Just a few ideas: Trenches - 1. Add a zone in front of a trench wherein you can build landmines that would do aoe damage, obstacles like barbed wire, anti-tank obstacles and other obstacles that would slow down the attacking unit but could also use them as cover and can only be made by engineers. These can be destroyed by an engineer, tanks, bomber planes or artillery. 2. Whenever it is raining, make it so that the ground would turn into mud which makes it harder to move, and then make it so that the trenches can be flooded making them useless until your units take out all the water in the trench (maybe make it an ability of an engineer) or the trench drains itself out. You can decrease the chance of this happening and the increase the draining time as you upgrade your trench more. 3. Add a percent chance for your soldiers to get sick and take damage over time while being in a trench. The chance increases when it is raining, you are occupying a recently-flooded trench and when you have an ungraded trench. The chance can be decreased when you have a higher level trench 4. Have an option to either put a machine gun nest, flak gun anti-tank gun aka an artillery piece with the barrel facing horizontally so that your trench can either specialize in anti-infantry, anti-tank or anti-air. Units and Abilities - 1. Instead of having everyone being able to destroy a tank, make it like grenades (research tree), anti-tank guns, anti-tank rifles (research tree) and flamethrowers can only damage tanks and they can have a percentage chance to blow up. 2. Artillery craters would permanently stay and never fade away, these could provide protection if the attacking force is firing from within one and gives units a movement debuff, and make that debuff worse if it is raining. 3. Add bomber planes that could either drop bombs that would do aoe damage and damage tanks or darts that would one shot infantry. The chance of this successfully working decrease if there are flak guns, barrage balloons or fighters. The barrage balloons can be destroyed by fighters and fighters can be countered by fighters or flak guns. 4. Add an engineer role that could make building upgrades or building obstacles or positions (excluding the MG and AT Guns since they need to be rolled over, but there position does need an engineer for it to be built) possible and heal vehicles. 5. Add a medic unit that can heal units over time and cure any soldiers that are sick. 6. Recon Plane - Helps see over the FOW, but can be shot down by fighters and flak guns and blocked by barrage balloons. 7. Veterancy - Can be upgraded by the unit by getting kills and improves the units fire rate, damage, accuracy, defense, etc. Research Tree - 1. Grenades - Equips shotgunners and rifleman and have a higher percent chance to be used in attacking rather than defending. 2. Bayonet - Used by rifleman and give them a percentage chance to charge into an enemy trench and engage in close quarters combat. 3. Anti-Tank Rifles - Gives you the option to either summon a rifleman or an anti-tank rifleman when researched. 4. Gas Masks - Equips everyone with gas masks. 5. Camouflage - Makes it so that attacking units would less likely to be hit or the enemy would not see them when they attack. The smaller the number, the lesser the chance of being spotted. Game Features - 1. Fog of War - Prevents you from seeing what the enemy is doing and vice versa.
I think the Medics should provide the gas masks, the officers and Medics should be supportive units, the officers are for offensive support while medic should be defensive support. The medics should also maybe give a chance to make it so that when a unit gets hit there's a small chance it won't be killed but stunned briefly.
@@gamingsupreme8197 but what would you need to heal? Every unit one shots every other unit, the only units that can survive a bullet are tanks and the base but since they aren't alive it wouldn't make sense to heal them.
Feature Suggestion: I think it would be cool if solders could jump into shell craters, the shell craters could add a certain level of defense when a soldier/soldiers are in it. I think this might make the infantry advances less "one and done" and make attacks more like a battle followed by skirmishes with solders left in no-mans land that have to be rooted out. Just a suggestion but I think this could add a great deal of depth to the battles, and all and all make the game more interesting.
Imagine you can convert stars into medals, but the conversion rate is higher, like 500 stars to 1 medal. Also a counter for how many stars you get each second would be nice. Smoke bombs could be cool, as you can throw them and any troops inside would be harder to hit, like a temporary trench, useful for crossing large distances with no trench. A lightweight armored car would be easier to make than tanks, but the health is reduced, but the speed is faster. Planes are also an important part of WW1. They were initially used for scouting enemy positions, but then they soon became a fighting force against each other as it was a fight for the literal high ground. Canadians also had tanks, and these were a small mini tank, large enough for just one person. The British also tended towards a lot of bombardments before they rushed, so reducing the cost of bombards for them would be nice. The Russians had a massive army, but had issues deploying them. You could set them to have cheaper units but slower deployment time. When the second year of trench wars started, the allied forces got upgraded helmets to be made of metal instead of leather, followed a year later by the central powers who traded in their iconic pointed helmets for the iconic metal helmets of WW2 Germany. They also had shock troopers, trained to attack in unison with their flamethrower companions. They were armed with small hand grenades on sticks. Flamethrower tanks were fairly rare in the first world war, mostly due to the need for a lot of fuel to burn. If you do add flame tanks, I suggest looking at scorchers from Boom Beach. Austria-Hungary was not the best central power. They usually had to be backed up by other nations. The French during the first months of the trench wars were very well known for just rushing straight into battle like the Napoleonic wars. Due to heavy weather creating issues such as muddy terrain, weapons got jammed and fights became hand to hand combat. As the war dragged on, mustard gas became replaced with more and more potent gas attacks. Both sides as a result had to make their masks better to counteract the increased potency. The Germans made their trenches quite impervious to bombardments, digging down deeper and adding reinforced roofing to protect against the bombards from the allied powers.
For balance purposes, or maybe just on higher difficulty, I think the endless opponent should have access to the mortar system. I think it would definitely add a component of challenge to the mode and could really shake up the critical mass problem.
Barbed wire would be a nice idea for destructible upgrade for defenders. Perhaps minefields with finite mines, to prevent any sort of rushing cheese. Tanks feel a bit too fragile to small arms fire, but perhaps a specialised unit to deal with them would also be nice. Machine gun nest tungsten ammo upgrade perhaps? Shotgunners with grenades that could slow down or maybe stun tanks when a tank is met on approach. Maybe also an upgrade for one of the tanks, perhaps heavy to act as infantry spearhead - maybe in form of an upgrade? That if charging along infantry, said infantry would not charge before it, but tank would also give the infantry some minor defensive bonus, to represent infantry using tank as cover?
Upgrade ideas: Harsh training - decreases the chance of missing a shot. Exclusive to fast training. Improved Scopes - enlarges the range of snipers Mortar - unlocks changing vickers machine gun into mortar (instantly researched by the Germans). Neutralizing chemicals - increases survivability of gas attacks for units with gas masks. Basic camuflage - decreases the chance of getting hit in the No Man's land. (Instantly researched by everyone except France)
If you want to make endless mode harder, try giving the enemy artillery and gas, and make waves last longer. I also think it would be cool if it were a last stand as you make the enemies come from both sides.
