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Jimopl's Suggestions (Games : Battle of Empires : 1914-1918 : Mods : Totaler Krieg: 1939-45 : Forum : General Discussion (Ideas, Questions e.t.c) : Jimopl's Suggestions) Locked
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Jun 25 2014 Anchor

Frankly, Ive got no idea if some of these are possible, they all seem doable, but may not be worth it, or may be extremely hard to implement, but I think they would add a lot to the mod.

General

  • Bayonets- Riflemen with the appropriate gear/knife can equip a bayonet, this gives a great advantage in melee fighting but makes the rifle less accurate at range
  • Rifle Grenades- HEAT and Frag, Moddb.com, possibly using this system to quickly add them to a rifle instead of pulling out a new rifle, each rifleman gets maybe 1 or 2 of them?
  • FoB- An Officer in conjunction with Engineers can build a Foward operating base, infantry can spawn there in MP, it gives LoS in a wide circle around it, in MP prisoners can be transported here instead of the main base (see bottom idea) 2 MGs and a good amount of ammo is there
  • Crew Served weapons maneuverability-Mortars, LMGs on tripods, etc... should be able to be carried faster and over any terrain infantry can move over, possibly by making them seem like infantry to the game.
  • LMG emplaced into windows-Those crew served MGs should somehow be able to set up in buildings windows, it should be possible as infantry can do it, the building just needs to see them as infantry not vehicles
  • Barrage and Fire For Effect- Artillery can fire single shots and then readjust for better fire, or it can fire a barrage of shells into an area, simply to lessen work on the players part, and its more accurate
  • Proximity Fuze-Allied Artillery can have proximity fuzes that make the shell explode over the ground causing better damage to infantry but worse damage to structures or vehicles
  • Flak Shells-With planes in the mod, the large AA guns should get flak shells so they only need to hit nearby, the shell explodes where the AI aimed at, or where the DC number was when fired
  • HEAT Shells- Shouldnt be too hard to add, theyre in other mods
  • Tank Shells- APCR/HVAP are the same thing, but should be labeled accordingly for accuracy, also tanks should have the types of shells they were equiped with, as some nations used ACPR and HEAT shells more than others, Canister shells should be a thing, as well as smoke shells for tanks without smoke launchers
  • Tank Camouflages- Each tank should have 5 or so skins for every"theatre" or season that the map is biased in, also tanks should have more random entities on them possibly bushes or crates, sandbags etc... Something to make them even more unique. Seeing as though AS2 can determine when vehicles need camouflage for the season this should be possible
  • Captured Camouflage-Each vehicle should have a skin for each other nation incase it gets captured, say in MP the German team repairs a US Sherman tank and mans it, the tank should automatically change skins using this but without player interaction (https://www.moddb.com/groups/gem-2-editor-fan-club/videos/camo-kit#imagebox) to the skin that it needs
  • Rough Terrain-on super rough terrain tanks with certain suspensions should be scripted to randomly break a track, not too often of course, but very very occasionally it should happen, and only over extremely rough terrain, hopefully this would tend to keep tanks on roads and fields where they would want to be IRL
  • Supply Shortages-Depending on the unit (conscripts and homeguard) or the time of year and the faction some units should have less supplies than they would otherwise, such as early war soviets and late war germany, battle of the bulge US, supply drops/trucks are still able to be bought, but cost more
  • Wounding and Medics- depending on how they were hit, infantry should be able to be wounded and not outright killed, in the wounded state they can be healed, like how they are in SP/Skirmish, for a few minutes after which they die, Moddb.com they can be shot and killed when wounded though
  • Tank Variations -The US faction should be able to get all sherman variants possible, from M4A1 to M4A2 to M4A3 to M4A4, and should be able to get the 76(w) variants and 105 variants for them 9http://en.wikipedia.org/wiki/M4_Sherman#U.S._production_history) go to designation, and the same for any variations for other nations and their tanks
  • Lend Lease- Any vehicle that was included in the lend lease deals between the Allied nations should be useable by those nations with a correct skin, so the british and russians should be able to get shermans and such
  • Halftrack Jumping out- For the M3 Halftrack comes under attack and the infantry need to get out they should be able to jump over the top for a quick escape, not sure if it could work with the German halftrack
  • Kangaroo and Stuart Recce-These types of tanks, without turrets, should be added, the Kangaroo is an APC and the Recce is a recon vehicle and should be possible to use as such
  • Tank Seats - Tanks should be able to carry many troops on their backs, turret, and front, but depending where infantry are they can not turn the turret or fire until the infantry gets off
  • Booby traps-if a soldier has a grenade he should be able to create a tripwire for it, and booby trap certain objects such as ammo boxes nearby, but they will hurt friendlies as well
  • Im assuming that various sorts of foxholes are in the mod already

