sfscriv

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Everything posted by sfscriv

  1. Proposed H&G Resource System

    There is much to fix in H&G. At some point in the future, we may want to add additional features. .
  2. This is an effort to augment @ghostdoggo's 'Loyalty' concept RTS Enhancement/Overhaul - Capture Options & Partisans Heroes and Generals (H&G) is a First Person Shooter (FPS) and Real Time Strategy (RTS) hybrid. The main selling point is the integration of the individual battles into a grand campaign map. Further developing the Resource system would provide gamers a deep rewarding experience. Present in Medieval 2: Total War [M2TW] (H&G equivalent) with potential: A - Population (Civilians) B - Public Order (Loyalty) C - Income (Credits, Warfunds, Gold) D - Military (Soldiers) E - Production (Vehicles & Supplies) Possible Resource and Status Levels for H&G: Forecasted Resource Management (H&G Developer Concept) A - Population (Civilians) B - Public Order (Loyalty) C - Income (Credits, Warfunds, Gold) D - Military (Soldiers) E - Production (Vehicles & Supplies) F - Food G - Oil, Coal, Iron (Raw Material) H - Ammunition & Panzerfausts (Crate) I - Medical (Crate) J - Partisan (Primarily based from A, B) Some of the categories above have the 'strikethrough' marking (Food, Oil, Iron). At least initially in my opinion, a one resource feed to the factories should be plenty to determine impact. I picked 'coal' as it can be used as a fuel and as an ingredient in industrial production. The raw coal would be transported via trains on rail visible on the campaign map. "V" icon is the Village action battle map and the Tower looking icon above would be a new Mine action battle map My suggestion would be to study the current batch of maps. I like the idea of tying resources to action battle nodes on the campaign map. Here are my thoughts for associating resources with each map: * Recommended Map (Prioritizing Map Development) Enhanced Battlelines - Integrate the Aircraft maps into the campaign map (train, bridge, ground convoy, etc...) Encounter: - Depot -> None * Battle-line/Aircraft map: Destroy Bridge -> If destroyed, stops movement until repaired by bots under the control of the XO position. XO - Multi-Echelon Command Teams Bots - Innovate! Bots do the Dirty Work!! * Battle-line/Aircraft map: Wreak Train -> Automatic movement of train. If destroyed, stops supplies of raw materials to factories. * Battle-line/Aircraft map: Attack Ground Convoy -> XO position controlled bot cargo trucks. If destroyed, stops supplies from designated faction capital to Airfield depots and front line forces. Aircraft Maps - Recommendation * Mechanized Recon against Pathfinder. The Mech Recon Assault Teams (ATs) are able to detect and interdict no matter the location, special rugged remote terrain action battle map in which the Mech Recon has to attempt to stop Pathfinder movement across the map. Partisan, Pathfinder, & Mech Recon Skirmish: - Forrest -> None (No resources) - Hill -> None - Village -> None ("V" icon) Resource Movement on the Campaign Map - The flow of raw materials would be transported by train to the factory. - Equipment and personnel would spawn into the Campaign Map from the Strategic Centers - Crate Supplies: Ammunition, AT weapons, Medical would move unseen from the factories - Crate Supplies: Ammunition, AT weapons, Medical would all originate from the faction capital and be transported by bots in Supply Convoys to Supply Depots on Airfields - Crate Supplies: Ammunition, AT weapons, Medical would be transported by bots in Supply Convoys from Supply Depots to the frontline Action Battle Maps Assault: - Forward Airfield -> None (No Resources) - Airfield -> None or player-placed Supply Depot, Anti-Aircraft, and/or Command Bunkers on Airfield H, I - Town -> [Need to Manage Loyalty A, B] Soldier/Partisan/Food Production. D, P, F - Mountain Town -> [Need to Manage Loyalty A, B] Partisan P - Factory -> Automatic (unseen) movement of vehicles to Strategic Centers and supplies to the one designated capital. E, H, I * Coastal Town -> [Need to Manage Loyalty A, B] Partisan. P Reto, take a look - Coastal Town Map {Faction XO designates limited number of coastal towns as Logistic Distribution Harbors and Ship building} * Strategic Center (Capital) -> [Need to Manage Loyalty A, B] Partisan P Distribution of Soldier & Vehicles. D,E {Crated supplies originate from single designated Faction Capital. XO controlled movement of crates to designated depots on airfields to be distributed to front line.} * Mine -> Automatic (visible) movement of train with raw material to Factory. G (Tower looking icon above) * Partisan version of the Coastal Town, Mountain Town, Town, and Strategic Center maps with much more cover and concealment. Plowed fields, crops, orchards, irrigation ditches, silos, shacks, static carts, more bushes, etc to facilitate closer range contact between occupying soldiers and Partisans. Public Order would have to be managed by integrated leaders to attempt to avoid revolts due to low 'Loyalty.' Independent Node: * Aircraft map over sea/open field -> None * Aircraft map Sink Ship -> None Training: - Depot * Aircraft Pilot Training Map and Instructor Feature @Reto.McFly A lot of detail, but a worthwhile read. Proposed H&G Resource System Enhanced Battlelines Introducing an Action Battle Capture Option on the Campaign Map Introducing a 'Loyalty' Game Mechanic Partisan, Pathfinder, & Mech Recon My Thoughts: Resource System, Capture Options, & Partisans (Consolidated with a bit more, but also missing some) .
  3. WWII Deaths by Country

    Not sure how accurate are the numbers. Still gives an indication of the loss of human life. .
  4. NEW: Partizans ! (For Soviet Faction)

    The Partisans could appear in any Faction's occupied territory. The 'loyalty" level of the population in Town action battle maps would determine if a revolt is imminent. .
