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Community Ideas and Suggestions for EndWar 2|
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Yes it might. Gas/Chemical weapons suck anyway. |
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Suggestions from a thread I made before, brought into this one! :3 Plus, some more.
1. I really think the game could use more places to take cover to make the field more diverse and interesting - like infantry capable of utilizing craters, the sides of buildings (instead of just the buildings being garrisoned), or being behind hills with enemies on the other side of it. High-ground advantages are needed (It might have them already and I didn't notice, though...)! Smoke grenades being implemented in some way would also be cool. 2. Being able to just say the voice command you want for a unit currently selected - You know, your camera and unit selection is currently on a rifleman squad - so you just say "Secure Alpha", and the game has that squad do that order. It'd be nice to shave a second from saying "Unit #" beforehand. 3. Inner-building combat - probably very hard to even implement, but having buildings that are more extensions of the battlefield than just something on it to garrison in would be totally awesome and unique. 4. Implement a suppression mechanic - it's a staple in infantry tactics, after all! 5. Allow players to use a full 12 units in team games - it'd just make it feel like World War III much more. 6. Having some battles involve you with a joint-force with NPCs (Lots of NPCs...) - it'd also be a good way to make battles more epic. 7. A deeper and clearer stealth system would be nice. Not just that, stealth for all! - I was thinking of taking cover makes the enemy less likely to spot infantry, while all units may have a 'hidden','heard' and 'revealed' states. 'Hidden' units are, naturally, units the enemy is unaware of. 'Heard' means the enemy knows a vehicle or infantry group is nearby, but are unsure what exactly (Make aircraft hardly ever this, and just revealed. It makes sense.). 'Revealed' is that same status the units are now when you can order your troops to attack them. 8. Make the status of the unit clearer - It can be tricky right now to tell if your riflemen are currently unseen, unless they are being attacked. Having a colour change to its portrait dependent on its status as from red indicating they are taking fire would be nice. I'd advise using a black background for the portrait when the unit is stealthed and unseen. 9. Squad and unit weapons choices - you know you want your engineers to be equipped with sniper rifles, or your riflemen with C4 and shotguns, or your tanks with more machine guns. 10. A system for flanking - Probably one of the oldest military tactics that has only increased in effectiveness in our time! IT IS NEEDED! This message has been edited. Last edited by: VutherA, |
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Random, i never thought about that but it makes sense. I think it would be better to make everyone have gas masks (give the JSF the really cool black ones from GRAW, and the EFEC some kind that matches there style). And Benito, i dont recall there ever being any chem. weapons in EW (although it has been a long time since ive played it, so i could have forgotten) so having everyone in gas masks wouldnt make a difference. And chances are most soldiers will be wearing full face masks by then for both extra protection and to serve as a gas mask.
My Comments are in red Vuther.
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For flanking to have any real effect they need to COMPLETELY redesign the Health system and make it realistic, like we originally wanted.
http://www.hasthelargehadronco...oyedtheworldyet.com/
"it had run its course, gone off course, rolled down a cliff, hit a cow, and then exploded." |
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Do you mean realistic as 'low health and high lethality weapons' or 'get rid of shields'? Even if the health system is unchanged, the flanking could still matter with a suppression mechanic. |
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haha the shields we've come to believe is the morale of the units so not the shields. But what N3V means i believe is that units will take more damage from behind then they will from the front as all vehicles have significantly weaker armour in the rear then the front. As well, units get bonuses for having the high ground and stuff. Also they would need to likely get rid of the R-P-S style as having units weaker in some areas could break that chain as ALL land vehicles would become instantly vulnerable to Gunships (including the IFVs) And i think that they should get rid of the shields but i doubt that will happen.
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4. I'm told when your XO tells you a unit is suppressed, it's just low on health. So yeah. 5. Good point... but each players is supposed to have their own seperate battalion. It just feels like you're being forced to play with your allies in team games more then playing a game with more players in it. 6. They could change those units... maybe make them respawn constantly? Basically, I was going for a simple way to improve the feeling of the scale of the multiplayer battles, without overcomplicating the gameplay with even more units for each player. 9. Yeah, going that far would make the game impossible to balance, but promises of a more customisible battalion were unfortunately not lived up to in the first game. Just adding some basic choices and specializations would be enough for me (The more the merrier I think in that case, though). 10. Well, yeah, but there's no point, as we know. There needs to be one! |
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Exactly. A tank should be able to take out another tank in one shot by shooting a HE round up its tail pipe. http://www.hasthelargehadronco...oyedtheworldyet.com/
"it had run its course, gone off course, rolled down a cliff, hit a cow, and then exploded." |
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Forums
End War
End War General Discussion- Console
Community Ideas and Suggestions for EndWar 2
