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Scrub

Next-Gen CTI

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EDIT: Batukhan was a bad bad boy and didn't read the earlier posts in the thread, making a useless post.

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--------General Gameplay-----------------------------------------------------

1 :Massive Warfare, Large coordinated battles

1 :Unscripted, non-linear play.

-1 :Resistance in towns.

1 :Improved command and movement (A La 'CE2' ).

1 :Indirect fire support (Artillery).

1 :Improved AI Cooperation.

-1 :Punish defensive army / reward aggressive army (thru wealth, points, time, Etc.).

1 :Needing to have several units in zone to call it 'secured' and gain benefit from it.

0 :Being able to reinforce a newly secured area (with AI and fortifications).

0 :Needing to have at least one supply convoy enter a held town to own it, and have benefits.

1 :Strategic interface for Commander (improved SI for commander?)

0 :Having to go thru the BUILDING of mission specific areas and structures (AI spending time digging and building)

-1 :Being able to convert native resistance to your cause (they become your AI)

0 :Voting on playing modes (like: 'full/partial/no logistics', or 'support personnel on/off', Etc.)

1 :No 'Command Vehicle', But players with authority to order things built.

-1 :Functional Native Assets,(FN-A) I.E. Radar tower (Monitor airspace), communications(Troop movements/Satalite views)

-1 :Each zone has a specific bonus (or several). I.E. one might boost troops, one might be a factory for more vehicles.

0 :Mobile spawn points (moved by commander/medic etc.).

0 :Linear capture of towns / zones.

-1 :Balanced gameplay. (weapons/vehicles equal power, both sides)

1 :Free gameplay (read: not balancing).

1 :Map updates every so often showing the known frontlines.

-1 :Two (at least) pre-existing industrial countries with their own infrastructure and manufacturing capabilities going to war (fixed starting point CTI?)

-1 :Game has many ragged factions vying for control of island.

1 :Continuous gameplay (utilizing JIP).

1 :Ability to save game and continue later.

0 :Native (Insert name here) units attack East troops.

0 :Different Native (insert name here) units attack West troops.

0 :Dynamic mission system (suggests missions? Not sure what this could be).

0 :Native AI can build up forces once attacked.

--------Units / Unit Alterations---------------------------------------------

-1 :Propaganda vehicles (or delivery) to sway neutral territories.

0 :Combat Engineers (a purchased resource) for building bridges and other structures.

-1 :Accelerated fuel usage in some/all vehicles.

1 :Predefined roles (I.E. limited slots for type of duties).

1 :Vehicle ROF set as close as possible to RL levels. (limits blind tab-fire-tab situations)

1 :Vehicle target acquisition times set as close as possible to RL. (limits blind tab-fire-tab situations)

--------Player / AI Related -------------------------------------------------

1 :Players able to be in support role.

1 :AI able to be in support role.

0 :ONLY AI does support roles

-1 :Players good performance brings notoriety and a bounty on their heads.

0 :Ability to surrender and be a POW (need an incentive to not just kill?).

1 :Better reporting ability for troop movements (for a scout/AI)

0 :Commander can allocate (limited?) priority points to areas that will cause free AI units under command to move in and reinforce.

--------Economics / Management-----------------------------------------------

0 :Buying specific Equipment and Troops. (either with money or points)

-1 :'Money' in general.

0 :'Resource' points in general.

1 :'Getting what you get' from supply.

1 :Resource Points slowly add over time.

0 :Resource points accumulate at random intervals.

0 :Resource points accumulate with random amounts.

1 :Limited pool for weapons/equipment.

1 :Limited pool for troops.

0 :Rewarding the difference between 'beach head'(nothing really secured) and established territories with airports/harbors.

0 :Limited supply vehicles to bring material into the game zone (if all destroyed, need to scavenge - no more transports)

0 :Having a Second Commander to assist in organization.

1 :Ability to authorize many different players use of the control interface (assign players to supply, control a region, etc.)

--------Infrastructure / Support / Resupply Details--------------------------

0 :Commander designates supply drops (when & or location).

0 :Commander designates supply routes (distribution).

0 :Using resources outside your immediate command (I.E. calling unscheduled C-130 supply drops) cost - using owned vehicles for Dist. doesn't.

1 :Use realistic quantities for supply drops (I.E. Not having four T-90's delivered in an AN-72).

0 :Using Transport ships at controlled harbors.

0 :Ammo dumps / Supply stations that hold delivered equipment-and are the start and destination for a supply convoys distribution.

1 :Refueling personnel (AI and/or PLayer).

1 :Repair personnel (AI and/or Player.. Crewchief?) can be killed to hinder efficiency.

1 :Medical personnel (AI and/or Player) can be killed to hinder efficiency.

1 :Medical Evac (Helo or ambulance).

1 :MASH Units (with personnel).

0 :Detailed Logistics in general.

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My Ideas.

- Battle Management System or a Strategic interface for Commander - you can set WPs to another groups. You click in a symbol to mark a group and give orders. A player can be a Master Commander.

- Artilharia and CAS. You will buy like Support Pack (available in Edditing center). The support only spawn and are not present for so long.

- buy delivery: truck, chopper, para-drop (C-130). They will spawn like Support Pack.

- Join Group/transfer troops. You call reinforcement. You cant tell the troops to join your troops. Command Engine have this option.

- jump to battle. You are looking the map or BMS waiting the groups to contact the enemy. Than you choose to command that group in first person (or command like a RTS).

- A Dynamic AI Creator. AI only spawn when enemy are in contact.

- Join game.

- Safe zone optional. The enemy cannot attack your base. The game are concentrated in take cities.

