If the 7 Man Cons don't cut the mustard then why not give the 7th man a PPSH (maybe buffed to closer to Thompson levels?) It would further emphasize their role as troops that do better at closer range while still being slightly better DPS wise. If you wanted to be thematic about it you could have 7th man be a commissar model and have it be squad leader type situation.
Interesting idea! It would be a nice way of giving soviets a bit more unique identity back in these days of increasing faction uniformity. 6 man squads alone aren's such a unique feature anymore since wfa, since both okw and usf have some 6 man squads. Nonetheless, 7 man squads of regular conscripts won't add as much flavor as such an iconic squad leader unit would.
For all I care, bulletins could just not exist and I wouldn't mind at all.
Why did the game developers waste time and energy on implementing such a boring thing - this only cost them time and energy that could've been focused on more important things.
I imagine that implementing sth like bulletins isn't a very fun or creative process for a game developer. Creating visual designs and building and testing creative gameplay is just tons more fun. And that's probablly why the bulletins feel so uninspired... because they weren't fun to make for the devs either. It feels like they just felt obliged to add some "progression" system, because that's a trendy thing nowadays, for some reason.
What are your feelings on playing a game based on a world war were 70-85 million people died?
Do you think it is wrong that you can play as Nazis? When you play as them do you respect them, enjoy them?
Do you think WW2 era Germany has been glamorised in COH2?
How do you feel about the wermacht's actions in real life, does that not put you off playing them?
That reminds me: I want the OKW announcer to say "Honor Guard ready for action" with a fanatical voice again when Obersoldaten arrive (like he did in beta), instead of the lame, neutral "Combat Unit ready" that we get to hear now.
At least let me feel that I am playing cold-blooded aryan hollywood monsters when I play this!
CoH 1 at least made 50% of germans into fat snowmen that looked more like parodies straight out of these wartime disney propaganda movies (see CoH 1 grenadiers and wehr weapon crews). By doing that they made it clear that noone's supposed to like these evil germans. In order not to offend anyone, you better dehumanize ze germans a little bit or make them a bit ugly. That way, everyoe can feel good about themselves. Many games or movies do so . I suppose influential people in media like it when this happens.
I hope that hard work like this will pay off for the future of the CoH franchise some day.
I'm excited to already have seen this video by AE:
It's exciting to see other members come out and provide exciting new innovative ideas.
If we pool our minds together, the future will be a bright and beautiful place.
I know that this page is about a potential CoH 3 and how it could be done better in the future - but damnit, I really want to see these UI changes implemented in CoH 2!
It makes the game look so much better. The segment about the minimap in AE's video perfectly illustrates the wrong design philospophy behind Relic's UI design: They wanted to make it too pretty, with too much "icing".... problem is, the game's actual graphics are just too good, no kind of 2d UI graphic, no matter how much they polish it, can be as good as that, and consequently, any sort of unnecessarily polished UI only reduces the overall aesthetic impression of the game, no matter how well polished it is.
The best solution, as pointed out in the video, is a minimalistic and functionality-oriented UI that aims at occupying as few screen space as possible. Only that way can the game shine aesthetically, because then it will highlight its best graphical parts, the actual 3d graphics in the field, in an appropriate manner.
In a way, CoH 2's UI design seems to be like the super-detailed graphics of some smaller games these day, which are purely 2d and seek to create a "modern" feel nonetheless by compensating for the lack of actual 3d graphics by creating these very detailed, high-resouoltion 2d graphics. Thing is, CoH 2 does not need that. At all.
I just want to say that some of these CoH 2 gifs once more show how good CoH 2 looks without the UI. CoH 2's UI does a fantastic job at distracting the eye from the actual game's good graphics. The UI feels clutterred and its backgrounds have too much "aggressive" contrast that draws the eye's attention to it.
Here are the major culprits in terms of UI design:
- inconsistent design/style of the factions' unit portraits
- unnecessary UI "icing" in the form of rusty metal pieces (too much contrast, thus immediately feels cluttered, actual buttons for interaction become harder to spot for new players, no "clear"/"clean" feel to the interface)
- very unnecessary unit shields with the number "1" floating above tanks (as if they were infantry squads -- Every tank is a "one-man-squad", so this display holds no useful information whatsoever, it is yet another example of unncessarily cluttering the UI; the shield itsself distracts from the tanks' good unit models by unnecessarily cluttering the field with useless little shield symbols - a simple health bar would've done the job!)
- unnecessary UI middle part with a text that often tells little of importance and only stays interesting for a little time when you are new to the game (but, if done right, this text can at least be used to give unique personality and character to the different unit types, by means of background information)
- unnecessary addition of weapon upgrade symbols above unit shields for units that always spawn with these weapons anyways (these weapon symbols are only necessary when a distinction between upgraded and unupgraded versions of units is necessary!)
