Re: Why isn't BK on Steam?
Posted: 01 Jun 2016, 12:37
Never seen a topic that contains soo many large posts. It took me days to get through all of them (not really but you know what i mean). I also saw my name being mentioned many times causing some irritations and maybe some missunderstanding.
Yeah, i did my little homebrew BK mod where i could do whatever i want. But my goal wasnt and isnt to create a second BK mod or anything similiar. I just shared my opinions (yeah, 2000 posts or something) and suggestions. Why should i continue repeating me and floating the forum so that nobody else has a chance to write his points?
And all i could do was to discuss my ideas and theories over and over again. I wanted to see how my (hundred) ideas work together. And the best way was to create my own testing ground. And its not just changing values and stuff. My thoughts and ideas ranged from faction design, doctrine design, more fluid gameplay instead of hours long WW1 scenario with nonstop "I simply arty the entire map, every tree and square meter". I tried to make combined arms gameplay easier instead of "2 (gren squads)+1 (panther)= My offensive and defensive army" (refering to terror doc but also luft doc).
I tried to make docs more specialized by also increasing their options to deal with certain situations.
I also tried to make every unit usefull without simply dropping their costs hoping that anyone would build that unit just because its cheap enough. Here some coaxial and Hull MG tweakes already helped. Elsewehere i improved abilties and so on.
So to get that straight why i decided made my own stuff:
- I wanted to see how all my ideas work together. And i am actually very proud of my faction designs (especially PE i would say)
- To show players what i was always suggesting in theory. Yes, i took me many many many hours. I spend month with it (+ teaching myself more and more) and many testing sessions. And after that i got a few times and error and then finding the mistake (which was sometimes frustrating when i made like 20 or more changes at once and everywhere and in one of them was an error. That was fun).
- I hoped the devs would take a look at least. Often we heared in forum " we could make it but i am scared about balance... would players like it... xalibur.... too time consuming....". So i thought i could make a "testing ground" and something on which devs could base some decisions (for example how to make jeeps etc). I did spend a lot of times with adjusting every weapons efficiency against schwimms/bikes and so on. I could have choosed the "easy way" by adding simply an "increased taken damage modifier x1.3 for jeeps as they did it in the official version which then means they take more damage from every source. But one main issue was the relation of damage that each weapon deals against vehicles with tp_jeep. So i reworked the TT of every small arms weapon.
But sadly they were not interested.
- I made it for my "sense of well-being" (or how to say it in english). Since i know that i have my own little BK mod i do feel by far less the "need" to write books here in the forum. But LMAO as much time as i spend with my mod..... i did spend more time in forum with writting before.
Few things i really like in my version:
- Easier combination of weapon crews and inf. Unlike in official BK where (especially axis) build their expensive weapon crews only in the early stage before skipping into "elite unit rambo stage" (which the game forces them to i would say) and never rebuilding a weapon crew, only recrewing till ultimo.
- Pios/engis have all hold ground button. Especially for combat sappers important but also combat engineers.
- Tank IV´s have better armor system: The E and F versions with 50 mm bonce off 76 shells frequently. But it was not really fixable as they share the same tp as the J version with 80 mm armor. So i decided to give skirts to the J at default. So the tp_Tank IV is now for those Tank IV with 50 mm armor, the tp_Tank IV_skirts for those with 80 mm armor.
- The new role of jeeps and schwimms.
- Armor and infantry. Yes, tanks coaxial and hull do kill inf but it doesnt actually seem as you might think at first. Tanks have high upkeep actually and mostly there are good counters (cheap TD´s, paks etc). Inf got often cheaper, more flexible, AT squads cheaper etc. Main inf is actually quite cheap, low upkeep and versatile. Elites have other special stuff. And as i mentioned: The inf got nice and cheap support options. Also hull MG´s have limited range so they are close range defense. The Hull MG range is 40. Players get rewared when they can maneuver the tank well turning the hull to the closest enemie inf squad. Frontal rushes get punished.
