WW2 Dynamic Ostfront Era Idea

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Sagez
Posts: 124
Joined: December 23rd, 2010, 8:19 pm
Location: Poland
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WW2 Dynamic Ostfront Era Idea

Post by Sagez »

Hi,

I'll make this quick. I'm a guy who is partially responsible for EEaW and it's odd (yet brilliant!) balance (when compared to default). This is an old idea which will probably never come into fruition, but I wanted to share it with you and discuss it.


Story:

Two giant, angry, mustachioed men fight over some stuff (shiny gold and sweaty means of production) and importunt ideolololgy and you have to stop them to enforce sweet World Peace because you're the Good Guy! (tm)
Just kidding!
Heh, it's Nazis vs Soviets! And it's the biggest war until the next one...

Requirements:

Special map made by pr0grammers!

Goals:
1. Dynamic and changing unit rosters (some units become obsolete, new units become available on turns 5, 10, 15 and 20)
2. Dynamic weather and changing seasons (meaning that map changes drastically - autumn turn dirt into mud, winter turns mud into black ice - season lasts 4 or 5 turns). Ice and snow can halt an offensive!
3. Not too many units on the battlefield, it doesn't work in Wesnoth. War is costly. Infantry should approximately cost 20, tanks and arty 30-40, planes cost 50 and more! Would you prefer like 3 infantry units or one powerful jet?
4. Artillery, tanks and planes represent single units (one tank, one plane etc) infantry units have way more HP because they represent entire battalions and they have *swarm* ability - if HP is severely depleted such unit becomes ineffective and must be withdrawn to heal. Battered units will also move faster, making retreat easier in order to fight another day. You have to preserve units as long as you can.
5. Units can level up really fast, they need from 8 to 15 exp to advance. They won't advance into another unit, there are alternative AMLAs. Infantry unit gains rank? Good, you can: 1. make them faster 2. overstrenght them (+20% hp) 3. buy them camo 4. buy weapons upgrade 5. other
Over time everything will stack so late game units will be powerful and elite, panzer general 2 style.
6. Planes will be fun, because they will be very rare and if their fuel will run out, they'll simply fall down and explode. You'll have to regularly return to designated tiles to refill them and keep flying.
7. Artillery is best at killing infantry, tanks are versatile but will lose vs infantry 1 vs 1, planes are highly specialized (bombers will easily destroy arty and tanks).
8. Some kind of gold and reinforcements mechanics to make sure that losing player has a second chance. The most controversial point, I know.


Seriously, if you have critique or have something to add, it would be nice. There are several modern and ww2 eras out there, but their mechanics are conservative and aren't adding much in comparison to default wesnoth.
Eastern Europe at War Co-Creator viewtopic.php?f=19&t=34418
"Neptune has finally wed Venus - even Gods can't screw around forever." L-F Céline
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matto
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Re: WW2 Dynamic Ostfront Era Idea

Post by matto »

What was briliant about EEaW balance?
Sagez
Posts: 124
Joined: December 23rd, 2010, 8:19 pm
Location: Poland
Contact:

Re: WW2 Dynamic Ostfront Era Idea

Post by Sagez »

Everything, man, everything.
Eastern Europe at War Co-Creator viewtopic.php?f=19&t=34418
"Neptune has finally wed Venus - even Gods can't screw around forever." L-F Céline
Shiki
Developer
Posts: 348
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Re: WW2 Dynamic Ostfront Era Idea

Post by Shiki »

For realizing it:
1. Events on turns 5, 10, 15 and 20
2. There's a mod for it, https://r.wesnoth.org/t51067
3. Balancing …
4. Balancing + some event which gives extra MP.
5. AMLAs are fun and easy
6. Fuel mechanics … duh. Needs to write a Candidate Action or MicroAI in Lua, otherwise the AI will just let them explode.
7. Balancing, the worst part.
One problem which I remember form one of the modern eras: Planes had only one attack with a separate range, the idea being that ground troops can't retaliate. However, that also meant that planes could not retaliate either, so the AI used all the infantry against it which did deal 1 damage per attack.
One can add attacks which can only be used on defense or offense. Or use the types instead of ranges mechanic.
Try out the dark board theme.
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