  5. Clan v. Clan

    There are already multiple action battlefields detached from the Main Campaign Map. Let's make temporary use of North Africa to encourage the RTS portion of H&G. I would like to propose a Clan versus Clan limited conflict. This could be broadcasted on Twitch or other online service to spread the word about H&G, have current and new players learn how to play the RTS portion of H&G, and encourage competition among clans which would breath new life into Heroes and Generals. @Reto.Hades RTS/Campaign Map/Strategic War Improvements A Reason to Participate in the WAR Prioritizing Map Development Multi-Echelon Command Teams Aircraft Maps - Recommendation Honoring Clan Attributes: A Stronger Community with Customer Retention .
  6. Both ends of the Faction Runway would have overhead cover. There would be Anti-Aircraft emplacements. Cratering runways would give pilots another take to accomplish other than bombing infantry. A dedicated bot would be the primary operator of the repair tractor and could be temporarily replaced if a pilot wanted to conduct the repairs. What about the 'Instructor' feature? Aircraft Maps - Recommendation Pilots would be drawn away from relentlessly obliterating ground forces. The AA gun/guns would also be primarily operated by bots. Innovate! Bots do the Dirty Work!! Disagree. Just give the aircraft a reasonable amount of ammo. Would be fulfilling. The enemy would also have to successfully land to rearm and repair their aircraft. Agree Correct. It would be greatly enhanced by doing one of the most important tasks conducted by any pilot.---- Conducting a successful LANDING. .
  7. NEW: Partizans ! (For Soviet Faction)

    Pathfinder AT - Panzerfaust & Ammo crates only available for Partisans if Pathfinders are participating in Action Battle - One hand grenade only available for Partisans if Pathfinders are participating in Action Battle - Partisan stolen weapon respawns with full basic load of ammo instead of captured quantity - Pathfinder airborne jump into enemy airfield: ... provides information about loyalty levels of nearby action battle areas ... reduces civilian loyalty levels in nearby action battle areas Mechanized Recon AT - Limited operation (distance from front line) in enemy territory - Only enemy Mech Recon ATs can detect presence of Pathfinders - Spotting mechanic only available for Partisans if Mech Recon participating in Action Battle - Friendly Planes only available to access the Partisan Action Battle if Mech Recon participating in Action Battle POW AT (SCT) Resources are deposited into the winning Factions stockpile as the POWs are captured and then moved farther back from the frontline. One-third of the resources go into the winning Faction's stockpile immediately upon winning the action battle. The defeated prisoners move to the nearest winning Faction Airfield Map. So the prisoners are moved away to safeguard them from conflict and to deter swift repatriation. Once enemy prisoners are staged at the Friendly Airfield, the prisoners become the responsibility of the cadre of Executive Officers (XOs) as a whole to transport even farther from the frontline using Ground Convoy ATs. Once the prisoners are moved from the Effort area of operation to the Front area of operation into the Front Area Prison Camp another third of the captured resources are deposited into the winning Faction's stockpile. The next move of the prisoners would be from the Front to the Rear Area XO for final safekeeping and the final third of the resources is deposited upon checking the prisoner into the Rear Area Prison Camp. Cargo Truck AT (XO) The Ground Convoys will move prisoners from the appropriate Airfield Map (Initial Effort Prisoner Holding Area) to a more secure Front intermediate Prison Camp and finally to the Rear Area Prison Camp. The Ground Convoys will have different progression unlocks and one of those unlocks will be to add a Guard AT to the Ground Convoy to guard the prisoners. The Guard AT will be purchased just like a normal Guard AT, but will not count against the Infantry stockpile or production pools. The Guard AT will be purchased, add capability to the Ground Convoy, and can not be detached from the Ground Convoy AT. The percentages in the brackets above are for the chance of successfully moving a Ground Convoy through a Town Map currently in a state of revolt. If the Action Battle maps on the Campaign Map are occupied and not in a state of revolt, then there is zero chance of the prisoners escaping as they are transported ever farther into the occupied territory. If the Town Map is in a state of revolt, then a one Guard AT attachment to the Ground Convoy will give the convoy a 30% chance of making it through the town without the prisoners breaking free. Two Guard ATs attached to the Ground Convoy and a 60% chance of passing through the town without issue. Three Guard ATs attached to the Ground Convoy and a 90% chance of passing through the town without issue. If the prisoners break free in a revolting town, they will join the Partisans as dismounted infantry without weapons. They would have to be protected by the Partisans or recaptured by the occupying forces. .
  8. NEW: Partizans ! (For Soviet Faction)

    The only way to purchase a special Partisan soldier unlock is for your faction to attain a Victory in a War, you contributed in a winning Action Battle in the same War, and you had at least one Assault Team (AT) participate in at least one winning action battle during the same war. This would be an exclusive feature to reward the dedicated fans. Partisan version of the Town, Mountain Town, Coastal Town, and Strategic Center maps with much more cover and concealment. Plowed fields, crops, orchards, irrigation ditches, silos, shacks, static carts, more bushes, etc to facilitate closer range contact between occupying soldiers and Partisans. Normal Action Battle is 18 vs 18. Standard Partisan 21 players vs Soldier 15 players. The ratio can change based on the 'Public Order' (Loyalty Level). Heavy unrest would put more Partisan players on the battlefield. Introducing an Action Battle Capture Option on the Campaign Map Introducing a 'Loyalty' Game Mechanic Partisan AT Level ONE: - Start with pitch fork - Double barrel Shotgun (two-shot reload) paid unlock Level TWO: - Unmoddable bolt action rifle - Enemy cargo truck paid unlock becomes available after any Partisan steals first enemy vehicle; if resources are available and unlocked Both Levels: - Pick-up weapon: ... Can become default spawn weapon, if selected, for subsequent spawns in the same action battle only. ... Maintenance costs only for the base weapon; mods selected by previous owner are cost free to the lucky Partisan ... Stolen weapon respawns with Partisan at the ammo level at the time of capture ... If friendly Pathfinders are present, the weapon captured by the Partisan has full ammo upon respawn Guerilla forces resisting an occupying force. - Only soldier type able to convert an enemy halftrack into their own mobile spawn platform. .