I just want to clearify my intentions and showing some stuff i did. Hope i could help.
Yeah, i did my little homebrew BK mod where i could do whatever i want. But my goal wasnt and isnt to create a second BK mod or anything similiar. I just shared my opinions (yeah, 2000 posts or something) and suggestions. Why should i continue repeating me and floating the forum so that nobody else has a chance to write his points?
And all i could do was to discuss my ideas and theories over and over again. I wanted to see how my (hundred) ideas work together. And the best way was to create my own testing ground. And its not just changing values and stuff. My thoughts and ideas ranged from faction design, doctrine design, more fluid gameplay instead of hours long WW1 scenario with nonstop "I simply arty the entire map, every tree and square meter". I tried to make combined arms gameplay easier instead of "2 (gren squads)+1 (panther)= My offensive and defensive army" (refering to terror doc but also luft doc).
I tried to make docs more specialized by also increasing their options to deal with certain situations.
I also tried to make every unit usefull without simply dropping their costs hoping that anyone would build that unit just because its cheap enough. Here some coaxial and Hull MG tweakes already helped. Elsewehere i improved abilties and so on.
So to get that straight why i decided made my own stuff:
- I wanted to see how all my ideas work together. And i am actually very proud of my faction designs (especially PE i would say)
- To show players what i was always suggesting in theory. Yes, i took me many many many hours. I spend month with it (+ teaching myself more and more) and many testing sessions. And after that i got a few times and error and then finding the mistake (which was sometimes frustrating when i made like 20 or more changes at once and everywhere and in one of them was an error. That was fun).
- I hoped the devs would take a look at least. Often we heared in forum " we could make it but i am scared about balance... would players like it... xalibur.... too time consuming....". So i thought i could make a "testing ground" and something on which devs could base some decisions (for example how to make jeeps etc). I did spend a lot of times with adjusting every weapons efficiency against schwimms/bikes and so on. I could have choosed the "easy way" by adding simply an "increased taken damage modifier x1.3 for jeeps as they did it in the official version which then means they take more damage from every source. But one main issue was the relation of damage that each weapon deals against vehicles with tp_jeep. So i reworked the TT of every small arms weapon.
But sadly they were not interested.
- I made it for my "sense of well-being" (or how to say it in english). Since i know that i have my own little BK mod i do feel by far less the "need" to write books here in the forum. But LMAO as much time as i spend with my mod..... i did spend more time in forum with writting before.
Few things i really like in my version:
- Easier combination of weapon crews and inf. Unlike in official BK where (especially axis) build their expensive weapon crews only in the early stage before skipping into "elite unit rambo stage" (which the game forces them to i would say) and never rebuilding a weapon crew, only recrewing till ultimo.
- Pios/engis have all hold ground button. Especially for combat sappers important but also combat engineers.
- Tank IV´s have better armor system: The E and F versions with 50 mm bonce off 76 shells frequently. But it was not really fixable as they share the same tp as the J version with 80 mm armor. So i decided to give skirts to the J at default. So the tp_Tank IV is now for those Tank IV with 50 mm armor, the tp_Tank IV_skirts for those with 80 mm armor.
- The new role of jeeps and schwimms.
- Armor and infantry. Yes, tanks coaxial and hull do kill inf but it doesnt actually seem as you might think at first. Tanks have high upkeep actually and mostly there are good counters (cheap TD´s, paks etc). Inf got often cheaper, more flexible, AT squads cheaper etc. Main inf is actually quite cheap, low upkeep and versatile. Elites have other special stuff. And as i mentioned: The inf got nice and cheap support options. Also hull MG´s have limited range so they are close range defense. The Hull MG range is 40. Players get rewared when they can maneuver the tank well turning the hull to the closest enemie inf squad. Frontal rushes get punished.
I just want to clearify my intentions and showing some stuff i did. Hope i could help.