Deployable artillery original thread: http://empires.cw-hosting.net/showthread.php?t=182 Artillery should be like siege tanks in Starcraft, 2 modes: 1. deployed: Can't move, damage is the same as now, it gets range bonus. Armor is like 75% of normal armor. Minimal range is higher than in not deployed mode. Switching between those 2 modes should take 5-10 seconds. 2. not deployed: Can move, damage is that low that it can't kill infantry (100hp) on open terrain with one shot. As I said it can still shoot. Minimal range is still higher than in 1.06 but lower than in deployed mode. Armor is 100% of arty armor in 1.06. You can get 2 plates of armor for each side. It's possible that arty feedback skill won't be available without deployment. Pros: * Arty won't be crippled. It can still defend itself from targets that are quite far away. * No rambo arty attacks. * More balanced game. Artillery won't be the thing that can kill everything else that easily as now. * It's not a that radical change as requiring to deploy the arty to shoot at all. Cons: * Most of arty attacks will take quite a lot of time.
Commander exit/enter sounds http://empires.cw-hosting.net/showthread.php?t=878 An audible notification that the commander has entered/left/been ejected out of the commandtank. Pros: *This way it's easier and a lot faster to notice there isn't a commander. Cons: *Might get annoying when the commadner likes to jump out of the tank a lot.
The Squad Screen (implemented) http://empires.cw-hosting.net/showthread.php?t=900 A menu that would come up showing all the squads. You could drag your name into the squad you want, and if allowed, you would join that squad. The Comm could also drag and drop people's names into squads, though they would require the permission of the squad leader and the person being moved before they would switch. Pros: Makes it easier to organize squads and ensure that everyone is in a squad. Easier for emp_recruits than F menu system. Does not require line of sight, or use of hitboxes One large screen adds polish, organization. Cons: Annoying if commander tries to move everyone around. The squad is still primarily a way to get skill upgrades, not promote teamwork. This does nothing to change that.
Reverse Artillery Feedback http://empires.cw-hosting.net/showthread.php?t=1175 A player with the necessary skill standing in the vicinity of an artillery or mortar attack from the opposing team will see either on their mini-map or on their hud, the location/source of the shell. The basis for this idea is the Anti-Radiation Missile, which attacks the attacker if you will. Pros: Makes Artillery Feedback a skill for the defenders Gives help to a team under siege Forces more strategic use of Artillery Cons: Arty spam would pretty annoying (lot's of circles on the mini-map for instance) Discourage the use of Artillery and Mortars Elongate end-games. Alternatives Have the Radar preform this function (after research?) Do nothing and watch the smoke trail
MLRS Capable of Anti-Air and Rocket Artillery Original discussion thread: http://empires.cw-hosting.net/showthread.php?t=1157 Create a vehicle type with lots of missile slots, perhaps four columns by two rows capable of mounting special anti-air missiles, and special artillery rockets for long-range, low-damage, area-of-effect attacks. Pros Could be made longer range than standard artillery. Would need to be deployed before firing. Would be mostly defenseless when deployed, encouraging teamwork. Could also do anti-air depending on what weapon type is loaded in the missile slots. Probably a few things I forgot. Could be made inaccurate so it's more of a spam weapon. Cons Spam can be damn annoying. There may already be models made for an AA vehicle. Would require careful balancing or could be over- or under-powered. Hearing "The Commander is under attack!" and "We've got problems at the armory" over and over again would be very annoying. Alternatives Give it an MG slot in a gunner position so it can at least defend against ninjas. Probably something else I missed.