- set multiple WP to groups. A chopper will not overfly the enemy.

- UAV to make recce missions. You set WP and watch the videos.

- Limited troops number like 8-12 groups or 6-12 troop´s groups. You buy reinforcement/groups and vehicles. You can choose what control with "jump to battle". Another option is upgrade (regular => rangers => deltas ) and buy artillary.

- A groups of very small islands with a big map (100x100km) to command ships and make landings = Conquer the islands. This will be a naval battle.

- Unit replacemente editor. You can choose what troops or addons to use and. The player will choose wath config they wants.

- Limited objectives like control a groups of towns to play fast games, or a Epectro's battlefronts ideas.

- Play in Resistence side.

G-LOC

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Yeah, not sure if this has been mentioned, but does everyone have to play on one side in these games? Can some of us not go to the East side? If it is East v West, that is... biggrin_o.gif

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0 :Massive Warfare, Large coordinated battles

0 :Unscripted, non-linear play.

1 :Resistance in towns.

0 :Improved command and movement (A La 'CE2' ).

1 :Indirect fire support (Artillery).

0 :Improved AI Cooperation.

-1 :Punish defensive army / reward aggressive army (thru wealth, points, time, Etc.).

-1 :Needing to have several units in zone to call it 'secured' and gain benefit from it.

1 :Being able to reinforce a newly secured area (with AI and fortifications).

-1 :Needing to have at least one supply convoy enter a held town to own it, and have benefits.

0 :Strategic interface for Commander (improved SI for commander?)

1 :Having to go thru the BUILDING of mission specific areas and structures (AI spending time digging and building)

0 :Being able to convert native resistance to your cause (they become your AI)

0 :Voting on playing modes (like: 'full/partial/no logistics', or 'support personnel on/off', Etc.)

1 :No 'Command Vehicle', But players with authority to order things built.

1 :Functional Native Assets,(FN-A) I.E. Radar tower (Monitor airspace), communications(Troop movements/Satalite views)

-1 :Each zone has a specific bonus (or several). I.E. one might boost troops, one might be a factory for more vehicles.

-1 :Mobile spawn points (moved by commander/medic etc.).

0 :Linear capture of towns / zones.

X :Balanced gameplay. (weapons/vehicles equal power, both sides)

1 :Free gameplay (read: not balancing).

0 :Map updates every so often showing the known frontlines.

1 :Two (at least) pre-existing industrial countries with their own infrastructure and manufacturing capabilities going to war (fixed starting point CTI?)

1 :Game has many ragged factions vying for control of island.

1 :Continuous gameplay (utilizing JIP).

1 :Ability to save game and continue later.

1 :Native (Insert name here) units attack East troops.

1 :Different Native (insert name here) units attack West troops.

1 :Dynamic mission system (suggests missions? Not sure what this could be).

0 :Native AI can build up forces once attacked.

--------Units / Unit Alterations---------------------------------------------

0 :Propaganda vehicles (or delivery) to sway neutral territories.

0 :Combat Engineers (a purchased resource) for building bridges and other structures.

0 :Accelerated fuel usage in some/all vehicles.

-1 :Predefined roles (I.E. limited slots for type of duties).

0 :Vehicle ROF set as close as possible to RL levels. (limits blind tab-fire-tab situations)

0 :Vehicle target acquisition times set as close as possible to RL. (limits blind tab-fire-tab situations)

--------Player / AI Related -------------------------------------------------

0 :Players able to be in support role.

0 :AI able to be in support role.

0 :ONLY AI does support roles

1 :Players good performance brings notoriety and a bounty on their heads.

0 :Ability to surrender and be a POW (need an incentive to not just kill?).

0 :Better reporting ability for troop movements (for a scout/AI)

0 :Commander can allocate (limited?) priority points to areas that will cause free AI units under command to move in and reinforce.

--------Economics / Management-----------------------------------------------

1 :Buying specific Equipment and Troops. (either with money or points)

1 :'Money' in general.

-1 :'Resource' points in general.

1 :'Getting what you get' from supply.

-1 :Resource Points slowly add over time.

-1 :Resource points accumulate at random intervals.

-1 :Resource points accumulate with random amounts.

0 :Limited pool for weapons/equipment.

0 :Limited pool for troops.

0 :Rewarding the difference between 'beach head'(nothing really secured) and established territories with airports/harbors.

0 :Limited supply vehicles to bring material into the game zone (if all destroyed, need to scavenge - no more transports)

-1 :Having a Second Commander to assist in organization.

0 :Ability to authorize many different players use of the control interface (assign players to supply, control a region, etc.)

--------Infrastructure / Support / Resupply Details--------------------------

0 :Commander designates supply drops (when & or location).

0 :Commander designates supply routes (distribution).

0 :Using resources outside your immediate command (I.E. calling unscheduled C-130 supply drops) cost - using owned vehicles for Dist. doesn't.

0 :Use realistic quantities for supply drops (I.E. Not having four T-90's delivered in an AN-72).

0 :Using Transport ships at controlled harbors.

0 :Ammo dumps / Supply stations that hold delivered equipment-and are the start and destination for a supply convoys distribution.

0 :Refueling personnel (AI and/or PLayer).

0 :Repair personnel (AI and/or Player.. Crewchief?) can be killed to hinder efficiency.

0 :Medical personnel (AI and/or Player) can be killed to hinder efficiency.

0 :Medical Evac (Helo or ambulance).

0 :MASH Units (with personnel).

0 :Detailed Logistics in general.

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With this revelation about this 'Only 1 Commander Who Is Not In Game' thing, will the CTI boys be able to edit it so that it is possible for there to be a commander who can move around in game?

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