Hey baron, We should have a medic station for injured soldiers to recover and when soldiers are down, an alive soldier should be able to pick up downed soldiers and carry them to medical station.When carrying these soldier, they can only use pistols for covering fire and when carrying soldiers, there will be less chance of the person that is carrying will get hit but the soldier that is being carried will have a better chance at being shot. And in research tree we should have upgraded soldiers being able to drag the injured soldier which not only helps them get to the medical station faster but have a less chance of being shot.
I wouldn't consider it milking if there is a charge, but instead compensation for your work. Baron wants to make a fun game but also needs to pay his amazing development team. The TH-cam channel helps with that money making, but a small charge on the game will be able to go directly to the devs. But maybe it will be free, who knows. Just don't be disappointed if there is a small charge.
@@jwilson7809 bro it’s not milking they made a game and you know what, games costs money most games do idc if it’s 5 or 10 dollars, I’m still gonna get this because I want to. I wouldn’t focus on it being free but focus if you really want to play it.
Pls, do it that every like 5 waves it is a special wave, for example: Wave 10 a group of 10 snipers (so you have to push out or use arty) Wave 20 a group of 5 light tanks attack at the same time. This way there is variation in the wave system and you have to adapt to the situation. I think it would make it much more enjoyable
Try to add a Morale system based upon how much time the soldier has spend in the front line, and have it debuff the soldier's movement, accuracy, and firerate. Officers could automatically boost soldier morale when they get there, and have a per minute or per X amount of time reset to boosting morale. You should also be able to click on tanks, and send them back, forward, or stay like how you can command soldiers in trenches. Edit: You can have a kill counter on each soldier and make each kill lessen the morale of the soldier. Im thinking morale can be a % meter on each soldier that when the mouse hovers over will show.
I think a way to fixing the problem that you can just camp in the first trench woul be that only a limited amount of units can be in one trench, but I think that would be kind of annoying to. But you could make it so that even when all the trenches are full that you can still recruit new units and make them attack without entering a trench and you could also add the possibility that an endless amount of units can stay in the HQ, but won't be able to attack from there, still allowing to launch big attacks without being able to have to op defenses. You could also make it so that they cannot leave the HQ when it's under attack or that they get a big penalty in attack, defense, or both for a short amount of time after they exit the HQ, so that even when you use the units in the HQ to defend the HQ, the attacker has a chance to win.
I was thinking about how the infantry are able to kill tanks just by shooting them, and maybe instead of having tanks be destroyed based on health, (ex. if enough enough riflemen shoot a tank it explodes/ breaks) You could instead make it like how Bloons TD6 and other tower defense games have hidden/invisible enemies, so the only counter to tanks would be K-bullets, Anti Tank riflemen, flamethrowers, artillery, or possibly bundle charges
Idea: So I saw that the bases regenerate health. Maybe you can have some form of troop that repairs the bunker which might also put pressure on the opponent to push up to take out the repair men (Maybe the repair men are in the most vulnerable position in front of the bunker). Plus this would make more sense because the bunker has no reason to be automatically regenerating HP.
While a tank is crossing a trench,if the unit that is under the tank while it is crossing the trench will crouch down.This would be a subtle but great detail.
i really think each trench should have a unit cap to prevent over-stacking units into the same trench which just looks kind of goofy and it would make for some interesting combat where you have to choose if you want to make a large push with all your trenches or make a fast push with just the front one. it would also mean holding more trenches would be even more important and you could also possibly allow the trench upgrades to increase unit cap
Make it so that the longer a stickman stays alive in the trenches, and the more men a stickman kills the more experienced they become giving them slight buffs.
For campaign, you should definitely have other generals appearing in different battles. They operate separately, but will normally charge if you order a charge. You cannot order them individually, but you can ask the other generals to help, providing you with another army. The AI will use this too. This means more countries can get involved and there can be more variety in uniforms and gameplay.
Isn't a Trench war without a Trench whistle. Entire cases of PTSD focused around hearing the trench whistle. Also a cool special ability would be barbed wire could destroy it with artillery or grenade guys but otherwise it could be stacked up to 20 times anywhere behind your Frontline trench.
Hey baron! I appreciate the work you put in these videos and this game. On to my suggestion. Make it so you can lock the trenches, if you lock a trench the units that you spawn will just go past the trench. Now this won't effect the units inside the trench if you lock it. And of course you could always unlock them.
You should add a medic and radio operator Medic-has a chance to save infantry that die within a area Radio operator-calls in random unit or currency or support ability over time while alive and sits in front of the base
Maybe you could add wooden pillboxes as static defenses similar to the machine gunner, but they only have a few riflemen and are super vulnerable to flamethrowers. It could be a good way to counter the AI tank and artillery spam.
for endless-mode: 1. do the wave your currently at in the upper corner, so you always know where you at 2. add a setting to speed up the play (like in btd) 3. just for fun: add a 2d minimap with dots of your and the enemy troops (+the trenches of course) 4. add a option in the settings to pause the game when in tech tree or the level up screen 5. add troops that can lay down mines in front of the trenches
You should add engineers to heal tanks and make mines in the battle field, they can should also build barbed wires to stop enemies. The mines should be a counter to tanks, or bazooka units. There should also be a feature where you can turn gold to medals. In endless mode there should be grenades for the infantry to use in the research tree. There also should be vehicles to use for a better rush for trenches like the a jeep. There also should be a new unit, the assault unit that uses weapons lie, the thompson. For future mini updates that you talked about, you should add uniforms for the country you play as and also gear. As you said last video, there should be a flamer tank but it should be a tank itself. I did some research and it’s the pm 1 flame tank
I don't really like the "miss" that pops up, I think you should either replace that with dust that just pops up from the ground from missed shots or bullet tracing (as in highlighted line that you can see fired from a gun). I also think that the artillery barrages should be more devastating. They should last longer and/or the bombings should be more frequent, and of course it should be more expensive to use The Machine gun nest machanic is a nice idea, but there should be a cool down until you actually capture the trench. Like once you take the trench, you have to hold it for more than 10 seconds before you can build your own machine-gun nest. That's basically all the ideas I have, I guess you could make the game retro like instead of stick man
Game suggestion: Add a sentry tower which adds 10, 15, then 20 percent extra accuracy and range to units as you upgrade. It would cost 3 medals and would not add Multics to the MG’s
Idea: Add flag banners and if you dont have flag banners, troops morale gets low and they dont fight as hard. If you lose 60 or up soldiers the fellow soldiers start getting sick.
