[NW][M]Iron Europe - WWI Mod (RELEASED)

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I wonder,will maps be rather thin to keep players close because having NW size maps will be a bit off. Men should always be close to their comrades not ramboing alone.

I would think thats how one would recreate the WW1 style of warfare.
 
Is Conquest going to be the main gamemode? I think it would be the most suitable for this sort of era's combat (wave-based attacks and position-capture objectives). If you geared the game towards Conquest you'd be giving yourself a bit of a niche in the WB community as well, because not many mods (Native and NW also) play out terribly well on Conquest mode, so it'd be a good point of differentiation for you.
 
Evanovic 说:
Is Conquest going to be the main gamemode? I think it would be the most suitable for this sort of era's combat (wave-based attacks and position-capture objectives). If you geared the game towards Conquest you'd be giving yourself a bit of a niche in the WB community as well, because not many mods (Native and NW also) play out terribly well on Conquest mode, so it'd be a good point of differentiation for you.

People have suggested it would work best if only a single conquest flag could be conquered at a time per team. So theres some really bitter fighting over a single trench. So say there are 5 trenches in the map,first each side would spawn in their second trench with a good 1 minute(?) run to the center trench which both sides would fight for fiercely. Then once one side can try to take the center trench while the other pushes forward to the enemies second trench. Respawns would be at each sides furthest back trench.
 
I'm organizing a trench warfare event in Napoleonic Wars. Going to tell you what it will be like on monday. I could spare a suggestion or two about the wideness of maps.
 
Unless it's the one I made, they probably made it themselves. Speaking of which, even though (For god knows what reason) my Trenches v3 didnt make it to the actual NW patch, you can still PM me if you want it for yourself.

Sorry for the slight off-topic.
 
I don't agree about "squad battles". Look at any major battle prior to 1918 and the had coordinated charges, goin over the top with whole battalions. Not little squads that one would find on the modern battle field. No offence but if these r the ideas ppl r having for this mod then ill make damn sure my event preserves reality as much as possible.
 
The conquest matches could go like this:

> Each side has a line of fortified trenches and bunkers and a cap point just behind the trench line

> No-man's land has a cap in between the two trench lines, no man's land is full of craters, barbed wire, ruins.. ect.. ect

> If possible, each cap point has to be capped in sequence.. e.g. The Germans cap no man's land before the French and now the French have to defend their cap from the German assault and the French can't sneak around to cap the German trenches because the they must get no man's land first.
 
Omahaa 说:
The conquest matches could go like this:

> Each side has a line of fortified trenches and bunkers and a cap point just behind the trench line

> No-man's land has a cap in between the two trench lines, no man's land is full of craters, barbed wire, ruins.. ect.. ect

> If possible, each cap point has to be capped in sequence.. e.g. The Germans cap no man's land before the French and now the French have to defend their cap from the German assault and the French can't sneak around to cap the German trenches because the they must get no man's land first.
+1
 
wrath7 说:
I don't agree about "squad battles". Look at any major battle prior to 1918 and the had coordinated charges, goin over the top with whole battalions. Not little squads that one would find on the modern battle field. No offence but if these r the ideas ppl r having for this mod then ill make damn sure my event preserves reality as much as possible.

The problem with realism is it usually comes down to making things a palaver because that's what makes something 'realistic' apparently. I don't really care for squads or battalions for normal MP but if you want to make your own thats up to you, much like the current regiment system that works great.

Omahaa 说:
The conquest matches could go like this:

> Each side has a line of fortified trenches and bunkers and a cap point just behind the trench line

> No-man's land has a cap in between the two trench lines, no man's land is full of craters, barbed wire, ruins.. ect.. ect

> If possible, each cap point has to be capped in sequence.. e.g. The Germans cap no man's land before the French and now the French have to defend their cap from the German assault and the French can't sneak around to cap the German trenches because the they must get no man's land first.

Are you thinking of a Team Fortress 2 like capture mode? Each group starts with 1/2 zones and must capture 2-3 zones and fight to each others side to win. There are lots of fun game modes that could work in WW1; capture the flag/intelligence, objective, king of the hill, point control. I think that's what could really make the mod stand out is fun little game modes that keep the game fluid with incentive to come back.

NW only has siege, battle (which usually you die and have to wait a while until everyone respawns), commander and death match.

In regards to everyone talking about faction difficulties though, theres nothing really wrong with adding what the system does for NW, British regiment, Canadian Regiment, Scottish Regiment, Wales etc etc - you don't have to go into micromanagement and add every possible variant. Maybe for selected maps you have specific regiments for that period but its really nothing too important.

Having English, Scottish, Welsh, Irish, Canadian classes would make everyone happy though I think.
 
Something which looks a little like this, if the middle is held by the enemy, the cap at your team's trenches is locked and cannot be taken unless the middle is held. Vise Versa

YY1IR.png
 
Lots of interesting ideas here! Personally I was thinking of maps like this,
idea.jpg
Basically each side has two lines of trenches and there are also some features of no man's land scattered about. Conquest will be played as normal, hold more flags and kill  to deplete the enemy's points. Capturing one of the no man land's flags will pretty much give your team a foot hold to spawn on and launch more attacks on other no man's land flags or the enemy trench itself. In the same way, capturing a section of an enemy trench will give your team an opportunity to keep pushing and eventually conquer the enemy. Both teams have to respond immediately to lost trench sections to prevent the enemy from launching more attacks against other trench sections. The idea is that when you take flags, it gives your team more opportunities to move forward.

This can be tons of fun in squad based events. They'll need to coordinate which points to attack and defend and figure out which flags are needed most.
 
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