Take over The Galactic Civil War and witness the major conflict fought between the Galactic Empire and the Alliance to Restore the Republic all across the galaxy. The Mod allows you to play as the evil Empire or the Rebel Alliance, in the civil war that occurs two decades after the Clone wars and the Great Jedi purge and is depicted in the original Star Wars trilogy. It is one of the most ambitious total conversion for multi award-winning rts Company Of Heroes, with unique, quality custom content and original gameplay. Coming soon!

Report RSS What about the building system ?

What do you think would be the best building system ?

Posted by on

Hello everyone,

First of all, let me say we're not dead yet, but don't be upset if you don't see any update in very long times. We still need models and people to do them, as well as maps, sounds, fx (you know, lasers ^^) and everything like that !

If you feel like you could do something or even that you could learn a bit of CoH modding (which isn't difficult, and mapping can be pretty fun too), please let us know in the comments (or in PM) !

Your help will never be refused !



So, next I have a question that I think requests your opinion (so again, please leave a comment ;p )

What would be the best building/base system (for both factions) ?

Here is some ideas, but feel free to propose your own unless they're stupid of course ^^)

1° - Vanilla-like sort of base, with static buildings (not funny, I don't even know why I wrote and this is not a choice ;p )

2° - Different systems for both factions - like a static base for the Empire, and a more mobile for Rebels (in the idea of the vanilla Wehrmacht and British styles)

3° - Different systems for each doctrines - depending on what you choose, it completely change the way you'll manage your base : i.e strong static base for the Rebel Defensive doctrine, airdropped troopers only for the Imperial Navy, small camouflaged foxholes for the Rebel Ambush doctrine.... (this will be very hard to do, I don't know if it's possible, and it will force you to choose you doctrine right at the beginning of the game...)

4° - Same system for both factions, but with in a whole new way - this would basically bring DoW2's gameplay to the mod, with a single main building that evolves and allows you to drop all your units at the same place : this would of course result in a very dynamic gameplay where you must go outside, but it would require smaller maps to conteract the fact you can't build secondary bases (unless we do authorize the build of secondary bases...)

5° - ... What do you think about it ???

These are only a few ideas of what is possible, but I think this deserves a lot of attention, as this is one of the main aspect of a rts !

So please don't hesitate to comment !


Comments
murauder
murauder

Number 3.

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darkyuri
darkyuri

3

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The_Idiot
The_Idiot

Definitely 2, if we want to ever see this mod come to fruition. Option 3 would require 6x the amount of work, so as neat as that sounds, it seems impractical. A highly mobile Empire or a stationary Alliance also seem to contradict their established lore.
Delete the above comment, I didn't realize I wasn't signed in.

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.Eol. Author
.Eol.

I think 2 would be good at the beginning. Then nothing prevents us to do 3, and it would allow the player to play the basic way without choosing a doctrine right at the start of the game. Then by choosing a doctrine, some of his building would change with a new play style.

(thank you for your answers by the way)

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ALECOS
ALECOS

I like the mix of 2 and 3

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_RedHawk
_RedHawk

I think 2 is good

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CubeZeroZero7
CubeZeroZero7

Number 2 and 3 are good

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Woofy_McDoodle
Woofy_McDoodle

2 Sounds pretty logical for me. It fits the Character of both factions (mobile/ambush-like Rebels and Static Empire)

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Sanguinius
Sanguinius

Even tho 3 sounds awesome, as you said, it's gonna be a pain in the *** to do, so in that case 2 sounds more logical and a good replacement...

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EmperorsChosen
EmperorsChosen

3 Sounds amazing. However, I'd suggest going for 2 first. After you have the system in place and have had time to think of ideas and how it could work, then go for 3 if you so choose. As some of the people here have already said and you yourself, it'll require much more work. If after 2's been established as an appropriate and working base, then go for three if you guys have the ideas and energy.

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.Eol. Author
.Eol.

Yup, this will be the plan !

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Commander_M.Wittmann
Commander_M.Wittmann

Maybe you can have something like Star War: Empire at War. Though you do still have to build your base buildings but when it comes to getting units you'll need to have drop points captured. Each team starts off with one at their base. When a unit is ordered and finished production a particular ship will drop them off depending on the type of unit.

That's just my suggestion.

M.Wittmann

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.Eol. Author
.Eol.