I have lots of ideas: New Endless Mode: In Endless mode, you should start out only with a small camp and one main trench, and you have 60 seconds to prepare for the first waves. You have to upgrade your camp into a properly fortified base. Engineers: You should also implement engineers into the game, in almost all modes. Engineers can dig temporary small trenches, which cannot be upgraded, and are less defendable than a regular trench but snipers can sit in it and shoot in areas where the enemies are normally too far away for snipers to be useful. Engineers would also be required to upgrade trenches, static machine guns, upgrading bases and building artillery. Bases: I think that bases should have more importance in the game than a last stand and unit producer. I think bases should include multiple buildings, like a unit barracks which is where units spawn, an artillery tower to limit artillery, a science building where your scientists produce research tokens, which you use for the upgrade tree instead of medals. Each building would be upgradeable and you would have to use all aspects of your base to win the battle. Possible campaign ideas: I think that in the beginning of a campaign, there are no trenches. You would need engineers to build them. Everything you build and upgrade is destructible, but if it isn't destroyed by the end of the skirmish, then it stays and is still there when you battle in that area again. Also units would stay. For example, a rifleman is in a skirmish and survives the entire battle. That rifleman is now a rifleman veteran. That rifleman veteran has increased stats and is free to you in the next battle. You can use him, but is a risk, because every time a unit's veteran level increases, that unit is harder to replace. The unit is stronger, faster, has better fire rate, and other things as well. This is the same for all units, except the officer. When an officer is a veteran, that officer receives special abilities. Some of these would be calling in very precise artillery, commanding certain units to do certain things, and commanding units better. Disloyalty/Desertion: When you call in units to the battlefield, some units may be a little disloyal. They might refuse to charge on an enemy trench, refuse to fire on the enemy, or even desert the battlefield entirely. To prevent this, you can use veteran officers, which can increase the loyalty of units around them. Or, you can use desertion punishments. In your base, you can make a team of searchers, who search or deserters, and bring them back to the base. The deserters would be punished in a way, and the longer you punish them, the higher their loyalty increases. Special Country Abilities: Using different nations could offer you different units and abilities. I have no examples for this, but I am sure you can think of some. Thats all my ideas, I hope you use some of them Baron. Stickman Trenches is an awesome game, and I am super excited for it to release.
I think it could be cool if there was a light cycle where when it turns night you can send out saboteurs with a chance to do real damage to the enemy trench, snipers are ineffective, the enemy lines are invisible and flairs can illuminate the enemy.
Hi baron I noticed that when a tank is over a trench when shotgunners hit it the still price the multi hit on troops in the trenches at 100% chance rather then having trench protection ( it wiped out the lower part of your trench on the first tank you sent out ) Please like so baron notices this bug
You should add soldiers that use their bayonets like a 30% chance that a rifle Soldier will use his bayonet when charging and I love the videos great job
Make a special mode where you don't get to control infantry. Have AI control the infantry and the player only be able to send in artillary and tanks along with upgrading trenches/machine guns as support. Give the enemy a big advantage on the player and make the player last a certain amount of time by supporting.
Engineers to make artillery and workers to dig underground holes to go from trench to trench and artillery can destroy these holes and make the map bigger and put truck to transfers soldiers to battle (i hope u like the idea)
Suggestion: Smoke barrage. This would be next to the artillery sector and would shoot a line of smoke to the location the user chooses. The smoke would decrease the visibility, which means both sides cannot see/shoot at each other until they are very close to each other. The smoke would go away after 20-30 seconds and would be influenced by wind
An idea; you are able to put up barbed wire to funnel troopers into a area( tanks can break it). Soldiers can hop into crater for cover. you can deploy bunkers where ever you want( it would spawn in a engineer who has to build the bunker). Also buildings spawned randomly through the map kinda like bf1.
Map idea: You could add different types of maps for various fronts (mountains, forest and plains) Every front could have stuff to make it difficult. For example in the mountains troops are slower tanks are less effective artillery is less dangerous and troops can die of hypothermia ( there could be a research to make snow clothes for troops so they don’t die in the mountains) In the forest there could be more mud, snipers are less effective because of the trees and defenders could have a harder time defending And the plains could be the default one
SUGGESTION: I would add grenades in a sense that certain units have them. For example. Shotgunners are suppose to clear trenches. So when they attack before they start shooting they throw a grenade.
Maybe have an experience modifer? e.g. Newly built units have a green trait, meaning they do less damage and die more easily, but, as they fight more they increase in experiency, and can become elite/veteran type units with increased stats the longer they survive?
I like the idea of keeping it stickman 2D. Adding more stuff is always welcome. new game modes, weather effects, veterancy, different tanks. different nations with different units.
about the crew members on the tank at 7:55 if that happens I think there should be a thing where they would come out injured or the tank would just explode
Add a sapper that puts down mines and barbed wire, also when upgraded from research tree they should be able to repair tanks and even enemy tanks that we can use against the opponents
You should add deployable objects like Barbed Wire and barriers wich work almost like trenches but can be destroyed and a Engineer unit that can place them. Maybe a way to select one type of unit and move just that one type to the other trench
You could add America's first tank which I think is a tiny tank that is fast and does decent damage but make it so it's a tank that can sit in your lines or have them pop out when you're base is under attack
You should make a mode where it’s tank battles where it’s only tanks and you can upgrade your tanks guns armor and make so that the base they have to destroy is a factory that’s producing the tanks and if you destroy it make it like a HUGE explosion plus you should make armored cars
Maybe add faction specific units and traits like Canadian shock troops or German sturmtruppen (stormtroopers), or better trenches for the Germans. Another thing could be flechette darts to drop on enemy soldiers. I also think that you should be able to research a toggle whether or not individual troop types are sent out with gas masks, and they cost a bit more if they are deployed with one because if the officer is killed say by the impact of the gas cannister all of the soldiers who he gave a gas mask are guaranteed to die despite previously having a gas mask. Another idea is researching planes to spot for artillery, making them more accurate.
A use for the bayonet would be cool. Let's say two groups of solider (both groups on different teams) are charging at each other, they can't fire their rifles while charging forward so if the bayonet had a function, they would be able to defend from troops charging at the. Also, if you get hit with the bayonet you should slow down or stop temporarily because you're bleeding out. Another thing the bayonet could do is if a trench is overrun some soldiers could stay in the trench and use their bayonets. Just a thought to add.
You should add a commander on a horse that leads the charge into battle, and he would have a sword and a pistol he should cost 250 stars, and he can give the soldiers damage buff
New things for endles mode:1 barebed whire that can either be an upgrade or a defensive ability. 2 flame throwers exploding on death making snipers more usefull. 3 anti tank rifle units to act as a counter to tanks. 4 make the map longer.
Suggestion: If soldiers of a country capture a trench the flag would have thier nation flag. For example: If germans will take the trench the flag will be german and not red
Add reloading and when a ally/enemy is about to reloading in a trench they will get a cover and get 2x chance of not getting hit and buff the bases and add mortars which will cost medals to shoot which hits random spots(ammo depends on medals 1medal=3shots)hope you make it.
Idea: There was an event during WW1 called Attack Of The Dead Men (Battle of Osowiec), for example u could choose which country to face in endless, and if u pick Russia and use poisoness gas there could be a slight chance of some of them start to sprint towards you all zombie like. Or there could simply just be a zombie mode idk
I'm not sure if you have already seen this idea or if it is already implemented, but I would love for there to be different maps. I.E. Snow, Forest, Plains. They could also have their own buffs and de-buffs. I.E. forest gives 25% more defense but 25% less attack.
