First, it is idea, not ideals.
Second, porting ignores the fact that you're recycling game material from a pervious game into another, that's not something I condone.
Third, even porting into this game needs a serious examination in unit design, COH1 is not COH2.
1/As Relic side, workload is reduced greatly, since you don't have to make new model from beginning.
Then I expect this DLC faction to cost less than $1, regular sales cost.
2/No need to think new faction design plan. PE tech tree was already great in CoH1.
Yes you do, because Panzer Elite fought against British and American forces, not Soviet heavy tanks.
3/Panzer Elite game style is completely different than the rest of current factions. Their armor car, half track with hit-and-run tactic is not to be seen yet.
4/Many of community requests such as Hummel, Jagdpanther or Flak88 are fulfilled.
Honestly I rather these features be available to Ostheer and OKW via new commanders, not a new faction that hogs it's fair and increasingly small share of Axis features.
As for new faction, I would suggest:
- Replace Ostheer Panzer Grenadier with Brandenburger, with same stats.
- Replace Ostheer 222 with Puma 20mm and Motorcycle, stats readjust.
- Small discount for any player who own OF or ToV.
-Stormtroopers from Encirclement Doctrine are Brandenburgers, their unit icon gives that away pretty fast.
-You need to heavily readjust everything, including the name of the faction to avoid confusion from a faction in one game, and another faction in the second despite being a clear ripoff.
-Why should people pay less for owning an expansion of a different game? |
If Kubel as T0 suppression platform is oo fragile, then maybe the problem is not enough micro learn to play, or the Kubel should either be buffed in durability and/or given some sort of ability that grants durability at cost of, say, mobility (aka a sort of hull down)?
What exactly would making MG34 non-doctrinal solve, and how can you acquire that solution without just swapping doctrinal units with non-doctrinal ones? Sounds like the real problem is the Kubel, which means making it even less useful by making it a choosable option is not going to solve its problems, and in the meantime you also dilute faction diversity.
If Kubel has issues, they should be fixed, not the unit abandoned. |
Consider what OKW units can suppress:
-Kubel
-Flaktrack
-Luchs (if vet5)
-T3's gun
-ISG
That makes OKW not only the most non-doc units capable of suppressing but they re all spread in different tiers. And that's not counting doctrinal units: MG34, flak emplacement, bunker,
Now let's compare this with what other factions have:
USF:
-RETs (munitions ability)
-AA halftrack
-Pack howitzer
UKF:
-Vickers HMG
-UC (munitions ability)
-Bofors emplacement (specialization choice)
Soviets:
-Maxim
-M5 Halftrack (upgrade)
Ostheer:
-MG42
-Bunker (MG42 upgrade)
Of all the factions, OKW has the most suppression options, and without having to choose doctrines. There is no lack of suppression as OP claims, and that is ignoring the fact that he doesn't care if the repercussions bring about more imbalance. |
FIVE GAMES: 30m, 31m, 35m, 35m, 21m for a total of 162m, average 32.4m
ONE SPOILS: new skin "Desert Yellow Frost (Heavy)" (UKF)
SIX GAMES: 7m, 29m, 37m, 37m, 34m, 41m for a total of 185m, average 30.3m
ONE SPOIL: duplicate bulletin "Brotherly Love (Soviet)" (RU)
SIX GAMES: 41m, 31m, 32m, 27m, 31m, 22m for a total of 184m, average 30.66m
ONE WAR SPOILS: duplicate bulletin "Guardians of the Nation" (RU)
SEVEN GAMES: 32m, 25m, 26m, 33m, 36m, 32m, 29m for a total of 213m, average 30.42
ONE WAR SPOIL: new bulletin "Sharpen those Claws" (OKW)
FOUR GAMES: 39m, 33m, 38m, 40m for a total of 150m, average 37.5m
ONE WAR SPOIL: duplicate bulletin "Maximum Blitz" (OKW)
FIVE GAMES: 40m, 55m, 34m, 16m, 33m for a total of 158m, average 31.6
ONE WAR SPOIL: duplicate bulletin "Shoot for the Stars" (Ost)
THREE GAMES: 19m, 23m, 20m for a total of 62m, average 20.667
ONE WAR SPOIL: ONE WAR SPOILS: one new bulletin "Cunning Tiger" (Ost)
In this reply, summary data is:
-36 games
-7 drop occurrences
-7 actual spoils; 2 new, 5 duplicates
-total time 1114 minutes, equivalent to uninterrupted gameplay time of 18 hours, 34 minutes
With this recent number of games, the average drop occurrence (1114/7) is 159.14 or 2 hours, 39 minutes, 8 seconds between drops.
Outliers: shortest time between drops was 62m, longest time 213m, or 3 hours, 33 minutes |