  9. How to Reduce Assault Teams (ATs) on the Frontline .
  10. Faction Runways, Require Landing for Re-arm, & Crater/Repair Runway Anti-Aircraft Soldier .
  11. Anti-Aircraft Soldier Faction Runways, Require Landing for Re-arm, & Crater/Repair Runway .
  12. NEW: Partizans ! (For Soviet Faction)

    Partisan, Pathfinder, & Mech Recon .
  13. H&G is not the only video game with problems balancing Ground vs Air gameplay. .
  14. There has been a lot of lead-up to getting this post put together... Drum-roll, please Enclosed in this initial post are a number of recommendations. Before we dig into recommendations, be sure to take a look at the developer’s discussions related to H&G aviation. Aviation topics - H&G developers (Right click and select 'Open in new tab') Here is an outline of many of the topics covered in this post. Training map Also covered in a separate thread: Pilot Training Map and Instructor Feature ... ability to test different aircraft ... practice landing and taking off ... practice attacking stationary and moving targets ... practice bombing enemy runways ... instructor feature ... singleplayer, co-op, multiplayer Faction Runways Also covered in a separate thread: Faction Runways, Require Landing for Re-arm, & Crater/Repair Runway ... aircraft spawn in hanger at faction airfield ... faction runways outside of playable area for ground troops ... aircraft have to land to repair and rearm ... enemy aircraft can bomb crater friendly runway ... pilots can operate tractor to repair runway Anti-aircraft as its own separate soldier type & resources for the Campaign map Also covered in a separate thread: Anti-Aircraft Soldier ... anti-aircraft stationary emplacement deployed by players rather than at fixed known locations ... anti-aircraft cargo trucks exclusive function to support the anti-aircraft character ... anti-aircraft cargo & gun truck resources separated from spawn vehicle resources ... anti-aircraft assault teams ... anti-aircraft assault teams seek to position and deploy at friendly airfields to destroy enemy aircraft flying by ... visual and audio cue for enemy aircraft flying nearby on the campaign map ... Putting bots to work Aircraft action battle maps Also covered in a separate thread: Aircraft Maps - Recommendation ... Bomb factory ... Sink ship ... Wreck train ... Attack Ground Convoy ... Destroy bridge ... Chance encounter with enemy aircraft over sea Dolittle Raid Just the historical event is covered in a different thread: The Doolittle Raid, April 1942 ... the aircraft raid ability would be available to each faction once every three days ... initiated by player who possesses soldier with rank 22 (highest rank) ... extended range of current attacking aircraft and able to conduct a strike deep into enemy territory by leap-frogging using the first of two airfields ... use glider unlock to transports motorized infantry (jeeps) ... paratroopers and fighters secure the first lodgment (airfield) ... if the first lodgment is successful, a second lodgment can be attempted with glider forces Narrative explaining the different concepts As part of a comprehensive H&G aviation update there should be a training map included to allow players to test different aircraft, practice landing and taking off, practice attacking stationary and moving targets, and practice bombing enemy runways. The pilot/aircraft singleplayer game-mode/map (perhaps, the Forward Airfield map) would be accessible to only one player and he practices against AI bots. Eighteen stationary infantry (not shooting) just standing in a field [Infantry marker], four tanks (not shooting) moving in a staggered column down a road back and forth [medium armor marker], two amphibious jeeps (not shooting) travelling through the river [duck], three jeeps (some ineffective machinegun fire from the jeep gunners) driving across an open field [motorized vehicle marker], an access point near the edge of the playable area that has a stationary anti-aircraft emplacement and two enemy anti-aircraft trucks with all three about 200 meters apart firing somewhat effective rounds at aircraft [Arc icon for anti-aircraft marker]. The marked engagement zone is the area in which the anti-aircraft will fire on aircraft (Initially, to be avoided by a novice pilot). There could also be two enemy aircraft (not shooting) flying along the left (West) edge of the map from top to bottom (from North to South) and a para-drop at an access point with the paratrooper de-spawning when the next transport plane is about to drop the next load of paratroopers (stationary and no shooting by AI bots). The co-op can use the same map as the singleplayer which would now only be accessible to two players. They can both fly different aircraft or together in the Tier 1 recon aircraft. The two players can be friends just practicing and having a good time or one could be the student and the other the instructor. Yet another supportive feature to the 2017 aircraft emphasis could be a formalized system where random players select their faction (or a non-faction option) and whether they want to be a student or an instructor. There could even be a rating system for the instructor to gain more students. The matchmaker for instruction would give weighted preference to instructors with higher ratings. For 'formal' piloting training, the student would pay, the instructor would receive a small payment, and the aircraft maintainers and hanger storage owner (Reto) would get a portion of the credits. The multiplayer would be up to six players joining through their friends list to practice on the same training map and the aircraft action maps (Bomb factory, Sink ship, Wreck train, Destroy bridge). Those new aircraft maps would initially only be offered in Stage mode. The AI bots (enemy aircraft & anti-aircraft emplacements and trucks) would be rather effective protecting the target. Aircraft losses for the multiplayer sessions would be at the same maintenance credit rate deduction as an Action Battle. With the introduction of the Pilot Training Map, the first three days can be free. This next block of pricing is suggested space holder for what could be implemented by the developers. - First 3 days free - 1,000 credits per hour for single player practice - 1,000 credits per hour for co-op (per player) - 5,000 credits per hour from the student for instruction (1,000 to the Instructor & 4,000 to the Aviation School) - 1,000 credits per hour