experience based on damage, not kills http://forums.empiresmod.com/showthread.php?t=1293 my porposal is to have xp based on dmg dealt instead of units killed. 100 damage to infantry = 1 point (you dont get credit for the extra health provided by "increated health" skill) 150 damage to tank hulls = 1 point 200 damage to buildings = 1 point Pros: -people get credit for how much they helped in fighting, not for getting the last hit -enginer xp for repairing and healing would be consistant with rest of game -if you hurt a person/tank to the point where they retreat, you get some xp for it. Cons: -may create new exploits -tanks may have to rebalanced -regeneration skill and armor may need to be tweaked misc: -extra credit is given for killing a unit/tank/building as it is being healed (either pro or con depending on preference) Alternatives -if marking a target with scout binoculars then you get credit for x% of the damage done to that unit (without taking any way from the person doing the actual attacking)
+ Add cmds for f menu voice comms (Implemented) original thread: http://forums.empiresmod.com/showthread.php?t=1349 Pros: voice comms can be binded to a key (ns style) Cons: easier to spam voice comms Alternatives: only voice comms that can be used in all situations have a cmd (unlike spotted and other comms that require a location or target)
+ Entangle the research tree original thread: http://forums.empiresmod.com/showthread.php?t=1362 By entangle, I mean add pre-requisites to some researches outside of the category they are in. Pros: Gives commanders different options on what to research More like other RTS's Hard to reach researches can be buried by other researches, not just time and cost Tech tree less linear Opens up tech tree more Cons: Means relearning tech tree Complicated, may mean less Emp_Recruits Changes may be unpopular Balancing Alternatives: Different amount of entangling (e.g. nearly all, to maybe or 2 of the most common researches)
I don't understand! + Fast travel method comms original thread: http://www.empiresmod.com/forums/showthread.php?t=1592 Pros: Ingame and Legitimate way to allow players to quickly port across the map Better feel than "Kill - Spawn"ing could look interesting may add new tactics to the game could put an end to ninjas that destroy the barracks and then the base before players can react / get back. less chance of being stuck at a base with no combat / objectives nearby allows comms to quickly get an engineer back to base to build a building, without him then being stuck, and having had to run back. Cons: looks very similar to something in BF2142, apparently could effect strikes by allowing defending team to get back (if they are near another TA). more work for devs Alternatives: long respawn penalty (30 seconds?) for suiciders allow teleporting between barracks request / buy your own transport (must be near VF, costs res) could cost Res to use (5?) I will add to this.
Scout Sabotage Enitites Original thread :http://forums.empiresmod.com/showthread.php?t=2464 Pros: -Would allow scouts to further assist the team in certain maps, and make it more useful. -Would make for some better gameplay objectives. -Would help the scout get points. Cons: -Can't think of any.
+ As engineer - all friendlies health shown (implemented) original thread: http://forums.empiresmod.com/showthread.php?t=2683&page=5 Pros: Increases awareness of healing friendlies easier to support a multitude of friendlies Engineers can multitask more easily by focusing on healing only when needed nifty little class specific feature, more information to the engineer that has to fullfill many tasks related to teamwork promotes teamwork saves many priceless seconds of, switching weapons and being defenceless, not being able to cover etc Cons: clutters view players might not want to see their friendlies health (aka assholes) lessens submergence into the battle health is already shown by aiming at a friendly, friendlies can already ask for a medic through the comm menu, unnecessary makes engineers lazy and less involved (speculation) presumes an incomplete squad system Alternatives: no health shown for unhurt friendlies friendlies health is shown in a different form than percentage (colour, health bar) feature is only enabled when engineer has the repair kit in hand Squad feature
+ Cannon Zoom Discuss here A zoom feature for medium/heavy tanks to more accurately place shots over longer distances. This would greatly enhance upgraded tanks long range capabilities. Pros: Easier to identify and hit targets. Cons: Too easy to hit targets Unfair advantage to other ground units Alternatives: No zoom
+ As scout - enemy commander cannot issue attack order on hidden scout (implemented) Original thread: http://forums.empiresmod.com/showthread.php?t=3393 Pros: *Scouts cannot be revealed so easily. Cons: *Harder to counter scouts.
Different spawn icons and prioritized spawning locations + Different Spawn Icons and prioritized spawning locations Original thread: http://forums.empiresmod.com/showthread.php?p=14642#post14642 I'd like to see different icons on the map where you can spawn depending on the type. For example, a barracks has a little barracks on top of it and an APC an APC. What would also be nice is a way for commanders to prioritize spawnpoints. Maybe give it a different color or have it blink. That way it's easier to get battles going and relay defenders. Pros: *Easier to discern between different types of spawning locations (Flag/Barracks/APC). *Easier for commanders to route dead players to important locations Cons: *Players might get confused
+ Add vehicle customisation screen to main menu Discussion thread Pros: * Allows players to experiment with vehicle configurations without having to connect to a server. * Could also expand on the in-game screen with further hints and tips on what counters are most effective against what (e.g. absorbent vs. rails). * More friendly to new players than editing the files manually. Cons: * Could create conflicts by having both screens (main menu and in-game) active at once. * Could clutter up the main menu at lower resolutions. * Already possible through manual editing.
