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A Company of Heroes Proposal: Settling Accounts | Locked | |
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Feb 8 2011 Anchor | ||
Mod Proposal- Settling Accounts Hi all! First point: I have absolutely no modding experience beyond giving suggestions to the Dawn of Victory team and hanging out on their forums, and as a complete novice, I understand this may seem a bit ambitious. However, since I'm thinking of starting out, I thought it would be a good idea to receive feedback of those who actually are developers, especially those with experience with modding Company of Heroes. This post is not one assembling a team, although interested parties may PM me. Rather, I am just posting this as a feasibility idea for people to peruse. Without further ado, the proposal: US Army Style. Basically defensive in the early stage of the war, but they're not dug in prepared positions. Infantry is rushed forward to halt the Confederate advance, and their tanks, horrendously outclassed, have to mob up to have a chance. Their one advantage is a huge industrial and population base which takes a while to get going. By the latter part of the war, the US army is beginning to drive the enemy back, adopting CS strategies and basically hounding the enemy to destruction. At this point, their style is more like their real life counterparts. Acceptable tanks, lots of good infantry, and a straight laced approach to combat. In the early stages of the war these guys are winning and winning hard. Confederate dive bombers (known as Ass Kickers, cf. Stukas) and artillery pound any position the US can form into the dirt. Waves of well designed barrels and well trained infantry (they've been waiting for this chance for years after all) support the attack. In the early game, the CS player as the definite advantage in terms of equipment. What the player lacks, however, is the population cap and resource generation of the US. So numbers can still slow him down, especially if the US player is tenacious in defence. Late game the CS is on the ropes. Their former air superiority has been hacked from the sky by the new jet planes of the USAAF, and the numerical superiority and industrial power of the USA is starting to tell. The Confederate barrels of the early war period are now outclassed, and most have already been destroyed in the US counter-attack. Assault guns (think StuG) are now being rushed to the front to try and make up the lack of armour. Monster barrels, with vicious 88mm or larger guns are designed. Their engines are too weak to be fast, and their numbers too few to stop the US advance. CS infantry technology is still the best, with automatic rifles commonplace. Fanatical Party Guards enter the fray, determined not to let up an inch of ground. There are too few of them, however, and poor quality Mexican soldiers are rushed up to try and stem the tide. The CS player can still win, if he effectively uses the limited resources available. The CS barrels, whilst not perfect, have the most deadly gun on the frontline, and in a one to one situation, it won't be Dixie that brews up. If you want to maul the Confederates like at Pittsburgh, then this is the doctrine for you. A bevy of support powers will keep your troops in the fight, boosting morale and determination; whilst another set will either cause the Confederate troops to automatically retreat, or prevent them from doing so, to ensure their complete destruction. Mines, traps and camouflage round off this tree, to give the enemy a nasty surprise. The defiant cry of President Al Smith of the USA as, with General Morrel at its head, the US Army is starting to drive the Confederates back. This tree emphasises the combined arms of the US forces. Support powers allow the US player to repair his tanks, buff units for those carefully planned assaults, and demoralise the CS opposition. The player can also call in paratrooper drops like at the Battle of Chattanooga when US airborne seized Lookout Mountain and Missionary Ridge; or bring in an extra load of veteran units armed with captured CS weaponry from the vast pool of manpower that lies behind the US forces. At the end of the Great War, the CSA was constrained, but not conquered. This time round, the government in Philadelphia are determined to crush the South, and restore the one American nation. This tree is entirely designed to take the ground from beneath the feet of the CS player. To bolster its already impressive manpower, the US player can call in African American units, volunteers from the South, who intend to exact payback for the Freedom Party's campaign of ethnic cleansing. Scorched earth policies, and the destruction of resource points ensure that the US player will enjoy economic dominance. To top it all off, the US player can encourage enemy units to lay down their arms and surrender. Whilst this tree might not give the direct military advantage of the others, its not nice to be a CS player and watch your exhausted troops surrender