multiplayer per player Create a H&G webpage highlighting... Top Ten Instructors ... by number of completed pilot training sessions ... by student rating of the instructor for completed training sessions As an added incentive: - Ten instructor sessions for distinctive uniform addition - One hundred instructor sessions for distinctive marking on aircraft New Requirement One hour of pilot training map time (combination of single, co-op, and multi) to unlock/purchase next aircraft to encourage use of pilot training. New Features - Instructor can use the rear seat of Tier one aircraft and look forward to teach successful operation of the aircraft - Instructor can control switching seats with student while in flight - Instructor can mark targets and landing zones - When the players spawn into the map, the instructor is standing at an elevated podium and the student is sitting on a wooden bench with three other sitting bots. ........... With introduction of so many aircraft to Heroes and Generals (H&G), there will need to be a tactical pause for ground forces from the constant aerial bombardments. And it just so happens, a lot of pilots and flight simulator flyers like to practice their take-offs and landings. Game balance, at a time when the scales of balance are about to be tilted, can be achieved with the implementation of the following concepts: When faction runways are incorporated into the maps, aircraft should spawn in a hanger. Adding the 'faction runways' would require an expansion of the Assault maps. The runways would be outside of playable area for ground troops. The aircraft would be required to land to repair and rearm at their 'faction runway'. Enemy aircraft can bomb friendly runway creating craters making it more difficult for friendly aircraft to take-off and land. Friendly pilots would have the option to operate a tractor to repair the runway. The positioning of the airfields would change based on the access points used by the different factions. A significant task for both teams would be to try and infiltrate aircraft with bombs to the enemy’s rear area to bomb their runway. If the runway cratering becomes serious enough, the whole friendly team would be in danger of not being able to repair their aircraft at the runway, replenish ammo, and launch new aircraft. The task of bombing the enemy runway will also divert some attention from the poor infantry on a control point or the tanks on a hill in overwatch. Each end of the runway has a repair/rearm pad protected by over head heavy-duty reinforced concrete. The aircraft would have to land and quickly taxi to a re-arming pad which would be in a covered position to protect it from enemy bombing runs. Every pilot on the team has the ability to operate the one heavy piece of equipment, the repair tractor, used to repair the runway. The runway repair tractor is housed in a hardened bomb-proof shelter and is driven from the shelter to the damaged area to conduct repairs. ........... Add new Anti-Aircraft (AA) resources with a new AA soldier type with the ability to emplace stationary gun positions, use existing AA trucks, and have its own separate AA Assault Teams (ATs). There could also be an alert for AA soldier owners that an AA-AT (Anti-Aircraft Assault Team) that enemy aircraft are passing by on the Campaign map encouraging them to man gun positions for a separate action battle match. I would like to recommend using the cargo truck, in addition to its current role on the battlefield, to support the anti-aircraft character. The anti-aircraft cargo truck & gun truck resources would be separate from other spawn vehicle resources. The cargo truck would be used and unlocked by a new AA-soldier type who would be to transport a large crate which could be dropped and then shoveled into a stationary anti-aircraft emplacement position. Adding a deployable stationary anti-aircraft emplacement would add depth to the game and could provide another reason for a shovel. One of the downfalls of the current known stationary anti-aircraft emplacement locations, is all the pilots eventually figure out where all the AA-sites are located and get really good at b_bing the known site without even having to think about it. A key counter to air dominance is AA positions in unexpected locations. With this suggestion, the pilot would first have to identify exactly where the AA site was located then attempt to engage. This provides the pilots with a more interesting target array and the anti-aircraft gunners more survival time and more time to engage hostile air threats. The cargo truck with deployable stationary anti-aircraft emplacement would be an earlier unlock for a new anti-aircraft soldier type than the mobile AA truck. An even later unlock could be some form of AA-armor with high rate of fire/higher damage to successfully engage faster moving aircraft. Integrating the new AA-soldier and assets into the Real Time Strategy (RTS) Campaign Map would mean having a separate anti-aircraft Assault Team (AT). The owner of the AA-AT would seek to move them to friendly airfields to destroy enemy aircraft flying by on the campaign map. The nodes marked in green on the campaign map would be avoided by owners of the enemy Fighter AT & Paratrooper AT and sought out by the owner of a friendly AA-AT to defend the airfields and engage passing enemy aircraft. There could even be a visual and audio cue for enemy aircraft flying nearby on the campaign map for AA-AT owners with an air-raid siren sounding off to alert them to join a action battle match. The role of manning the AA guns would not just be for a new soldier type, it would also be for AI bots. One of the important tasks for bots would be Anti-Aircraft duties. The bots/NPCs/AI (Non-Player Characters/Artificial Intelligence) would do the dirty, time-consuming jobs no one wants to do. The XO as part of the three-man leadership team (described in the link above) would prioritize tasks and directly control bot activities in the action battles and on the campaign map. The XO would have to decide how to best utilize the bots to support the Commander's fight to victory. The primary duties of the bots would be to provide logistic support, assist with transportation, defend control points, build protection and obstacles, and repair vehicles. A lot more detail on integrating bots into H&G in the following thread: Innovate! Bots do the Dirty Work!! ........... Aircraft action battle