Multiplayer

  • Paratroopers- instead of calling them in on foot, these guys do the job the signed up for, by calling them in they will parachute in randomly around the area they were called into, a plane will fly over which can be shot down to stop them but it is hard to shoot down, they are vulnerable on the way down but can see very far on the way down, and are visible to many enemies as they come down, good for getting behind enemy position and to start the match
  • Gliders-Much like paratroopers, but they all come in on a single glider, but do not need to regroup to be a significant fighting force. They need a large open area to land, and are fragile but fast. Some should be only inf, and there should be variations with jeeps, light cannons (M3 AT, M8/Pak36 etc) and very light tanks (Mk7/M22 Locust if possible/small german tank/small soviet tank)
  • Carpet Bombing- With other planes I think adding bombers would be ok, albeith tehy should be expensive they should fly in over the area you called in to be bombed, they should be able to be shot down by fighters or AA, but they carpet bomb an area and destroy much of what was there
  • Supply Drops- a transport plane, that is able to be destroyed, flys over and drops a few crates in the general vicinity, the crates hold engineering supplies, ammo, and AT weapons/ammo
  • Airstrikes-Fighter/bombers fly in and either drop a few bombs in the area called in, or shoot a few rockets, and strafe it a time or 2, can be shot down and can act as fighters in the enemy has planes in the air as well
  • Interactive Maps- Say a map has an important bridge, it should be wired to blow with either side possible to blow it, but neither wanting to unless needed, the bombs on it should also be able to be disarmed
  • Surrendering- If infantry are heavily outnumbered, without an officer nearby, low on ammo, surrounded, an if the AI, if it was on, wanted to retreat, the infantry will surrender instead, you must escort them to an HQ, either at the main base or a FoB, and you will get many more points for them than if they were killed. Officers will surrender without any other troops nearby, low on ammo, and outnumbered. Getting an officer to surrender and transporting them to an HQ gives your team a brief look at the enemy positions on the minimap. This is likely the hardest thing on this list to implement but I think it would make this mod stand out even more than it already does.
  • No Choice mode- a MP reinforcment mode where the player is given, not selects, certain units in the beginning, and unable to get anymore, he can only use those units and those given to him by teammates, and must use them to accomplish whichever gamemode he is playing in, would work very well with realistic map scenarios

Recently Ive thought of another idea. How can a tank whose LoS is blocked fire at a target that an infantry man sees in the distance and has no way of communicating with the tank? Of course infantry can yell to each other but they cant yell to a tank 50m away behind a treeline.

Due to this vehicles should only be able to fire at what they, themselves, can "see." Infantry can fire at what other infantry within yelling range sees (about 100m tops). Now Im not saying that vehicles need to be nerfed like that, because vehicles can communicate with each other via radio, as most tanks, late war anyway, were equipped with radios, so in-game any vehicles that have radios should be able to fire at what other vehicles with radios see. Beyond this, if there is a radioman with infantry he can communicate targets that the infantry around him sees to vehicles who can open fire on the targets. With the mods idea to have button up options for tanks, when the tank is unbuttoned then they can hear infantry close by anyways. While this idea does limit the AI even more (DC of course isnt affected) you can crate a chain of communication with infantry and radiomen that negates the affects completely. This puts importance on radiomen (instead of them calling in artillery) and also adds more of what this mod is about, realism.

Also, command vehicles should have a spot in here, but it seems what they have has been covered and I cant think of how to incorporate them, maybe they have longer radio ranges but the normal radiomans radio had a range that covers the whole map easily so that defeats the purpose of realism there.

Herr_Sturmführer
Herr_Sturmführer Founder, DCS Leader, Developer.
Sep 28 2014 Anchor

I'll give this a good read through and see which can be implemented Jim.

Cheers,
Sturm.

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