in droves to the enemy! If the CS and US were to be envisioned as boxers, then the US would be a hulking figure with a glass jaw. The scrawny CS guy needs only one punch in the right place to lay the other flat, and that's what this doctrine is all about: Offensive power! Support powers can bring in deadly artillery strikes, and even worse, the Asskicker dive bomber, which can flatten a MG nest, destroy a tank or render a bunker structurally compromised with unerring accuracy. Rounding off the package are the best barrels and assault infantry the CS can offer. Choosing this tree will leave the CS player slightly exposed, however, as many defensive structures will now be lost. If the one good punch misses its mark, then the lack of resources will mean the CS player will be scrambling to regain the advantage. That's right, the Freedom Party is here to put the South back on its feet! Grab your weapons and show the damn Yankees who's boss! This tree brings all the dubious benefits of a fascist state at your disposal. Propaganda will stir you troops to new heights, and demoralise the enemy to new lows. To round this off, bring some of the terror weapons of Confederate science into play. The rocket barrages of the "Screaming Meemies" will turn the US forces offences into ash, and if you manage to get the President to authorise the use of the CSA's larger rockets, then say goodbye to the Yankee scum! This is it, endgame. The CS player is going to make the US player pay in blood and treasure for every bit of land taken. Defence works are rapidly constructed; from trenches to machine gun nests and artillery posts. Freedom Party Guards, the most fanatical of CS forces are marched into the fray, unable to retreat, but armed with the best weapons, and boy do they know how to use them. Peoples' Storm units, militia made up of young boys and old men are thrown into the fight to fill the gaps between the CS army regulars. While they may not be able to shoot well, armed as they are with old bolt action Tredegars, they can still blow up a tank with their disposable anti-tank guns if they get in the right place. Bringing up the rear are the monster barrels of CS engineering, the massive Lee, with its 88mm gun, and a expert crew to match. Early War- M1A2 "Paine" light tank, M1A3 "Adams" medium tank Late War- M2 "Seattle" light tank, M2A1 "Boston" medium, M3 "Chicago" heavy. Early War- LB-IV "Jackson" light tank, MB-II "Stonewall" medium tank, HB-VI "Bragg" heavy tank Late War- AG-II "Pemberton" assault gun, MB-IIa "Johnston" medium tank Company of Heroes has been chosen because it provides a good base for the gameplay, and all the models are already pretty much in the game! Re-skins, and some swapping of model parts will be necessary. The difficulties present are balance: the CSA is supposed to be strong in the beginning, but not to strong that they will always beat the USA within the first few minutes. Furthermore, the CSA needs to retain some ability to win in the latter stages to avoid the same thing happening over and over again! Of course, given the pressures of real life on my part, I'd be very happy if anyone interested would like to use this brief outline for their own work, preferably a team that is determined enough to make something akin to the excellent production quality of Eastern Front. I would like to mod this to that standard, and I would be unhappy to see anything lower than that. PM me if you are thinking along those lines. In short, any opinions, advice, thoughts comments would be more that welcome. Like I said, no knowledge of modding on my part, so reccommendations for tutorials and places to start are welcome. |
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Mar 6 2011 Anchor | ||
it's nice to know that there is someone else out there that loves this series as much as i do, i might have to buy company of heroes just to make this, if i do, ill try and give it a shot |
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Mar 6 2011 Anchor | |
Mar 6 2011 Anchor | ||
Thanks for the comments Given real life concerns, this is a long term idea of mine to have a look at. I have had a look at some Company of Heroes modding forums to get some ideas about such things. My hope was posting this here would bring in some people who could point me in the right direction, do keep me posted if you get anywhere near modding Schroederfgson! So yeah, Smallchange my idea wishes I could mod too! Watch this space, perhaps we will see the sight of Asskickers pounding US defensive positions sometime! |
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Mar 8 2011 Anchor | ||
it may take me a while to learn how to mod this certain game, but it shouldn't be too hard, i think that the hardest part will be the models |
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Mar 14 2011 Anchor | ||
Models are fine, Animations are the hardest part. You find and animator for your CoH mod, you're set for life -- Eastern Front Mod |
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