Every 5 kills a infantry gets, they become more customizable like being able to give a individual soldier a helmet which protects their head more or giving them an sniper which provides range , accuracy and damage
You should have the creators that artillery and tankes make have soldiers be able to hide in them if they are deep enough. Also another idea is if creators that are deep enough for a soldier to fit in can have a diffrent appearance such as color or width.
Upgrade ideas: 1. Make officers have a larger area of effect 2. Bullets do less damage to your tanks 3. The machine gun guys run faster 4. Artillery barrage has one extra 5. Troops have lower chance of getting hit when in a trench 6. Reduce cooldown of artillery
Gonna keep suggesting the 37mm light infantry cannon as an option for the machine gun nest position. It would really grant some significant power against tanks!
Unit idea: Medic - Similar to the officer, makes it so that when an infantry unit near him gets shot, there's a 10% chance he gets back up. A research upgrade could make it so that there's a 20% chance.
2 ideas, First- add smoke artilerry shells so that short-ranged units get an advantage and it creates a more cinematic expereince, Second-decide between specialized units, balanced units or massed attack units, Balacend units = no changes Massed attack units = units will be 30% less expensive(excluding medals) but, are 25% weaker in health and attack and are 25% more likely to get hit if they are in a trench. Specialized units = units will be 30% more expensive( excluding medals) but are 25% stronger in health and attack and are 25% less likely to get hit in a trench
Things to add: 1: Rocket launcher unit 2: Online 1v1 3: Russian Missile tank (maybe it would cost more then the other tanks or something) 4: flamethrower tank maybe 5: a little number under or above the trench to see how many units are in the trench 6: have gasmasks an upgrade for the officer
Research Ideas: Combined Arms: Increases Infantry Accuracy and Range when nearby a tank, also makes Infantry always stay behind tanks when pushing. Rapid Cooldowns: Decreases Cooldowns by 20% per upgrade but increases cost for purchasing units by 10%. Duck & Cover: Adds a resistance for Infantry to Artillery Fire. Morale Break: Makes flamethrowers move faster and cause enemies to retreat automatically. Anti-Tank Rounds: Massively Increases the damage Rifleman do to tanks but reduces their firerate. Tank Specialization: Makes Tanks cheaper and cool down faster, But increases the cooldown of Infantry. Landship Doctrine: Massive increases to Heavy Tank's MG Firerate, Cannon Radius/Damage and Health, But triples the cost (no increase to cooldown) Scraping The Barrel: Massively Cheapens and lowers Cooldown of Infantry Units, but decreases their Accuracy & Speed.
I love the idea of lanes, having 3 separate lanes to build up defenses and attacks. pretty much just taking what you have and placing the maps next to each other with trenches that only cover 1/3, 2/3 or 3/3 lanes, charging down the middle or the sides to take advantage of a weak spot rather than a full frontal assault. although it would be a much heavier game.
It would be interesting if the craters that the precise altilery or altilery biradges or even broken tanks provide cover for attacking troops. So like a tank breaks down but it doesnt despawn but it provides cover for troops same with craters, and maybe the craters for the presicion altilery should be bigger than the 3 random ones from the normal altilery strikes Also maybe have a limit to how many troops can be in a certain level trench
Day idk Make it where sometimes the tank shot will make a crater for cover for both sides Any explosive round Also were tanks are also cover when they die
this. You add the ability to spawn squads or like groups of units but of they cost alot more money. Like for 3 rifleman, it costs 210 stars. Or maybe like buy 3 rifleman and a officer in a squad?
You should And hunger. So you have to deliver food up and down the lines as a requirement. With the soldiers becoming less efficient as they get more hungry
Game idea: You should add a new unit -The radio operator, that has the option to replace the spot on the trench instead of the machinegun bunker guy, and he can call in an aircraft strafe (it can have a long cooldown or can cost stars to balance the unit) in a straight line across a good part of the battlefield and have a 50-70% chance to kill a unit but only if they are not in a trench. Or you can just put the aircraft strafe in the tech tree and not have the unit. I hope you like the idea and keep up the good work!
Suggestions; In endless mode also give the enemy the ability to spawn land ships in higher level waves to make it even more challenging as a type of ‘boss wave’ For your rank increasing as you get more xp, you could also get a small buff for every rank you increase. Like faster money Have a limit of units per trench, e.g. 15 - 20 in the regular trench, but then the max capacity increases as you upgrade it and the more officers you have. This will help against critical mass… Add medics and grenades IF A FLAMETHROWER DIES, it should have a chance of his fuel exploding causing splash damage to those around him Awesome video ❤
There should be a moral system that when low can force your soldiers to be shell shocked with ptsd for a few seconds and when upgrading soldiers, there will be a less chance of that happening at all
Unit idea: a medic, maybe it would be like an officer, and whenever there is a medic, in a radius around them the troops have more health, or something. Or if you add healing, they heal faster, maybe both at once. Maybe one thing that could happen is a troop can be hurt enough, where they don't die, but fall on the ground, the enemy changes targets, then they can crawl back to the trench, or stay in the trench, and either they can slowly heal on their own, and heal faster when a medic is there, or only heal when there is a medic. and Maybe the medic has a short range for healing, and moves around the trench to heal the different people. Other Ideas:I think you should make a defense option or when troops are defending a trench, they mount their guns on the side of the trench facing the enemy. Maybe it could increase their accuracy and fire rate, and also give rushing an advantage if the enemy has just taken a trench. It could automatically put them on defense mode after like 5-10 seconds without advancing. It would also look better for when there are a lot of units because instead of being all clumped up, they have a clear line to more accurately see how many troops you have. Suggestion: Maybe the craters should stay for the entire game, and they slow down or give fortification to soldiers going over the area. As soldiers in no man's land would use it as cover. Maybe, as well, precision artillery (and/or artillery barrage) should gravitate slightly towards troops, but if they are in the craters, it gravitates less towards troops, if not gravitating not at all.
Day:6 I think? For asking forts to be placed in between trenches they act just like a trench, but are much more fortified, and have a premade level two machine gun
Reminder - Stickman Trenches releases on Steam this Wednesday, March 1, on Steam!
Hello
Ok
I cant wait for the release!
Also will it be free?
Does it Cost money
You should add mortars, barbed wire that you can place, and upgradable health for the research tree. It’s up to you though and keep up the great work!
I've suggested barbed wire too, I think it'd be a good idea for people who play more passively.
I love this Idea
Thats actualy a good idea
Maybe a unit that cuts the barbed wire
Mortar should be added no doubt
Just a few ideas:
Trenches -
1. Add a zone in front of a trench wherein you can build landmines that would do aoe damage, obstacles like barbed wire, anti-tank obstacles and other obstacles that would slow down the attacking unit but could also use them as cover and can only be made by engineers. These can be destroyed by an engineer, tanks, bomber planes or artillery.
