Pillbox + The Pill Box Topic Pros: -promotes structured base compounds witch adds to game atmosphear. -supports(protects) infentry use durring vehical attacks. Cons: -turtling -camping -any other annoying defensive stratigys -Too much space needed. Bulky -Effect May already be achieved with walls Alternitives: -walls with gunner slits pre modles into them -raised platforms on one side of the wall -towers -bunkers -mannable turrets -ramps -gates -mapper placed entrenchments
+ Dynamic reaserch layout By Doggeti Click image for topic Pros: Visually easy to understand. queing reasearch allows for more open com time. Cons: consensis says "no cons"
+ scout target marking. discription: http://forums.empiresmod.com/showthread.php?t=5628 pros. - make the scout usefull - arty have a better use. - could balance bomber strafes - teamplay cons - lots of coding - only on lategame
+ light/medium tank upgrades. topic: http://forums.empiresmod.com/showthread.php?t=5631 pros - make the light tank usefull in midgame - make the medium tank usefuller in lategame - force players, who dont like moving slow, get a medium. - no more endless waves of rail heavys.... - content going used. cons - need balancing. - coding work do krenzo even look in this topic?
http://forums.empiresmod.com/showthread.php?t=5603 Buyable upgrade packs for squads Squads can buy "upgrade packs" that benefit the whole squad Pro: Attracts players to stay near their squad because everyone wants new shiny stuff to play with. More specialized squads, e.g. close combat squad for the dam in mvalley... Contra: The usuall stuff... coding, modeling, texturing & balancing
+ commander placed "dynamic building "dependant on the mapper. topic: http://www.empiresmod.com/forums/showthread.php?t=5776 Commander can place a special building over a certain point (the same way he places refineries over certain points), and depending on what the mapper has designed that point to be, it could be a bridge, tower, barricades. This will of coarse allow the commander to recycle it, giving him greater control over the battlefield. It will cost resources to plant, which the mapper decides on. See thread for better explination. pros - more things for the commander to do - allows more stratgic thinking - less fustration "wow lookat all those heavies drive across this bridge we built, too bad we can't do anything about it" - promotes more cautious observation of the battlefield - less fustration on maps like crossroads with the ramps, for example cons - too much for a newb comm to handle? - implimintation - if eg, the barriacdes in duststorm would cost more than walls, the team might not bother - more hard work to mappers can i just point out, that most of the cons there are realitively small, and should be easily overcome.
Refinery locations on the map Original thread http://forums.empiresmod.com/showthread.php?t=6667 After a brief post on Silk's map I figured this was a good idea to throw out there. I often get asked by noob players where refs are specially on some maps where the locations arent as visable on the minimap or when the generally accepted 'smoking rock' isnt used as the res point model. + Minimap ref points as seperate graphics. Much like players and buildings are on the minimap. Pros: Standardized graphics for res points on all maps Easier for new players to find the location of the res point Easier for new players to identify what the res point is regaurdless of different model changes on different maps Cons: Depending on how its implemented may be difficult for mappers to designate which refs give more resources
+ Mapper-Placed Buildable Refineries original thread: http://forums.empiresmod.com/showthread.php?p=160760Pros: - Commander no longer needs to be bugged to find and place refineries - Players are now encouraged to build refineries because they don't have to wait for the commander to place them - Players can no longer grief by standing on refinery points - Removes useless time sink from the game (waiting for refineries to be placed) Cons: - Non-engineers can no longer build refineries
The amount of work it requires to implement a feature is not a con and should not be listed. I removed it from your suggestion.