maps ... Bomb factory ... Sink ship ... Wreck train ... Attack Ground Convoy ... Destroy bridge ... Chance encounter with enemy aircraft over sea Have at least five new maps accessible to aircraft only: 1 - Attacking aircraft attempt to bomb factory while defending aircraft attempt to destroy attacking aircraft 2- Heavy cloud cover and haze obscure moving ship as attacking aircraft attempt to sink ship while defending aircraft attempt to destroy attacking aircraft 3 - Attacking aircraft attempt to destroy train which will periodically travel through tunnels while defending aircraft attempt to destroy attacking aircraft 4 - Attacking aircraft attempt to destroy ground vehicle convoy (cargo trucks operated by bots) while defending aircraft attempt to destroy attacking aircraft 5 - Attacking aircraft attempt to destroy bridge while defending aircraft attempt to destroy attacking aircraft The last map (over water) mentioned above in the first list would actually be the easiest to implement. Water and air with the planes spawning and rearming in the blue skies. Other variations to the concept could have two to four islands to orient the aviators and allow them to make an emergency landing to conduct repairs. Or, just make the whole surface area land with one big grass field. Two other variations of concept for the top five maps mentioned: A) Integrate the new anti-aircraft soldier type and AA bots into defending the factory, ship, train, convoy, and bridge. B) Design the map so both sides have an objective to defend and each has an objective to attack. e.g. Map 1: friendly factory & enemy factory (two factories); Map 2: friendly ship & enemy ship (two ships); Map 3: friendly train & enemy train (two trains); Map 4: friendly convoy & enemy convoy, Map 5: friendly bridge & enemy bridge I see the Air Maps on Staged Action Battles being for pilots and relieving the pressure on ground forces on the other Staged maps. The need for pilots to return to a Faction Runway to rearm and repair would also alleviate pressure on ground forces. Being able to damage the runway gives the enemy pilots another important target to attack, gives another concern for the runways to be defended to prevent runway being cratered, and allows the XO the important task of having a bot repair the runway (repair tractor unlock). As for Air Maps integrated on the Campaign Map, a successful bombing Action Battle reduces factory or ground convoy resources provided to the front lines. ........... A high ranking player (Rank 22), the Faction Scout (SCT) Leader, can unlock the ability to conduct a "Dolittle Raid" which enables a specially selected paratrooper and aircraft task force to make one leap frog incursion into enemy territory. The ability is only available once every three War-Days and would permit a deep strike paratrooper force to seize an enemy airfield. The cool down timer for the option to conduct another 'Dolittle Raid' would only be visible to Faction SCT Leaders of all three Factions. If the force is successful in seizing the first airfield, the task force can reload the aircraft and make one more push deeper into enemy territory. Upon seizing the second airfield, the task force can reload aircraft and depart, stay and fight to the death, or ground forces can make a push to an adjoining action battle node on the Campaign map. For the discussion related to the Dolittle Raid: Recommendations for Upcoming Aviation Updates [Consolidated] The Faction Scout SCT Leader in-charge, in coordination with the Faction Commander, would identify the first desired marshalling friendly airfield and targeted enemy airfield. The SCT Leader would then make the two sites visible for all faction paratrooper and aircraft AT owners to see on the Campaign map. If the first airfield seizure is successful, the 'Dolittle' task force gets the option to strike again for another airfield deeper in enemy territory. In addition, the task force is rewarded with gliders (unlocked) for use only in the second airfield attack. The gliders are used to transport motorized infantry (jeeps) and, perhaps, some light tanks. Once the first airfield attack is underway, all faction ground forces will be able to only see the ground marshalling area for their optional participation. Once the first airfield is seized by friendly forces, the SCT Leader who initiated the 'Dolittle' option would designate the second airfield for all faction paratrooper and aircraft AT owners to see on the Campaign map. Ground forces wanting to participate in the second airfield seizure will then be able to be staged and ready at the designated site (first airfield used to marshal the initial Task Force), will get the selectable option to participate, and would be teleported into the gliders at the recently seized airfield to be able to participate in the attack on the second enemy airfield. After seizing the second airfield, there would end up being two designated marshalling airfield that would act as a spring boards for the next phase of the operation for additional friendly forces to reinforce the effort. For more information on the SCT Leader and the Command Team: Multi-Echelon Command Teams Dolittle Raid (SCT) View: Standard Morale: Standard Break Contact/Exfil: If the action battle is won, the airfield is secure and friendly force can be flown back to friendly territory. If the action battle is lost, the forces surrender and all ground force resources are lost. Primary Function: Seize enemy airfields. Make a very deep incursion into enemy territory threating the soft underbelly of an opponent. Function Loss: None ........... Summary of Suggested Unlocks - Anti-Aircraft soldier type - Anti-Aircraft Assault Team - Anti-Aircraft cargo truck used to deploy and establish stationary AA-emplacement - Shovel not just as a melee weapon, but as a tool to construct AA-emplacement - Runway repair tractor - Dolittle Raid - Gliders able to transport jeeps If you were able to power through this whole post, thanks... Faction Runways, Require Landing for Re-arm, & Crater/Repair Runway Pilot Training Map and Instructor Feature Anti-Aircraft Soldier Aircraft Maps - Recommendation <Pilot and Infantry Coordination> - authored by @ninkanoob Innovate! Bots do the Dirty Work!! The Doolittle Raid, April 1942 H&G Devstreams - Aviation topics. .
  15. Pilot Training Map and Instructor Feature

    It would be great to see some pilot training features implemented. .