What's good with CoH is that we can do a lot of things with already existing strategic points ;p

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NoizeSeeker

2 is a good foot to start with.

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Veritas
Veritas

2

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evil_lemon
evil_lemon

2

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Stannis_Baratheon_I
Stannis_Baratheon_I

2 or 3! ^^

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WedgeA13
WedgeA13

I think that I would like to see 2 in the game. While I do think that 3 is a great idea i can more than understand that it would be a big gamble if you could even do it in the game, as well as the work that would be required to actually implement it.

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Rookie77
Rookie77

I would go for 2.
Because It seems easier to balance and also easier to make for a first release.

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Midgeee
Midgeee

Id say 2 or 3. Leaning more to 3.

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python92
python92

I know I'm a bit late to the party, but here's my two cents:

Come out with a units- & weapons-focused alpha version, using the vanilla bases with option 1 (or option 2 if it requires little to no extra time/effort) as soon as possible. I don't know about everybody else, but I'm dying to just pit some rebels (with blasters, rockets, and thermal grenades, of course) against an AT-ST and stormtroopers, or some such. From the pictures, it looks like this wouldn't be too far away, at least for an infantry-only version.

While all of us players are sated with that, and not banging on your digital door for content, the next step can be the environment and/or a version with option 3 in it.

Personally, I would think the Empire can operate in one of a couple ways, depending on doctrines. They can have vanilla-esque base area where all separate buildings can be put down; or a central, upgrading fortress (like DoW2) that produces everything for the 501st doctrine. With the navy doctrine, have the base be a communications building that the player can use to call down transport ships from an orbiting star destroyer (to balance this, the ships can only land near the antenna, and small forward drop zones could be established as an expensive, high-tier ability in the doctrine). Large landing craft can be used for normal units within the antenna radius, and smaller shuttles can do a touch-and-go anywhere without fog of war to "paradrop" special forces.

For the rebels, the defensive doctrine could set up safe houses (like vanilla buildings that units can turn into an HQ), but they could have defenses, or explode or something when Empire forces try to storm them (unless an Empire sapper/engineer dismantles them?). The guerrilla doctrine could set up "tunnels" that allow units to transport (possibly after a short delay) from the base or HQ buildings to any captured point with an outpost on it. Obviously this would not be feasible for mechanized units, but maybe the doctrine could allow engineers to build camouflaged "garages" on the front that can store one unit. The armored doctrine could be more like the vanilla British, with mobile, armored production trucks.

By the way, I know this is out of the scope of this discussion, but have you given any thought to changing the resource system? I know it's not a critical thing, and maybe you're happy as it is, but I'm not sure it makes a lot of sense in the SW universe. Does the empire ever run out of manpower? And did anybody have to reload a weapon during the entire movie series (I know you need to reload in the game series' but that's because of game mechanics, right)? So why are manpower and munitions good resources? Fuel is understandable. My suggestion would be to change manpower to something like "intrigue". Basically, the more of the map that each side discovers with enemy influence over it, the more reason there is to requisition troops from the larger war to fight in this battle. The narrative in my mind is that both sides are paranoid, so when the Empire captures a "manpower" point, they see all the territory around it and notice all the "suspicious" civilians (they are fighting what amounts to a terrorist organization, not that I don't like the Rebels, but you get the idea) so they report these findings up the food chain as evidence to get more troops. The portions or territory that have intrigue points on them could have particular evidence of enemy activity, as opposed to the other resource points territories. Munitions could be turned into some space-age material that is essential to producing/powering advanced weapons such as tibanna gas deposits. Just an idea.

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BobyRayan
BobyRayan

Definitly 3 !

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joekingofkong
joekingofkong

i like 1 because its easy but Perhaps the rebels can have a mobil barracks ( so both british and american). The empire could have one base but as you upgrade it could add on stuff like communications, AT At bay..etc

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joekingofkong
joekingofkong

The rebels home Base should be a Transport ship which ( like the British) can fly and land on any territory...id charge a tiny bit of fuel to be able to do it tho. Like say 20. it could secure it like the british truck does too.

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wrogumiastbram
wrogumiastbram

Number 2. Number 3 seems too complex.

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isa0005
isa0005

2

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Megatro
Megatro

I think number 2

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OOClay
OOClay

i like both 2 and 3

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