Again....
Posted: 15 Oct 2017, 08:27
Hi, ever since Steel Division came out I trashed my old mod and started something new. Learned a lot of lessons from the last mod and brought them in to a fresh start. This time I have videos about some of the neat features I've added into my mod!
Mod Link: http://steamcommunity.com/sharedfiles/f ... =947861091
Win Conditions: http://steamcommunity.com/sharedfiles/f ... 1125153126
Quick summary of the mod:
A focus on creating a ww2 game that embodies the strategic and tactical decisions of a lieutenant/platoon leader. The scope of the game will revolve around the scale that an LT may maneuver its units to engage another platoon. The feeling of the game should be likened to chess where pieces are limited and balanced for 1-on-1 engagements. It is assumed that 1v1 balances will scale to team games. The historical feel will come from the unit structure and management within a platoon per faction and to a limited extent the units themselves, however there will be a stronger focus on balance rather than historical accuracy when it comes to unit-to-unit performance. That being said, general principles on ww2 strategies will be historically similar but tactics may not due to game balances. Platoon compositions and unit loadouts will be historical to a limited extent without sacrificing balance.
Now the more interesting things: Mechanics. (I think you guys would especially enjoy the armor combat I'm working on... feel free to skip to that)
Getting rid of the classic company of heroes "doctrine/commander/choose ____" system. I can only think of one other mod that forces you to pick a "doctrine" before you can even do anything. I decided to take the risk and follow the same path in hopes that balance wouldn't be affected because of good design. Here's a short breakdown of how the platoon system works:
https://www.youtube.com/watch?v=DpJoOkBPBwU
Feature Summary:
- Choose platoon before game starts
- Unit availability based on platoon
- No base building, all call ins to the battlefield keeping the game combat oriented
Infantry mechanics is very different. I can safely say no other company of heroes game or mod does it the way I do. Though it may not FEEL as apparent when comparing with something like BK... there are some fundamental differences that add a layer of complexity that I hope you find interesting! Quick overview of the infantry features:
https://www.youtube.com/watch?v=Pj-Cb5O-Ks4
Feature Summary:
- Unprecedented morale system
- Stance and behavior settings
- Unit AI and formation tweaks (for the sake of realism and gameplay optimization)
Armor mechanics was a lot of fun to experiment with. It's still a little glitchy, but I"m glad it's working out. It's still a work in process... there are a lot of things i"m still experimenting with. I can go into detail about all the decisions made so far, but armor combat is extremely tricky and sensitive because of all the fans in the CoH community. Hopefully I've nailed something you guys would enjoy:
https://www.youtube.com/watch?v=51aeyTlgnWw
Feature summary:
- No HP system, morale based like infantry
- Component and penetration based combat
- Terrain sensitive tank combat (makes the dimensions of armor combat more than just power vs power and rear shots)
- Tank component targeting (ever wish you could command your tank to aim for the wheels?) (still experimenting)
Let me know what you guys think!
Thanks to the people who've been helping me talk, design, and test so far! Your brains were super important to me in both this mod and the old one.
Hopefully I can get a version for everyone to test and try out soon!
Mod Link: http://steamcommunity.com/sharedfiles/f ... =947861091
Win Conditions: http://steamcommunity.com/sharedfiles/f ... 1125153126
Quick summary of the mod:
A focus on creating a ww2 game that embodies the strategic and tactical decisions of a lieutenant/platoon leader. The scope of the game will revolve around the scale that an LT may maneuver its units to engage another platoon. The feeling of the game should be likened to chess where pieces are limited and balanced for 1-on-1 engagements. It is assumed that 1v1 balances will scale to team games. The historical feel will come from the unit structure and management within a platoon per faction and to a limited extent the units themselves, however there will be a stronger focus on balance rather than historical accuracy when it comes to unit-to-unit performance. That being said, general principles on ww2 strategies will be historically similar but tactics may not due to game balances. Platoon compositions and unit loadouts will be historical to a limited extent without sacrificing balance.
Now the more interesting things: Mechanics. (I think you guys would especially enjoy the armor combat I'm working on... feel free to skip to that)
Getting rid of the classic company of heroes "doctrine/commander/choose ____" system. I can only think of one other mod that forces you to pick a "doctrine" before you can even do anything. I decided to take the risk and follow the same path in hopes that balance wouldn't be affected because of good design. Here's a short breakdown of how the platoon system works:
https://www.youtube.com/watch?v=DpJoOkBPBwU
Feature Summary:
- Choose platoon before game starts
- Unit availability based on platoon
- No base building, all call ins to the battlefield keeping the game combat oriented
Infantry mechanics is very different. I can safely say no other company of heroes game or mod does it the way I do. Though it may not FEEL as apparent when comparing with something like BK... there are some fundamental differences that add a layer of complexity that I hope you find interesting! Quick overview of the infantry features:
https://www.youtube.com/watch?v=Pj-Cb5O-Ks4
Feature Summary:
- Unprecedented morale system
- Stance and behavior settings
- Unit AI and formation tweaks (for the sake of realism and gameplay optimization)
Armor mechanics was a lot of fun to experiment with. It's still a little glitchy, but I"m glad it's working out. It's still a work in process... there are a lot of things i"m still experimenting with. I can go into detail about all the decisions made so far, but armor combat is extremely tricky and sensitive because of all the fans in the CoH community. Hopefully I've nailed something you guys would enjoy:
https://www.youtube.com/watch?v=51aeyTlgnWw
Feature summary:
- No HP system, morale based like infantry
- Component and penetration based combat
- Terrain sensitive tank combat (makes the dimensions of armor combat more than just power vs power and rear shots)
- Tank component targeting (ever wish you could command your tank to aim for the wheels?) (still experimenting)
Let me know what you guys think!
Thanks to the people who've been helping me talk, design, and test so far! Your brains were super important to me in both this mod and the old one.
Hopefully I can get a version for everyone to test and try out soon!