... except for the very practical unit cards in the top right corner, everything about CoH 2's UI feels un-elegant. A more minimalistic UI would've been better!
The CoH games have good graphics and atmosphere and should highlight that. In the case of such games it could actually be wiser to create a smaller UI that takes up less space on the screen. Just look at how Battle For Middle Earth basically left the middle section of the UI blank in order to show more of the field.
Interesting, thanks! Soviets have 2 choices here. I'd prefer it if they'd use the guy with the tanker's hat, because he looks more unique and transports more atmosphere.
I generally agree that the integration of graphics by the commuity's most talented people should be allowed. For example, I would be strongly be in favor of the portrait normalization that you suggested in that thread you keep updating, Osinyagov.
Vanilla CoH 1 had almost perfect "normalization"/consistency in terms of the game's art aspect - every portrait fit the represented unit, there was no "placeholder voice lines" like "Good news! The ability is ready for use!" or "Unit ready". Things only changed later with updates, when suddenly stormtroopers didn't come with all Blitz tank call-ins anymore, yet the icon showed it that way, and when for PE the Panzergrens had normal german helmets and uniforms, yet in the field they had weird green helmets and jackets etc... Relic got sloppy later down the road, it seems
Oh, what greatness CoH 2 could be, visually, if only they fixed consistency and made the UI more minimalistic and pragmatic (with less distracting unnecessary contrast and details).
Title says it all.
Can the current team add new commander portrait graphics into the game or is there already some hidden in the game files? If so, is it possible to predict which commander portraits will be used, and if that is the case, can someone show them to me.
I don't know about customization... in many games this results in messy and cartoonish looks. I would rather have a developer with good taste lock the looks of units to the best skin/model that was created for that unit during development, rather than have everyone be able to select from a pool of mostly mediocre variants. In a way, customization can often downgrade the visuals of a game, because most users don't select with good taste. I don't want to have to look at a clown-fest, there is already enough games like that nowadays. Look where greater choice and customization got us in terms of the commander system. Sometimes less is more. When it comes to game design, I prefer a strict selection progress in terms of quality control. Only the best resources should be integrated into a game.
Theme: Paratroopers land behind enemy lines to sabotage equipment and cut off supply routes. Supported by allied espionage capabilities. Relic has a history of giving the US airborne troops special spotlight in their narrative, and indeed I think it is a good idea to somewhat emphazie US paratroopers in the overall presentation of the faction, in order to give it a unique feel/atmosphere.
Disclaimer: I will suggest 8 instead of 5 abilities. Relic will have some creative freedom, should they choose my suggestion. Above anything else I want to proive some creative ideas.
1) Radio Intercept
Same as seen in the UKF doctrine.
Rationale: Suits the secret operations/intelligence/espionage theme of the doctrine.
2) Recon Sweep
Same as in existing commander.
Rationale: Airborne theme of doctrine.
3) Ambush Paratroopers
Paratroopers that can spawn form an ambient building. Can be upgraded with Thompsons.
Rationale: Transports the infiltration theme and the paratrooper theme of the doctrine
Balance: It would be up to the devs to combine the 7 ideas presented here into something balanced! I'm just here to make interesting suggestions.
4) Glider Landing
Calls in a Glider, as seen in UKF doctrines. Automatically spawns USF Paratroopers.
Visuals: This idea will look badass! It is somewhat inspired by maps in the first ‘Day Of Defeat’ game, where US Paratroopers would spawn near a landed Glider.
Rationale: Finally, Paratroopers without dependency on Pathinders!
5) AT-Gun Support
Calls in a USF AT-Gun manned by Paratroopers. Can cloak.
Visuals: Offering the production of an AT gun manned by US Paratroopers would be a nice callback to the ability from CoH 1’s ‘Airborne Company’ doctrine. Maybe the AT Gun and its crew could also be paradropped, like in CoH 1?
Rationale: AT gun with cloaking ability that (maybe?) isn’t tied to the tech decision.
6) Glider Forward Post
Calls in a Glider that can train units once landed. Trained units could be: A Vickers HMG team manned by Paratroopers, a US mortar manned by Paratroopers, regular US Paratroopers.
Visuals: Offering the production of weapon teams manned by US Paratroopers would be a nice callback to CoH 1’s ‘Airborne Company’ doctrine. Also, the Paratrooper model looks cool, so why not use it more often?
7) Sherman Easy-8
Same as in the Riflemen Doctrine.
Rationale: Late game option of the doctrine. Also, bringing the Easy-8 into another doctrine. Plus, it is one of the more badass looking USF vehicles, just like Paratroopers are one of the more badass looking infantry units, so why not combine them into one doctrine to get sort of that heroic America cliché feeling out of it, as we know it from those ww2 movies.