2. Whenever it is raining, make it so that the ground would turn into mud which makes it harder to move, and then make it so that the trenches can be flooded making them useless until your units take out all the water in the trench (maybe make it an ability of an engineer) or the trench drains itself out. You can decrease the chance of this happening and the increase the draining time as you upgrade your trench more.
3. Add a percent chance for your soldiers to get sick and take damage over time while being in a trench. The chance increases when it is raining, you are occupying a recently-flooded trench and when you have an ungraded trench. The chance can be decreased when you have a higher level trench
4. Have an option to either put a machine gun nest, flak gun anti-tank gun aka an artillery piece with the barrel facing horizontally so that your trench can either specialize in anti-infantry, anti-tank or anti-air.
Units and Abilities -
1. Instead of having everyone being able to destroy a tank, make it like grenades (research tree), anti-tank guns, anti-tank rifles (research tree) and flamethrowers can only damage tanks and they can have a percentage chance to blow up.
2. Artillery craters would permanently stay and never fade away, these could provide protection if the attacking force is firing from within one and gives units a movement debuff, and make that debuff worse if it is raining.
3. Add bomber planes that could either drop bombs that would do aoe damage and damage tanks or darts that would one shot infantry. The chance of this successfully working decrease if there are flak guns, barrage balloons or fighters. The barrage balloons can be destroyed by fighters and fighters can be countered by fighters or flak guns.
4. Add an engineer role that could make building upgrades or building obstacles or positions (excluding the MG and AT Guns since they need to be rolled over, but there position does need an engineer for it to be built) possible and heal vehicles.
5. Add a medic unit that can heal units over time and cure any soldiers that are sick.
6. Recon Plane - Helps see over the FOW, but can be shot down by fighters and flak guns and blocked by barrage balloons.
7. Veterancy - Can be upgraded by the unit by getting kills and improves the units fire rate, damage, accuracy, defense, etc.
Research Tree -
1. Grenades - Equips shotgunners and rifleman and have a higher percent chance to be used in attacking rather than defending.
2. Bayonet - Used by rifleman and give them a percentage chance to charge into an enemy trench and engage in close quarters combat.
3. Anti-Tank Rifles - Gives you the option to either summon a rifleman or an anti-tank rifleman when researched.
4. Gas Masks - Equips everyone with gas masks.
5. Camouflage - Makes it so that attacking units would less likely to be hit or the enemy would not see them when they attack. The smaller the number, the lesser the chance of being spotted.
Game Features -
1. Fog of War - Prevents you from seeing what the enemy is doing and vice versa.
I think the Medics should provide the gas masks, the officers and Medics should be supportive units, the officers are for offensive support while medic should be defensive support. The medics should also maybe give a chance to make it so that when a unit gets hit there's a small chance it won't be killed but stunned briefly.
@@goldngamer1365 there should also heal to
@@gamingsupreme8197 but what would you need to heal? Every unit one shots every other unit, the only units that can survive a bullet are tanks and the base but since they aren't alive it wouldn't make sense to heal them.
Bro wrote a essay 😂
I literally said those things
Feature Suggestion: I think it would be cool if solders could jump into shell craters, the shell craters could add a certain level of defense when a soldier/soldiers are in it. I think this might make the infantry advances less "one and done" and make attacks more like a battle followed by skirmishes with solders left in no-mans land that have to be rooted out. Just a suggestion but I think this could add a great deal of depth to the battles, and all and all make the game more interesting.
We need this
Imagine you can convert stars into medals, but the conversion rate is higher, like 500 stars to 1 medal. Also a counter for how many stars you get each second would be nice.
Smoke bombs could be cool, as you can throw them and any troops inside would be harder to hit, like a temporary trench, useful for crossing large distances with no trench.
A lightweight armored car would be easier to make than tanks, but the health is reduced, but the speed is faster.
Planes are also an important part of WW1. They were initially used for scouting enemy positions, but then they soon became a fighting force against each other as it was a fight for the literal high ground.
Canadians also had tanks, and these were a small mini tank, large enough for just one person.
The British also tended towards a lot of bombardments before they rushed, so reducing the cost of bombards for them would be nice.
The Russians had a massive army, but had issues deploying them. You could set them to have cheaper units but slower deployment time.
When the second year of trench wars started, the allied forces got upgraded helmets to be made of metal instead of leather, followed a year later by the central powers who traded in their iconic pointed helmets for the iconic metal helmets of WW2 Germany. They also had shock troopers, trained to attack in unison with their flamethrower companions. They were armed with small hand grenades on sticks.
Flamethrower tanks were fairly rare in the first world war, mostly due to the need for a lot of fuel to burn. If you do add flame tanks, I suggest looking at scorchers from Boom Beach.
Austria-Hungary was not the best central power. They usually had to be backed up by other nations.
The French during the first months of the trench wars were very well known for just rushing straight into battle like the Napoleonic wars.
Due to heavy weather creating issues such as muddy terrain, weapons got jammed and fights became hand to hand combat.
As the war dragged on, mustard gas became replaced with more and more potent gas attacks. Both sides as a result had to make their masks better to counteract the increased potency.
The Germans made their trenches quite impervious to bombardments, digging down deeper and adding reinforced roofing to protect against the bombards from the allied powers.
For balance purposes, or maybe just on higher difficulty, I think the endless opponent should have access to the mortar system. I think it would definitely add a component of challenge to the mode and could really shake up the critical mass problem.
Barbed wire would be a nice idea for destructible upgrade for defenders. Perhaps minefields with finite mines, to prevent any sort of rushing cheese.
Tanks feel a bit too fragile to small arms fire, but perhaps a specialised unit to deal with them would also be nice. Machine gun nest tungsten ammo upgrade perhaps? Shotgunners with grenades that could slow down or maybe stun tanks when a tank is met on approach.
Maybe also an upgrade for one of the tanks, perhaps heavy to act as infantry spearhead - maybe in form of an upgrade? That if charging along infantry, said infantry would not charge before it, but tank would also give the infantry some minor defensive bonus, to represent infantry using tank as cover?
Upgrade ideas:
Harsh training - decreases the chance of missing a shot. Exclusive to fast training.
Improved Scopes - enlarges the range of snipers
Mortar - unlocks changing vickers machine gun into mortar (instantly researched by the Germans).
Neutralizing chemicals - increases survivability of gas attacks for units with gas masks.
Basic camuflage - decreases the chance of getting hit in the No Man's land. (Instantly researched by everyone except France)
If you want to make endless mode harder, try giving the enemy artillery and gas, and make waves last longer. I also think it would be cool if it were a last stand as you make the enemies come from both sides.