+ Better vehicle restriction original thread: http://forums.empiresmod.com/showthread.php?t=4577 The commander is able to block WHOLE vehicle construction ath the moment. Lets make 6 restrict button fields like: Vehicle construct restriction applies to: [X] jeep [X] apc [X] light tank [X] medium tank [X] heavy tank [X] artilery ProCons (depends on a point of view): If commander locks jeep so n00b's don't buy them, Pro player can't buy a jeep to ninja enemy CV and must ask his commander to unlock/spawn jeep Pros: Solves STOP BUILDING JEEPS PLEASE problem once and for all Solves commanders STOP BUILDING HEAVYS UNTIL I RESEARCH BETTER ARMOUR/HE/whatever problem Enables commander to stop players using jeep as taxi Enables commander to stop n00b artillery operators (especially on emp_money) without blocking n00bs from constructing (easily-operable) tanks Commander can decide how the resources are spent without compleatly micromanaging VF Due to commander deciding who gets a jeep, jeeps are driven by good players and are better utilized Enables commander to better enforce strategy (f.e. in NF: buy only Light Tanks to keep enemy Heavies AWAY from base) When forward rax is lost and team needs APC at front immediatelly (so the VF cannot be locked! ), stops people from wasting all precious res on jeeps - this is a common problem at the moment Seems easy to code Demanded by commanders Cons: N00b comm or just any comm can always lock jeeps so it might be rarely seen Makes the game less fun because You can't just buy a jeep and drive it for fun (if commander locks it) - solution: emp_sv_multilocking_vehicles (1|0) serverside variable for all those fun-servers Undesired by some players (ones that like to buy what they want, when they want) Alternatives: Priority system like the vehicle limit is 15 and the comm can choose how many jeeps the team is allowed to build (but players can build stuff and leave it somewhere on the map so the limit is reached and we are back to the main problem)
+ Store limited player data on server (implemented) Discussion thread http://forums.empiresmod.com/showthread.php?t=4244 Keep a record of a players steam number and rank points when leaving server other than by being kicked. When they rejoin in the same round (possibly within a certain timelimit too) they get their points back. Pros: * Stops random crashes/disconnects from ruining a round for you as well as being annoying Cons: * Could promote rubbish connections by removing a disincentive to crashing * Would take up a tiny little bit of room on server
+ Jeep drifting minigame original thread: http://forums.empiresmod.com/showthread.php?t=4633 The most fun thing about jeep is drifting (press W and A or W and D so You circle around in place). Sadly, Empires allow jeep to drift for about 270 degrees and then it stops, so it's not that fun as it could be. The other thing is that jeeps are hard to steer (I play for a while but still I keep ramming walls when I drive). My idea for a minigame is to enable drifting and make jeep gain get grip bonus after a while of drifting, so if You drive in circle for the right (not too short, not too long, the slider is designed) amount of time, You then drive much better for a while. You can just ignore it and drive like You did before. Good documentation is in the original topic. Pros: It's fun and challanging You can have fun on something that You assume granted in other games Cons: There are better things to code at the moment Alternatives: Warm up tires by using breaks instead of driving in circles
+Toggle Selectable Icons In Command View Click for thread Pros: -Faster locating and recognition of friendly players and visible Enemys. -Easier selection of individual units from a grater distance away. Cons: -Potential Screen clutter -Loss of atmosphear Alternatives: -Some suggested Rings under models -no change PS I have experience Iconing
+Engineers getting rank points for dispensing ammo to teammates original thread: http://forums.empiresmod.com/showthread.php?p=109802 Pros: - Encourages engineers to place ammo more often and in useful places, not just for themselves. - Would reward engineers for helping their team, and make being 'ammo guy' a valuable role for a large squad. - Even a very small number of points (only one every very-large-number-of-clips dispensed) could get these benefits. Cons: - Engineers already have many class-specific sources of points (from reviving, building, turret kills, deconstructing, repairing, healing...) and don't need another. - If it isn't prevented, engineers who place a box at the start and then get ammo from it will earn points for giving ammo to themselves. Alternatives: - The number of clicks of ammo dispensed needed to earn one point could be varied. - Engineers could get no points for getting ammo from their own box, even if they change classes.