  16. As part of a comprehensive H&G aviation update there should be a training map included to allow players to test different aircraft, practice landing and taking off, practice attacking stationary and moving targets, and practice bombing enemy runways (the last concept will be covered in another thread). There would be no adverse affect on a Player's K/D ratio meaning deaths and aircraft losses do not count against your Player Stats. The pilot/aircraft singleplayer game-mode/map (perhaps, the Forward Airfield map) would be accessible to only one player and he practices against AI bots. Eighteen stationary infantry (not shooting) just standing in a field [Infantry marker], four tanks (not shooting) moving in a staggered column down a road back and forth [medium armor marker], two amphibious jeeps (not shooting) travelling through the river [duck], three jeeps (some ineffective machinegun fire from the jeep gunners) driving across an open field [motorized vehicle marker], an access point near the edge of the playable area that has a stationary anti-aircraft emplacement and two enemy anti-aircraft trucks with all three about 200 meters apart firing somewhat effective rounds at aircraft [Arc icon for anti-aircraft marker]. The marked engagement zone is the area in which the anti-aircraft will fire on aircraft (Initially, to be avoided by a novice pilot). There could also be two enemy aircraft (not shooting) flying along the left (West) edge of the map from top to bottom (from North to South) and a para-drop at an access point with the paratrooper de-spawning when the next transport plane is about to drop the next load of paratroopers (no shooting by AI bots). The co-op can use the same map as the singleplayer which would now only be accessible to two players. They can both fly different aircraft or together in the Tier 1 recon aircraft. The two players can be friends just practicing and having a good time or one could be the student and the other the instructor. Yet another supportive feature to the 2017 aircraft emphasis could be a formalized system where random players select their faction (or a non-faction option) and whether they want to be a student or an instructor. There could even be a rating system for the instructor to gain more students. The matchmaker for instruction would give weighted preference to instructors with higher ratings. For 'formal' piloting training, the student would pay, the instructor would receive a small payment, and the aircraft maintainers and hanger storage owner (Reto) would get a portion of the credits. The multiplayer would be up to six players joining through their friends list to practice on the same training map and the aircraft action maps (Bomb factory, Sink ship, Wreck train, Destroy bridge). Those new aircraft maps would initially only be offered in Stage mode. The AI bots (enemy aircraft & anti-aircraft emplacements and trucks) would be rather effective protecting the target. Aircraft losses for the multiplayer sessions would be at the same maintenance credit rate deduction as an Action Battle. With the introduction of the Pilot Training Map, the first three days can be free. This next block of pricing is suggested space holder for what could be implemented by the developers. - First 3 days free - 1,000 credits per hour for single player practice - 1,000 credits per hour for co-op (per player) - 5,000 credits per hour from the student for instruction (1,000 to the Instructor & 4,000 to the Aviation School) - 1,000 credits per hour multiplayer per player Create a H&G webpage highlighting... Top Ten Instructors ... by number of completed pilot training sessions ... by student rating of the instructor for completed training sessions As an added incentive: - Ten instructor sessions for distinctive uniform addition - One hundred instructor sessions for distinctive marking on aircraft New Requirement One hour of pilot training map time (combination of single, co-op, and multi) to unlock/purchase next aircraft to encourage use of pilot training. New Features - Instructor can use the rear seat of Tier one aircraft and look forward to teach successful operation of the aircraft - Instructor can control switching seats with student while in flight - Instructor can mark targets and landing zones - When the players spawn into the map, the instructor is standing at an elevated podium and the student is sitting on a wooden bench with three other sitting bots. For additional Aviation Concepts, please view: Recommendations for Upcoming Aviation Updates [Consolidated] Faction Runways, Require Landing for Re-arm, & Crater/Repair Runway Pilot Training Map and Instructor Feature Anti-Aircraft Soldier Aircraft Maps - Recommendation <Pilot and Infantry Coordination> - authored by @ninkanoob The Doolittle Raid, April 1942 H&G Devstreams - Aviation topics. @Reto.Christiano The suggestions above could assist in aircraft familiarization and get our pilots working together better. @Reto.Hades Apologies for over working you here lately. I have a lot of concepts that have the potential to really improve the online experience. I would appreciate it if you would give this one a good look through. .
  17. Carving out Market Share

    What features from other World War II games should be included in H&G? Three games are cover in the following video. .
  18. ** Do not notify us of your imminent departure or make some other negative reply. This is intended to assist in preparing the Developers/Community. ** Reto has an enormous opportunity to take advantage of a multi-million dollar marketing campaign being paid for by multiple other video game companies. World War II (WWII) is going to be a big fad for at least a year. There is a tidal wave of competition barreling in our direction. What is and will be done to prepare for success? At this point, time is short. Here is a breakdown of the Competition: Game (release) Hell Let Loose (MAR 2018) Post Scriptum (Early 2018) Fog of War (FEB 2017) Early Access Call of Duty: WWII (NOV 2017) Battlefield V (OCT 2018) World War III (Fall 2018) Battalion 1944 (?) Early Access Day of Infamy (MAR 2017) Enlisted (?) Raid: World War II (26 SEP 2017) Red Orchestra 2 (SEP 2011) [Going to fade with the Vietnam themed release] War Thunder (DEC 2016) Days of War (JAN 2017) I have watched videos related to most of these games or have played them. In my opinion, the three most similar to H&G gameplay are Hell Let Loose, Post Scriptum, and Fog of War. Now is the time for bold, aggressive action. Call of Duty: WWII is the biggest World War II release for 2017. When will it release? 3 NOV 2017. That is the milestone to plan around. The gaming hordes will be eager to play the next release and the money will be burning a hole in their pockets. Some gamers will be saying to themselves, "Why not try this free game? It may tide me over until I get my next fix." Battlefield V will be the biggest World War II release for 2018. It will be released on 19 OCT 2018. Opportunities continue to be present for greater market share for H&G. Question: How do we get the attention of the masses? Answer: Show them features they are guaranteed to not get anywhere else. What features are unique to H&G? Here is my short list: - Campaign Map - Paratrooper soldier type - Amphibious jeeps World War III video game will have factions fighting for supremacy on a Strategic War map. (this was added in more recent times) Lots of Maps are needed: Prioritizing Map Development If there is a new influx of gamers, they will appreciate training map/s where they can try out features unlocked later in the game. If some of the following suggested features were developed in-game, more unique, desirable features would be present providing gamers a deep and rewarding gaming experience. Most of the gamers will flee the AAA games about 8 months after release. Where will they go? @Reto.KenSolo Your team should be bold & audacious to seize & retain market share. Operation Glasnost is underway, Reto needs to acknowledge problems, and take action to fix issues. Your product has tremendous potential and the incredible interest in the WWII genre is an opportunity to attain a significant number of new fans. I also believe there is work to be done to lure old fans back to the H&G Community. Similar threads: Marketing: Sale Ideas authored by @RadicalEdward2 Players Name Your Top 3 Most Memorable WWII Events (Marketing Opportunity) To The Community: Suck it up, Buttercup! To The Community: Change Your Approach Retaining & Bringing Back Great Customers Listen, Acknowledge, Offer Solutions, Give Credit, Openly Track, & Satisfactorily Resolve Issues Honoring Clan Attributes: A Stronger Community with Costumer Retention Configuring the New DevStream Twitch Room .