Icon: Commander Icon: Commander An icon to the left of the Commanders name that show how much health it has. For a quick response to see if your commander is feeling good or not. Pros: Can quickly see how much health the commander have Can quickly see if he's under attack Cons: None Important: Make sure the icon is to the left of the name, so a long name won't block it. Thread: http://forums.empiresmod.com/showthread.php?t=6465
Move Artillery to "Upgraded Chassis" from "Advanced Chassis" (Implemented) Pros: The artillery tank is used more Less heavies/nukes Cons: The artillery tank may be too strong to be used mid game Alternatives: Remove "Advanced Chassis" Decrease research Cost Thread: http://forums.empiresmod.com/showthread.php?t=6912
Advanced Personnel Transportation! original thread:http://forums.empiresmod.com/showthread.php?t=7620 Pros: Stops spawn killing. Gives new players some help. Cons: Coding work Alternatives: Have a display inside of the barracks which will allow you to open up the spawn map. -dizzyone
Engineer lockable walls as discussed here http://forums.empiresmod.com/showthread.php?t=7732 Engineer can lock his walls when they are as high as he wants them to be definition: -engineer has a button in his build menu to lock (and unlock) his particially build wall -doesnt work on a "green" fully build wall -only usable on his own placed walls -comm can't unlock, but still destroy -locked walls have an red [locked] sign (or just the green bar after locking), when an engineer faces them with his calculator -when the engineer locked a wall, the LOCK button in his build-menu turns to UNLOCK when facing a locked wall, that he has locked before -every wall has as much HP as its build-status was before locking (halfway build up => half HP) -engineer can only lock the walls he placed himself PROs: -gives the engineers more control about their work -easier struture creation -n00b friendly -less shouting at engi n00bs CONs: -need of a new button in build menu -coding
Custom cursors for BE and NF: As commander also when using one of the GUI-windows, use a custom cursor, one for BE and one for NF. THREAD : http://www.forums.empiresmod.com/showthread.php?p=185303#post185303 +pros: Looks better than the Windows-cursor. Shouldn't require that much coding. -cons: Need cursors first. alternatives: Give the player the ability to select his own cursor. EDIT: I made some cursors. They probably arent good, but maybe sufficient. They are also halfway transparent.
Commander force spawn/teleport players to tanks pre bought: A mean which commanders can force players to use tanks that he buys so he can create tank forces more firmly and controlled. Original threads. 1.http://forums.empiresmod.com/showthread.php?t=7885 2.http://forums.empiresmod.com/showthread.php?t=7850 Pros: *Makes commanding more fun. *Makes the commander have more direct game power. *Stops paper tanks. *Stop having lots of unused resources. Cons: *Players have no choice in tank customising, might be bad if they really want another engine. *Players that goes "what the fuck just happen!?!11?" *Players don't know what the tank customising has, might be solved by a display button. Alternatives: *Make it a voluntary system, make a "pool" were people can join if they want to be comm forced to spawn in tanks. *Give the players the option to chose between the default options.
Command vehicle and light tanks when driven in water float with 1/4 of the wheels still sticking out of the water:[/SIZE] "driving in water" griefers is fixed, plus giving this would make it so commanders can effectively use more strategies, like coastal assaults and sneak attacks damage due to water should be removed for these seaworthy vehicles to make it so commanders cannot "run" out of range in maps with huge water areas, the vehicles should move at 1/2 or 1/3 the normal speed once in water original thread:http://forums.empiresmod.com/showthread.php?t=7819 Pros: *Makes command vehicle less vulnerable to griefers *enables new fresh and fun strategies without compromising others *its easy to do, and hard to abuse Cons: *some way it can be abused *more thought should be put into base defenses, since light tank rushes from the water "is" possible Alternatives: *just for the commander, anti griefing *in stead of light tanks apc's *disable weapons while in the water so light tanks dont just turn into shell boats
Give Tank cannons and Missiles diffrent roles: Different cannons and different missiles does different damages to different targets. Original threads. 1 Cannon thread.http://forums.empiresmod.com/showthread.php?t=7911 2 Missile thread.http://forums.empiresmod.com/showthread.php?t=7798 Pros: *Makes more diversity for research depending on what you need to fight. *Open up more strategy's. *Makes the weapons more interesting other then the system we have now, "if it takes longer to research it makes more damage to everything with slight changes". Okay that's an exaggeration but you get the point. *Makes weapon more special. Cons: *Maybe it don't change that gameplay that much? *Easily making something unintended more over powered? Like what ever weapon that is more effective against tanks? But that could be counted by map/having the rest of you team go more anti armour things classes. Alternatives: *Only change either cannon or missile. *Change only some weapons in a small way.