Giving enemy artillery and gas would be bad for endless mode it woudn't be fun
Maybe enemy should just have artillery barage without gas and precision
Hey baron, We should have a medic station for injured soldiers to recover and when soldiers are down, an alive soldier should be able to pick up downed soldiers and carry them to medical station.When carrying these soldier, they can only use pistols for covering fire and when carrying soldiers, there will be less chance of the person that is carrying will get hit but the soldier that is being carried will have a better chance at being shot. And in research tree we should have upgraded soldiers being able to drag the injured soldier which not only helps them get to the medical station faster but have a less chance of being shot.
This game has came so far can’t wait till launch!
I can't wait either and I'm happy you're excited for it
@Kakakka Jsjsjjs I think it's ganna be free, depending If baron wants to milk the life out of it.
Hopefully it's free or under 5 dollars
I wouldn't consider it milking if there is a charge, but instead compensation for your work. Baron wants to make a fun game but also needs to pay his amazing development team. The TH-cam channel helps with that money making, but a small charge on the game will be able to go directly to the devs.
But maybe it will be free, who knows. Just don't be disappointed if there is a small charge.
@@jwilson7809 bro it’s not milking they made a game and you know what, games costs money most games do idc if it’s 5 or 10 dollars, I’m still gonna get this because I want to. I wouldn’t focus on it being free but focus if you really want to play it.
Pls, do it that every like 5 waves it is a special wave, for example: Wave 10 a group of 10 snipers (so you have to push out or use arty) Wave 20 a group of 5 light tanks attack at the same time. This way there is variation in the wave system and you have to adapt to the situation. I think it would make it much more enjoyable
Try to add a Morale system based upon how much time the soldier has spend in the front line, and have it debuff the soldier's movement, accuracy, and firerate. Officers could automatically boost soldier morale when they get there, and have a per minute or per X amount of time reset to boosting morale. You should also be able to click on tanks, and send them back, forward, or stay like how you can command soldiers in trenches.
Edit: You can have a kill counter on each soldier and make each kill lessen the morale of the soldier. Im thinking morale can be a % meter on each soldier that when the mouse hovers over will show.
yu did not sended trups et etak 🥺🥺🥺🥺🥺
I think a way to fixing the problem that you can just camp in the first trench woul be that only a limited amount of units can be in one trench, but I think that would be kind of annoying to. But you could make it so that even when all the trenches are full that you can still recruit new units and make them attack without entering a trench and you could also add the possibility that an endless amount of units can stay in the HQ, but won't be able to attack from there, still allowing to launch big attacks without being able to have to op defenses. You could also make it so that they cannot leave the HQ when it's under attack or that they get a big penalty in attack, defense, or both for a short amount of time after they exit the HQ, so that even when you use the units in the HQ to defend the HQ, the attacker has a chance to win.
To balanced late game: you can make tanks and people go at the same time
I was thinking about how the infantry are able to kill tanks just by shooting them, and maybe instead of having tanks be destroyed based on health, (ex. if enough enough riflemen shoot a tank it explodes/ breaks)
You could instead make it like how Bloons TD6 and other tower defense games have hidden/invisible enemies, so the only counter to tanks would be K-bullets, Anti Tank riflemen, flamethrowers, artillery, or possibly bundle charges
2.5D sounds cool but I do think u should keep the stick men because they're cool
Idea:
So I saw that the bases regenerate health. Maybe you can have some form of troop that repairs the bunker which might also put pressure on the opponent to push up to take out the repair men (Maybe the repair men are in the most vulnerable position in front of the bunker). Plus this would make more sense because the bunker has no reason to be automatically regenerating HP.
While a tank is crossing a trench,if the unit that is under the tank while it is crossing the trench will crouch down.This would be a subtle but great detail.
i really think each trench should have a unit cap to prevent over-stacking units into the same trench which just looks kind of goofy and it would make for some interesting combat where you have to choose if you want to make a large push with all your trenches or make a fast push with just the front one. it would also mean holding more trenches would be even more important and you could also possibly allow the trench upgrades to increase unit cap
Make it so that the longer a stickman stays alive in the trenches, and the more men a stickman kills the more experienced they become giving them slight buffs.
For campaign, you should definitely have other generals appearing in different battles. They operate separately, but will normally charge if you order a charge. You cannot order them individually, but you can ask the other generals to help, providing you with another army. The AI will use this too. This means more countries can get involved and there can be more variety in uniforms and gameplay.
Isn't a Trench war without a Trench whistle. Entire cases of PTSD focused around hearing the trench whistle. Also a cool special ability would be barbed wire could destroy it with artillery or grenade guys but otherwise it could be stacked up to 20 times anywhere behind your Frontline trench.
Hey baron! I appreciate the work you put in these videos and this game. On to my suggestion. Make it so you can lock the trenches, if you lock a trench the units that you spawn will just go past the trench. Now this won't effect the units inside the trench if you lock it. And of course you could always unlock them.
You should add a medic and radio operator
Medic-has a chance to save infantry that die within a area
Radio operator-calls in random unit or currency or support ability over time while alive and sits in front of the base
Maybe you could add wooden pillboxes as static defenses similar to the machine gunner, but they only have a few riflemen and are super vulnerable to flamethrowers. It could be a good way to counter the AI tank and artillery spam.
for endless-mode:
1. do the wave your currently at in the upper corner, so you always know where you at
2. add a setting to speed up the play (like in btd)
3. just for fun: add a 2d minimap with dots of your and the enemy troops (+the trenches of course)
4. add a option in the settings to pause the game when in tech tree or the level up screen
5. add troops that can lay down mines in front of the trenches
You should add engineers to heal tanks and make mines in the battle field, they can should also build barbed wires to stop enemies.
The mines should be a counter to tanks, or bazooka units.
There should also be a feature where you can turn gold to medals.
In endless mode there should be grenades for the infantry to use in the research tree.
There also should be vehicles to use for a better rush for trenches like the a jeep.
There also should be a new unit, the assault unit that uses weapons lie, the thompson.
For future mini updates that you talked about, you should add uniforms for the country you play as and also gear.
As you said last video, there should be a flamer tank but it should be a tank itself. I did some research and it’s the pm 1 flame tank
I don't really like the "miss" that pops up, I think you should either replace that with dust that just pops up from the ground from missed shots or bullet tracing (as in highlighted line that you can see fired from a gun).
I also think that the artillery barrages should be more devastating. They should last longer and/or the bombings should be more frequent, and of course it should be more expensive to use
The Machine gun nest machanic is a nice idea, but there should be a cool down until you actually capture the trench. Like once you take the trench, you have to hold it for more than 10 seconds before you can build your own machine-gun nest. That's basically all the ideas I have, I guess you could make the game retro like instead of stick man
Game suggestion: Add a sentry tower which adds 10, 15, then 20 percent extra accuracy and range to units as you upgrade. It would cost 3 medals and would not add Multics to the MG’s
Idea: Add flag banners and if you dont have flag banners, troops morale gets low and they dont fight as hard. If you lose 60 or up soldiers the fellow soldiers start getting sick.
I have lots of ideas:
New Endless Mode: In Endless mode, you should start out only with a small camp and one main trench, and you have 60 seconds to prepare for the first waves. You have to upgrade your camp into a properly fortified base.
