FH2 stalingrad ideas -1 reply

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Spencer the Great

Posts are always rough drafts

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29th May 2005

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#1 10 years ago

Now many of us have seen enemy at the gates where the 1st Brigade of the 347th Glorious People's Revolutionary Cannon Fodder Division, part of the larger 5th Penal Shock Army are sent as the first wave across the Volga only to be cut down by German mg emplacements. (not to worry though, cause the NKVD has got your back ;) ) Anyways the hero of the movie doesn't have a rifle, all he has is ammo, and he is forced to run across the "killzone" without any capability for returning fire. Only after searching his dead comrades does he acquire a rifle.

For me FH1 Stalingrad was a difficult map as Germany, for various reasons, including the Russian artillery flag rape, moving on..... using the old FH1 map just for example. I propose that the Russians be unarmed until they reach the top of grid square F4. That way they can't rifle whore the German mgs from the docks, and the mgs will be much more useful. I also think this will force teamwork for the Russians as they will have to attack in massive waves to overcome the defenders.

Or the Russians could have a max time limit to spend on the docks after spawning (to discourage rifle camping) lets say 3 seconds, after which if you haven't moved you will be executed by a commissar for cowardice. (idea- the docks could an "island" of "out of bounds territory" and the time limit could be reduced from 15 seconds to 3 or so. :naughty: stalingrad_minimap.jpg




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#2 10 years ago

sounds really good! love that the russians will have to cooperate to storm in a massive wave. the idea can probably be polished a bit when the time comes, but I would really enjoy this. imagine manning a german machine gun and slaughter many russians, until you are finally overrun due to the cheer amount of russians.

Well, completely unarmed may be to exaggerate. but what if there either is a couple of pick-up kits with a rifle, so a few people get rifles while the others don't, and those with the rifles can try to keep the machineguns down while they advance themselves. or everyone gets a rifle but with low ammo. In both these ideas the ammo for each rifle would be very low, i would say, 2-5 ammo per rifle. until they get to the top of the hill.




wjlaslo

I've defected to the Pies

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13th August 2004

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#3 10 years ago

Yeah that's a good idea, both of them. Have like only rifle kits as standard, with maybe three shots that you spawn as. There's no ammo at the docks; the only place you get it from is the second flag. When you get to the second flag there will also be massive numbers of "normal" rifle pickup kits (9+ clips, 5 shots each). Having an "island" of out-of-boundsness is definetely possible, but I don't think it's possible to change the time for out of bounds depending on the location. So any out of bound location would have a 3 second time limit. Still, if it could be coded, and the noobs would READ THE MANUAL AND MAP BRIEFINGS IN CAPITAL LETTERS, it could work.




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#4 10 years ago
wjlasloThe2nd;4238136Yeah that's a good idea, both of them. Have like only rifle kits as standard, with maybe three shots that you spawn as. There's no ammo at the docks; the only place you get it from is the second flag. When you get to the second flag there will also be massive numbers of "normal" rifle pickup kits (9+ clips, 5 shots each).

exactly!

Here is my idea; (see picture). white dot; Neutral flag, red dot; Soviet flag, Black dot; German flag I would like it if the soviets had a "base" on the south (west?) side of the volga, where they have a few artillery cannons. (a railroad too for the scenery), there will be a couple of transport ships by the shore. Maybe the germans could have a stuka, at least for a while and it can take out one or two of the boats. but perhaps not, since it could dominate too much. the Xs are machineguns up on the hill. Soviets have to cap the shore flag, and from there the scenario in my above quote will take place. (when they get off the boats there will perhaps be pick-up kits). Germans can't cap the shore flag. (grey squares are houses, randomly placed, black squares are bridges) I was a bit bored therefore i drew this sketch. well, that's my idea. (as you might have guessed it is more than a little inspired by CoD1.)




Spencer the Great

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#5 10 years ago

This should fill you with communist zeal! Talk about epic!




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#6 10 years ago

They were so short of ammo and they go and waste good machine gun ammo on their own people :/




Spencer the Great

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#7 10 years ago
Tedacious;4238167(as you might have guessed it is more than a little inspired by CoD1.)

And COD1 was inspired by enemy of the gates. even the commissar guy yelling about rifle ammo they duplicated! Good stuff! I liked your map btw I had basically the same idea in my head, they will defiantly have to climb the hill though!




jumjum

Write heavy; write hard.

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#8 10 years ago

Stalingrad is the desperate kind of battle that cries out for a new class of soldier which we discussed three years ago here: the Commissar! http://forums.filefront.com/fh2-suggestions/187350-part-1-russians.html

The particular idea I liked best was creating a commissar class as a sort of "Squad Leader with Extraordinary Authority".The class would be historically accurate, as commissars were assigned at every level in the Red Army, from squad to Front. Commissars had authority equal to that of the military commander of the unit, and in many circumstances could even override the military commander's decisions! He would have extremely limited firepower though, being armed with only a Tokarev semi-auto pistol or the Nagant revolver.

The purpose of the commissar class would be to have a leader who could enforce his orders with the threat of deadly force (just as in RL). Thus in FH2 the commissar could order a squad of men to make a mine or grenade attack on a tank, and if any soldier refused, the commissar could kill him to make sure everyone got the point - and without a TK penalty! To keep the commissars from TKing unreasonably, commissars would have the ability to TK other commissars w/o penalty, which should keep most from TKing just for the hell of it.

But talk about about a neat use of a historical class! It wouldn't be just for the Russians, since the Wehrmacht had "Political Officers" in most units, who had authority similar to commissars. It would be a great way to give a leader immense power to control his troops. This would be great in some cases; a disaster in others - just as in RL. It would also give Eastern Front battle maps the sense of desperation and hopelessness that characterized so many of them.

So, anyone else think a "commissar class" might be an interesting addition?




Johannes

France's Bitch

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13th December 2004

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#9 10 years ago

I like it, but I don't think allowing commissars to tk each other will solve the problem of tk abuse. After the dead commissar respawns, he can just start all over again...




Flyboy1942

A.K.A. Ghanrage

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29th January 2005

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#10 10 years ago

too bad a Mario style invisible wall cant be implemented to keep you from backing up past a certain poit as you move forward...

I love the Kommissar Idea! teamed with the "Get The F--- Off The Docks" zone, you could have some intense battles. As for balance, perhaps tks are only voided when the teamate they shoot is standing still. Seems a valid way to keep the team moving...COurse itlle be all kids of impossible in the BF2 engine.