8) P-70 Rocket Straving Run
Same as in existing doctrine.
Rationale: Airborne theme of doctrine.
Should Relic actually chose this doctrine suggestion, then they can change details about it, like changing the unit rooster buildable from the ‘Glider Forward Post’, changing ability names or combining the 2 Glider abilities into one. What I care most about is the things I noted under ‘visuals’. Ideally, I would like these visual things to be accepted into the contest the way I though them through, though I will not insist that they would remain unchanged, since that would be rather daring. Finally, I am thankful that Relic offers this creative contest and hereby want to say ‘Thank You’!
Theme: After the Sudden Strike of the Wehrmacht, the unprepared Red Army has quickly organized a crude yet efficient defensive line that even consists of trenches like in the WW1-era in order to stall the advance of the aggressively attacking enemy forces. As the initial might of the surprising german blow deep into the heart of Mother Russia slowly waters down, the Red Army is reorganizing and preparing to strike back with brute force.
Disclaimer: I will suggest 7 instead of 5 abilities. Relic will have some creative freedom, should they choose my suggestion. Above anything else I wanted to provide some creative ideas.
1) Red Army Defensive Line
Allows Combat Engineers (and Conscripts?) to construct trenches and Bunkers.
Visuals: The bunkers are the same as the preplaced ones seen in the soviet base sector.
Rationale: People have been asking for buildable soviet bunkers for a while. Furthermore, the unique soviet bunker model will find more use this way
Historical Background: Represents the muddy defensive line of the Red Army against Wehrmacht forces
2) Lend-Lease Vickers Support
Calls in a Vickers HMG squad manned by soviet soldiers.
Visuals: My suggestion is that the Soviet Vickers Squad could be manned by a weapon crew that looks like Conscripts in order to mix things up a bit and differentiate it from Maxim and DsKH teams. But of course, it could also look like regular soviet HMG crews.
Rationale: Soviets finally gain access to an HMG with a normal firing arc.
Historical Background: Lend-Lease Program.
3) Conscript Heavy Assault Package
Allows conscripts to be upgraded with 1 (or 2?) DP-28 Heavy Machine Guns (as seen on Guards).
Rationale: Giving Conscripts more of a feeling of a regular frontline soldier, rather than that slightly trash-troop theme they have. There has been calls for such a representation of actual soviet regular soldiers, especially from Russian players, so this doctrine could help alliviate these grievances.
4) Strafniki Assault Package
Allows Penal Battalions to be upgraded with PPsH-41 Submachine-Guns.
Rationale: Gives Penal troops a ‘trench raider’ vibe in accordance with the doctrines suggested theme.
Historical Background: The PPsH-41 was widely used by the Red Army. Since it is not available without doctrine, it should at least be in as many doctrines as possible. Furthermore, the aggressive spirit that this weapon package would give Penal Battalions would also fit with the historical role of this troop type, as they were often send on dangerous mission attacking enemy positions.
5) Lend-Lease Conscript Bazooka Package
Allows conscripts to be upgraded withor 2 allied Bazookas
Visuals: Bazookas look rather cool on conscripts, try it out with an appropriate mod!
Rationale: Same as with “Conscript Heavy Assault Package” (see above). Also, this goes well with the interesting Lend-Lease theme that has already been present in the base faction since release. This also nicely references the iconic game "Battlefield 1942", in which the soviet anti-tank class carried a bazooka.
6) Incendiary Barrage
Same as seen in countless soviet doctrines.
Rationale: Suits the doctrine (and faction) theme of an aggressive brute force counter attack.
Same as seen in the Soviet Industry Doctrine.
Visuals: The KV-2 is not available in many doctrines. The battlefield will look more interesting when this were uniquely looking tank is seen more frequently. Its very recognizable visuals also make this tank somewhat iconic (for example, it is seen in the Sudden Strike 1 trailer). As such, it can contribute to distinguishing the soviet faction and giving it a unique visual flare and atmosphere.
Rationale: Additional late game armor option for the doctrine. Also suits the doctrine (and faction) theme of an aggressive brute force counter attack, as it can tear down enemy emplacements.
Should Relic actually chose this doctrine suggestion, then they can change details about it, like replacing one of the weapon package upgrades for Conscripts/Strafniki with, say, a Shock Troop call-in. What I care most about is the things I noted under ‘visuals’. Ideally, I would like these visual things to be accepted into the contest the way I though them through, though I will not insist that they would remain unchanged, since that would be rather daring. Finally, I am thankful that Relic offers this creative contest and hereby want to say ‘Thank You’!