  19. The Battle of the Bulge or Unternehmen Wacht am Rhein ("Operation Watch on the Rhine") was the last major German offensive campaign on the Western Front during World War II. The offensive was through the dense Ardennes Forest in eastern Belgium. The surprise attack was launched against American forces in an effort to reach Antwerp, Belgium dividing Allied forces to pressure them to negotiate for peace. The Germans took advantage of heavily overcast weather conditions that grounded the Allied air power. Falling short of reaching Antwerp, German units withdrew to defend the Siegfried Line on the German border. Initial Attack Germans 406,000 men 1,200 armor and assault guns 2,600 artillery and anti-tank guns Americans 229,000 men 1,100 armor and assault guns 1,000 artillery and anti-tank guns These last three videos are longer in duration, but worth the time. You get to hear some very good detail of the fighting from the veterans of the battle. Very candid. One American officer talks about being put on the front of a vehicle with a weapon pointed at his head while he is paraded around the German troops as a war trophy. .
  20. Is Reto dead?

    High Quality H&G Beer Steins .
  21. Is Reto dead?

    You have to admit the timing could have been better. The World War II competition placed its arsenal onto the battlefield... Here is a breakdown of the Competition: Game (release) Hell Let Loose (MAR 2018) Post Scriptum (Early 2018) Fog of War (FEB 2017) Call of Duty: WWII (NOV 2017) Battlefield V (OCT 2018) World War III (Fall 2018) Battalion 1944 (?) Day of Infamy (MAR 2017) Enlisted (?) Raid: World War II (26 SEP 2017) Red Orchestra 2 (SEP 2011) War Thunder (DEC 2016) Days of War (JAN 2017) And, the response by the Heroes and Generals development team? Prepare for Battle!?! No, Barricade the gates and work on the back end. Throughout the marketing sprees of the many companies listed above. During the word-of-mouth and adventure of WWII fighting, there could have been some efforts to lure gamers to H&G. Folks want to be proud of their affiliation with H&G. Community members want to talk to their friends about their H&G gaming experiences. Customers want to know that they have invested in a winning team. More could have been done to make a decent showing. Carving out Market Share written on 26 MAY 2017 - over a year ago .
  22. List of supporting threads: sfscriv Collection of Goodness Here is an Executive Summary: (Short Version) Original post below ----------------------- ++++++++++++++++++++++++++++ ----------------------- Original post below It's time to put our experienced veterans and their high ranked soldiers to work. Integrating organization into the game brings random players into the war effort as part of the team. Let's include all random individuals in each faction's collective actions to Win the War. With many years of military and military gaming experience, allow me to explain how we could integrate leadership positions into Heroes and Generals (H&G). Military organizations became more specialized as military technology evolved. Question: "How can One-Man influence 500 soldiers, a Battalion, to conduct a series of complex tasks under less than ideal conditions with little time?" The Answer: A military staff was formed as an extension of the commander. Each staff section has a unique function in order to more effectively conduct combat operations. Also, special-purpose elements provide direct support to the infantry battalion's maneuver units. In the image above, I am introducing the organization of a real military infantry battalion to the readers and then offering a slimmed down version for integration into H&G. Infantry Battalion: The commander is overall responsible for conducting military operations with the authorities to decide on the use of men, weapons, and equipment. At the battalion level, the military staff is comprised an S1-Personnel, S2-Intelligence, S3-Operations, S4-Logistics. When the battalion is deployed, the commander is located at the Tactical Operations Center (TOC) with the S2 and S3 planning and synchronizing operations. The S1 and S4 are located in the Combat Trains with the Battalion Aid Station (BAS). The legend below explains the terminology used in this presentation. Within the Headquarters Headquarters Company (HHC), are the staff sections and specialty platoons (SCT-Scout, AT-Anti-Tank, MTR-Mortar, SPT-Support). The specialty platoons provide the battalion commander and the line companies with organic specialized support. From outside the battalion, a FO-Forward Observer and TACP-Tactical Air Control Party are assigned to the battalion to provide Artillery and Close Air Support (CAS). Within the battalion, there are a lot of small elements providing communications, transportation, and number of other services. The Scout Platoon is deployed forward with direction from the S2, the three line companies are the main fighting force of the battalion, and the HHC provides support positioned to the rear of the main fighting forces. The abbreviations, acronyms, and a description of the terminology used in these images are explained in the LEGEND. Now, we begin to integrate aspects of the Infantry Battalion Function into H&G: Some of the symbols above should look familiar and others were created by me for H&G development consideration. The Scout Leader (SCT) is on the left. The duck icon is not official; can't take this stuff too seriously. The Pathfinder and Recon Plane fall under the Scout Leader. Scout Asset View Distance & Special Abilities Under the Commander (CDR) in the center column, the Anti-Tank icon is possible soldier type addition along with the medic in the right column. They are both 'Possible,' but not necessarily 'Recommended' as they would not have there own dedicated vehicles or Assault Teams (ATs). The Executive Officer (XO) has the aircraft with the exception of the recon planes and would also guide Anti-Aircraft (AA) soldiers, AA vehicles, and AA Assault Teams. The Cargo Trucks will provide needed logistical support to the front lines. Artificial Intelligence (AI) bots will be controlled by the XO described in this thread: Innovate! Bots do the