tedi88
General
Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Sept 28, 2013 13:27:38 GMT 1
I am with Kaoz on this one. I would also like some kind of morale system.
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Post by bloodwork on Nov 10, 2013 18:38:19 GMT 1
If i get this well, is BK3 going to be a MMORTS only? Campaigns will be added later? I am excited about a new BK game these days that gaming is going from bad to worse but i would like to see a game like the first and the second, single player with a multiplayer component.
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Post by yarara on Jan 11, 2014 13:07:59 GMT 1
Some ideas I have for a BkI mod, let me share them for the incoming BkIII: My ideas are primarily designed to play MP, maybe any of them aren't possible to make with BkI engine. 1- Aviation: When creating MP maps in Bk, you can give players a discrete number of aviation turns with a relax time between them, example: 2 bomber turns, 3 attack plane turns, etc -Eliminate relax time concept (mainly to let fighters to be sent simultaneously with other types of aviation to give them escort and protection) -Give player a certain number of planes, example: 3 Bombers, and let him to use them the same way land units are used, I mean, he can send the 3 bombers all together to attack somewhere, if the 3 are destroyed, the player loses his bomber capability for the rest of the battle, if 1 is destroyed, the next attack he send can be of 2 or only 1 bomber squadron, player decides.... Same thing with the other types.
2- Fuel: Vehicles consume fuel, why not to have this in the game? -Give the different vehicles, a fuel load, considering its volume according to the vehicle type. -Set the ratio of fuel consumption for every tank, truck, etc. (maybe data available in internet). Some kind of measures are needed about distances traveled by units. And if possible, give units discrete acceleration options: full throttle, 1/2 full t, 1/4 full t, and consider it to increase or decrease fuel consumption. -Create a new unit: tanker trucks to reload fuel (as now trucks reload ammo). -Create fuel warehouses where tankers will get their load.
3- Warehouses: In Bk warehouses are always in a fixed position and visible (free of fog of war), so if you know the map, you know where warehouses are, and then enemy trucks... -Give warehouses movility, that is, by truck portability. So, player can choose where to laid and move them if needed (maybe one warehose per player should be fixed, to let the game engine send trucks to go automatically to depots). Also applicable for the new fuel warehouses. -New concept: Small reservoirs for launch in parachute, to laid small warehouses in some place if can not reach there by land. -All these portable warehouses not have an infinite capacity, but they are exhausted. When that happens, you have to replace or recharge. The trucks would be responsible for going to the central repository (which is fixed), to replenish that ran out. -Hide warehouses behind fog of war
4- Sappers, engineers Eliminate the "only" sapper truck unit, from now, sappers platoons can use any truck. So when mapping, give player a number of sappers. Player will choose how many platoons are needed for a task, as more of them are choosen, increases the speed to the duty to be done.
5- Unit's experience Create unit's experience factor. Give an initial value to each unit and go up as time passes and the unit survives the battle. Then the oldest units are to overcome the newly arrived reinforcements. Make the experience factor influencing the capabilities of the unit (accuracy, moral).
6- Vehicle path: Divide the order to advance into two types: * go only by roads * off-road the shortest distance
7- Elite Forces: Create for some specific units, its twin elite unit, with increased combat capabilities. Example: Elite German Rifle for German Rifle
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Post by klabauter on Jan 20, 2014 2:09:55 GMT 1
May be it has been said before but...
-being able to have a huge army is important (don't let it be just another MoW)
-realistic view ranges/fire ranges (those unrealistic short ranges really annoy me in vanilla BK1)
-realistic mines (kinda like in the Kosovo Sunrise Mod, these were just perfect) (not mines which can be seen by everyone and can get passed over by own units without harming them)
-advanced option on the UI to be able to fastly send armoured vehicles to a certain point (without them destroying any fences or stuff like this, maybe only letting them use roads, in a more civilized manner)
-being able to also place snipers or other units on rooftops (more interaction with buildings)
-good and simple looking UI (not like in BK2)
-just try to keep it realistic (building trenches takes more than just 30 seconds)
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Post by vespasian on Mar 25, 2014 14:32:13 GMT 1
Some Ideas for Blitzkrieg III
Large map sizes to enable Air Land and Sea combat.
Ships to provide shore support and anti aircraft (particularly good for Pacific and D Day type scenarios) Landing craft able to collect troops from ships and to carry vehicles. Airfields that can be used to land aircraft and take off, strategic supply and fighter sorties etc. Ships that can be modded, so 3d models can be used to make custom ships from the basic ones. Modding support for 3ds Max and for Blender.
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dragonwolf
Pukovnik
Howling with delight!
Posts: 363
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Post by dragonwolf on May 4, 2014 8:57:00 GMT 1
I'm not sure if these have been posted but my pet peeves are:
1. Realistic squad make-up by year, ie. proper number, type, and of course uniforms (color schemes). 2. Proper number of crewmen for individual guns (3-man MG's, 7-man 8.8cm FlaK18, etc.). 3. Proper medics (as in Sudden Strike). 4. Urban assault units with proper weapons (Pionier squads, smoke grenades, satchel charges, etc.). 5. Proper terminology for MG's. LMG's in squads, MMG's in Companies, HMG's from Battalions. I'd also like to see the .303 Vickers MMG/HMG and the Hotchkiss MMG implemented. 6. More realistic grenade use. 7. More to come when I think about it.
Ciao, John
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