Engineers: You should also implement engineers into the game, in almost all modes. Engineers can dig temporary small trenches, which cannot be upgraded, and are less defendable than a regular trench but snipers can sit in it and shoot in areas where the enemies are normally too far away for snipers to be useful. Engineers would also be required to upgrade trenches, static machine guns, upgrading bases and building artillery.
Bases: I think that bases should have more importance in the game than a last stand and unit producer. I think bases should include multiple buildings, like a unit barracks which is where units spawn, an artillery tower to limit artillery, a science building where your scientists produce research tokens, which you use for the upgrade tree instead of medals. Each building would be upgradeable and you would have to use all aspects of your base to win the battle.
Possible campaign ideas: I think that in the beginning of a campaign, there are no trenches. You would need engineers to build them. Everything you build and upgrade is destructible, but if it isn't destroyed by the end of the skirmish, then it stays and is still there when you battle in that area again. Also units would stay. For example, a rifleman is in a skirmish and survives the entire battle. That rifleman is now a rifleman veteran. That rifleman veteran has increased stats and is free to you in the next battle. You can use him, but is a risk, because every time a unit's veteran level increases, that unit is harder to replace. The unit is stronger, faster, has better fire rate, and other things as well. This is the same for all units, except the officer. When an officer is a veteran, that officer receives special abilities. Some of these would be calling in very precise artillery, commanding certain units to do certain things, and commanding units better.
Disloyalty/Desertion: When you call in units to the battlefield, some units may be a little disloyal. They might refuse to charge on an enemy trench, refuse to fire on the enemy, or even desert the battlefield entirely. To prevent this, you can use veteran officers, which can increase the loyalty of units around them. Or, you can use desertion punishments. In your base, you can make a team of searchers, who search or deserters, and bring them back to the base. The deserters would be punished in a way, and the longer you punish them, the higher their loyalty increases.
Special Country Abilities: Using different nations could offer you different units and abilities. I have no examples for this, but I am sure you can think of some.
Thats all my ideas, I hope you use some of them Baron. Stickman Trenches is an awesome game, and I am super excited for it to release.
You should add Naval battles.
It would be cool to see naval battles getting completed to help you out on land battles.
You could have time be a factor. So when it’s night, it’s harder for the enemy to see your charges and it makes guns less accurate
I think it could be cool if there was a light cycle where when it turns night you can send out saboteurs with a chance to do real damage to the enemy trench, snipers are ineffective, the enemy lines are invisible and flairs can illuminate the enemy.
Also locking trenches so that not all your troops are in one place(used as reserves)
Hi baron I noticed that when a tank is over a trench when shotgunners hit it the still price the multi hit on troops in the trenches at 100% chance rather then having trench protection ( it wiped out the lower part of your trench on the first tank you sent out )
Please like so baron notices this bug
The flamethrower should explode when it gets killed inflecting damage to friendly units and enemy's units (only in charge to make it more balanced)
YESSS STICKMAN TRENCHES thanks baron
You should add soldiers that use their bayonets like a 30% chance that a rifle Soldier will use his bayonet when charging and I love the videos great job
Make a special mode where you don't get to control infantry. Have AI control the infantry and the player only be able to send in artillary and tanks along with upgrading trenches/machine guns as support. Give the enemy a big advantage on the player and make the player last a certain amount of time by supporting.
Engineers to make artillery and workers to dig underground holes to go from trench to trench and artillery can destroy these holes and make the map bigger and put truck to transfers soldiers to battle (i hope u like the idea)
Suggestion: Smoke barrage. This would be next to the artillery sector and would shoot a line of smoke to the location the user chooses. The smoke would decrease the visibility, which means both sides cannot see/shoot at each other until they are very close to each other. The smoke would go away after 20-30 seconds and would be influenced by wind
An idea; you are able to put up barbed wire to funnel troopers into a area( tanks can break it). Soldiers can hop into crater for cover. you can deploy bunkers where ever you want( it would spawn in a engineer who has to build the bunker). Also buildings spawned randomly through the map kinda like bf1.
Map idea:
You could add different types of maps for various fronts (mountains, forest and plains)
Every front could have stuff to make it difficult.
For example in the mountains troops are slower tanks are less effective artillery is less dangerous and troops can die of hypothermia ( there could be a research to make snow clothes for troops so they don’t die in the mountains)
In the forest there could be more mud, snipers are less effective because of the trees and defenders could have a harder time defending
And the plains could be the default one
Consider adding stopping and turning around in the middle of a trek across no-mans land. Thank you for your work. SO EXCITED FOR MARCH 1st
SUGGESTION: I would add grenades in a sense that certain units have them. For example. Shotgunners are suppose to clear trenches. So when they attack before they start shooting they throw a grenade.
Maybe have an experience modifer? e.g. Newly built units have a green trait, meaning they do less damage and die more easily, but, as they fight more they increase in experiency, and can become elite/veteran type units with increased stats the longer they survive?
I like the idea of keeping it stickman 2D. Adding more stuff is always welcome. new game modes, weather effects, veterancy, different tanks. different nations with different units.
about the crew members on the tank at 7:55 if that happens I think there should be a thing where they would come out injured or the tank would just explode
Add a sapper that puts down mines and barbed wire, also when upgraded from research tree they should be able to repair tanks and even enemy tanks that we can use against the opponents
You should add deployable objects like Barbed Wire and barriers wich work almost like trenches but can be destroyed and a Engineer unit that can place them.
Maybe a way to select one type of unit and move just that one type to the other trench
An idea, add a screenshot button so you save your cool bases
You could add America's first tank which I think is a tiny tank that is fast and does decent damage but make it so it's a tank that can sit in your lines or have them pop out when you're base is under attack
You should make a mode where it’s tank battles where it’s only tanks and you can upgrade your tanks guns armor and make so that the base they have to destroy is a factory that’s producing the tanks and if you destroy it make it like a HUGE explosion plus you should make armored cars
Add "flags". they function like trenches, but sacriface defence bonus for bigger income.
Maybe add faction specific units and traits like Canadian shock troops or German sturmtruppen (stormtroopers), or better trenches for the Germans. Another thing could be flechette darts to drop on enemy soldiers. I also think that you should be able to research a toggle whether or not individual troop types are sent out with gas masks, and they cost a bit more if they are deployed with one because if the officer is killed say by the impact of the gas cannister all of the soldiers who he gave a gas mask are guaranteed to die despite previously having a gas mask. Another idea is researching planes to spot for artillery, making them more accurate.
Yes once again i am sudgesting to ad cavalry in your game that is all looks fun cant whait for it to be out.
A use for the bayonet would be cool. Let's say two groups of solider (both groups on different teams) are charging at each other, they can't fire their rifles while charging forward so if the bayonet had a function, they would be able to defend from troops charging at the. Also, if you get hit with the bayonet you should slow down or stop temporarily because you're bleeding out. Another thing the bayonet could do is if a trench is overrun some soldiers could stay in the trench and use their bayonets.