Dirty Work!! Here are the boiled down specialized functions that would be provided by a military staff for integration in H&G. The S1-Personnel section is not present as the spawn of available resources covers that function. The Commander steps into the position of the S3-Operations to guide maneuver forces. The role of conducting surveillance and counter-surveillance will be lead by the Scout Leader with the assets needed to conduct those types of missions needed by an S2-Intelligence section. The Executive Officer (XO) will take on the role as the chief logistician (S4-Logistics) to guide support forces to push needed supplies to the front lines. The Commander will coordinate with the XO for aircraft support, Anti-Aircraft support, and transportation. There could be Command Teams (CMD TMs) at different echelons of each Faction guiding activities across the whole Campaign Map: There has been an new Cargo Truck Assault Team added to the first image above this text depicting the Cargo Trucks that would be owned & controlled by XOs and operated by bots in this thread: Recommendation for Cargo Truck function change for action battles The bots/NPCs/AI (Non-Player Characters/Artificial Intelligence) would do the dirty, time-consuming jobs no one wants to do. The XO as part of the three-man leadership team would prioritize tasks and directly control bot activities in the action battles and on the campaign map. The XO would have to decide how to best utilize the bots to support the Commander's fight to victory. Innovate! Bots do the Dirty Work!! The primary duties of the bots would be to provide logistic support, assist with transportation, defend control points, build protection and obstacles, and repair vehicles. Ground Convoy The concept of Prisoners of War (POWs) and POW Camps would also be a series of tasks for the XOs and would be the mission of the Ground Convoy ATs to move the POWs from the frontlines (Airfield Map) to the Rear Area. POW AT (SCT) This next image depicts the recommended Command Team Leaders (Commander, Scout, & Executive Officer) and their responsibilities: Here is the Faction organization for the separate Command Teams guiding their soldiers to Victory on the Campaign Map: Depicted above are three 'Fronts' per Faction and three 'Efforts' per Front. For example, the German Faction would have a Western, Northern, and Eastern Fronts each of those fronts would have three Efforts with each having leaders orchestrating the friendly force activities within their area of operation. Leaders by Layer: - Faction: Command Team - One team of three leaders to guide their Faction to Victory - Rear Area XOs - One behind each Front amounting to three personnel - Front: Command Team - One team of three leaders embedded into each of the three Fronts - Effort: Command Team - One team of three leaders embedded into each of the nine Efforts - Assault: Command Team - One team of three leaders per 'Assault' action battle - Skirmish: Platoon Leader - One per 'Skirmish' action battle - Encounter: Squad Leaders - Dependent on action battle population and server network population 3 - Faction 3 - Rear Area XOs 9 - Front 27 - Effort 42 - Campaign map leaders per Faction Total (13 Command Teams) Not including the leaders in the Action Battles, there are 42 designated leaders per Faction with three current Factions. That's 126 Leaders synchronizing and de-conflicting efforts. Here is the suggested hierarchy in a different format: Down the left hand side are the operational areas and down the right hand side are the corresponding units associated with the areas of operation. CMD TM - Command Team PL - Platoon Leader SL - Squad Leader TBD - To Be Determined (Dependent on server network population) Unlocking Leadership Positions: PL - Platoon Leader Assault - Assault map Command Team E - Effort Command Team F1 - Front Command Team F2 - Faction Command Team The Platoon Leader would be one player for each faction in the action battle guiding and coordinating with the squad leaders to assist the whole team in functioning more effectively to win the match. Placing the Platoon Leader at rank 13 rather than 12 encourages new purchased level 12 players to grind for rank 13 to unlock the platoon leader role and gives the player base a more experienced leader. The same model would be used for the Assault map Command Team leaders. Leader Ranks for map & echelon level: - Encounter: Squad Leaders rank 6 and above - Skirmish: Platoon Leader rank 13 and above - Assault: Command Team rank 16 & 17 - Effort: Command Team rank 19 & 20 - Front: Command Team rank 21 and above (also Rear Area XOs) - Faction: Command Team rank 22 The image below depicts the current action battle maps available for H&G. The overlaid PL and CMD TM images are a proposed first phase to conduct a proof of concept discussed in greater detail in the link below. Coordinating team activities relies on communication: Progression Approach to Attain VoIP Communications with Phased Integration Communication Topics: Tips of Communicating Effectively <Pilot and Infantry Coordination> - authored by @ninkanoob An Online Gaming Communication Article Supporting TEAMPLAY Concepts: Innovate! Bots do the Dirty Work!! Specialized Function - Assault Teams Anti-Aircraft Soldier Recommendation for Cargo Truck function change for action battles Existing Markers - A Better Understanding of the Threat Should there be Fire Teams within the H&G Squad? TEAMPLAY topics - H&G developers Campaign Map concepts: RTS Enhancement/Overhaul - Capture Options & Partisans authored by @ghostdoggo Partisan, Pathfinder, & Mech Recon Forecasted Resource Management (H&G Developer Concept) Specialized Function - Assault Teams Enhanced Battlelines Campaign Map Distance Analysis - Recommendation Campaign Map (RTS & War) topics - H&G developers Multi-Echelon Command Teams .
  23. Is Reto dead?

    1) Prioritizing Map Development 2) Token Plus - Seasons, Illumination, Weather, Terrain, Uniforms 3) Which Assault Teams (ATs) would you like to add? & Specialized Function - Assault Teams 4) RTS/Campaign Map/Strategic War Improvements A) Carving out Market Share B) Feedback on Operation Glasnost (Reto Transparency) .