Just a thought to add.
I think you should add machine gun bunkers as the last upgrade in stickman trenches
You should add Close quarters hand to hand combat. For situations like when they both charge at once or when they react you trench
You should add a commander on a horse that leads the charge into battle, and he would have a sword and a pistol he should cost 250 stars, and he can give the soldiers damage buff
You could add saper units to dig dug out positions in no man’s land. I feel that this would usefully for machine gun positions
New things for endles mode:1 barebed whire that can either be an upgrade or a defensive ability. 2 flame throwers exploding on death making snipers more usefull. 3 anti tank rifle units to act as a counter to tanks. 4 make the map longer.
Here is a suggestion: make it so that upgrading trenches takes time.
Suggestion: If soldiers of a country capture a trench the flag would have thier nation flag.
For example: If germans will take the trench the flag will be german and not red
Add reloading and when a ally/enemy is about to reloading in a trench they will get a cover and get 2x chance of not getting hit and buff the bases and add mortars which will cost medals to shoot which hits random spots(ammo depends on medals 1medal=3shots)hope you make it.
Idea: There was an event during WW1 called Attack Of The Dead Men (Battle of Osowiec), for example u could choose which country to face in endless, and if u pick Russia and use poisoness gas there could be a slight chance of some of them start to sprint towards you all zombie like. Or there could simply just be a zombie mode idk
Wouldn't be as realistic though so I wont be disappointed if it doesn't get considered
You should add when the tank gets destroyed it goes boom and the resrsch tree should have more opportunities and you should add a new mode tank battle
I'm not sure if you have already seen this idea or if it is already implemented, but I would love for there to be different maps. I.E. Snow, Forest, Plains. They could also have their own buffs and de-buffs. I.E. forest gives 25% more defense but 25% less attack.
Every 5 kills a infantry gets, they become more customizable like being able to give a individual soldier a helmet which protects their head more or giving them an sniper which provides range , accuracy and damage
I really hope that this game blows up in popularity, because if it does, multiplayer will surely be an option
You should have the creators that artillery and tankes make have soldiers be able to hide in them if they are deep enough. Also another idea is if creators that are deep enough for a soldier to fit in can have a diffrent appearance such as color or width.
Bro also stole my idea
Upgrade ideas:
1. Make officers have a larger area of effect
2. Bullets do less damage to your tanks
3. The machine gun guys run faster
4. Artillery barrage has one extra
5. Troops have lower chance of getting hit when in a trench
6. Reduce cooldown of artillery
Gonna keep suggesting the 37mm light infantry cannon as an option for the machine gun nest position. It would really grant some significant power against tanks!
Unit idea: Medic - Similar to the officer, makes it so that when an infantry unit near him gets shot, there's a 10% chance he gets back up. A research upgrade could make it so that there's a 20% chance.
2 ideas,
First- add smoke artilerry shells so that short-ranged units get an advantage and it creates a more cinematic expereince,
Second-decide between specialized units, balanced units or massed attack units,
Balacend units = no changes
Massed attack units = units will be 30% less expensive(excluding medals) but, are 25% weaker in health and attack and are 25% more likely to get hit if they are in a trench.
Specialized units = units will be 30% more expensive( excluding medals) but are 25% stronger in health and attack and are 25% less likely to get hit in a trench
Things to add:
1: Rocket launcher unit
2: Online 1v1
3: Russian Missile tank (maybe it would cost more then the other tanks or something)
4: flamethrower tank maybe
5: a little number under or above the trench to see how many units are in the trench
6: have gasmasks an upgrade for the officer
non stickman graphics and 2.5d would be a great addition
Research Ideas:
Combined Arms: Increases Infantry Accuracy and Range when nearby a tank, also makes Infantry always stay behind tanks when pushing.
Rapid Cooldowns: Decreases Cooldowns by 20% per upgrade but increases cost for purchasing units by 10%.
Duck & Cover: Adds a resistance for Infantry to Artillery Fire.
Morale Break: Makes flamethrowers move faster and cause enemies to retreat automatically.
Anti-Tank Rounds: Massively Increases the damage Rifleman do to tanks but reduces their firerate.
Tank Specialization: Makes Tanks cheaper and cool down faster, But increases the cooldown of Infantry.
Landship Doctrine: Massive increases to Heavy Tank's MG Firerate, Cannon Radius/Damage and Health, But triples the cost (no increase to cooldown)
Scraping The Barrel: Massively Cheapens and lowers Cooldown of Infantry Units, but decreases their Accuracy & Speed.
Add spy's where your unit comes out of the enemy base and has 5 seconds to shoot and kill before the enemy realise and shoot the spy
You should have shotguners run back and forth through the trenches
I think when the tank gets destroyed people come out and they retreat to the closest friendly trench
I love the idea of lanes, having 3 separate lanes to build up defenses and attacks. pretty much just taking what you have and placing the maps next to each other with trenches that only cover 1/3, 2/3 or 3/3 lanes, charging down the middle or the sides to take advantage of a weak spot rather than a full frontal assault. although it would be a much heavier game.
It would be interesting if the craters that the precise altilery or altilery biradges or even broken tanks provide cover for attacking troops. So like a tank breaks down but it doesnt despawn but it provides cover for troops same with craters, and maybe the craters for the presicion altilery should be bigger than the 3 random ones from the normal altilery strikes
Also maybe have a limit to how many troops can be in a certain level trench
Day idk
Make it where sometimes the tank shot will make a crater for cover for both sides
Any explosive round
Also were tanks are also cover when they die
this. You add the ability to spawn squads or like groups of units but of they cost alot more money.
Like for 3 rifleman, it costs 210 stars.
Or maybe like buy 3 rifleman and a officer in a squad?
I feel ppl would make the 7th panzer division.
You should add so you can control individual units and lead the charge
You should And hunger. So you have to deliver food up and down the lines as a requirement. With the soldiers becoming less efficient as they get more hungry
I think troops should run out of ammo eventually and depending on the faction they should use pistols or bayonets also add a sandbox mode
this is great! keep up the good work baron!
You should make it to the tanks sit behind your trenches and when you tell your man to attack the tank goes with them
tanks should stay on the battlefield longer after being destroyed and act as cover for attacking troops
Game idea: You should add a new unit -The radio operator, that has the option to replace the spot on the trench instead of the machinegun bunker guy, and he can call in an aircraft strafe (it can have a long cooldown or can cost stars to balance the unit) in a straight line across a good part of the battlefield and have a 50-70% chance to kill a unit but only if they are not in a trench. Or you can just put the aircraft strafe in the tech tree and not have the unit. I hope you like the idea and keep up the good work!
You should make it we’re you can select which soldiers you don’t want to charge when you go over the top
Suggestions; In endless mode also give the enemy the ability to spawn land ships in higher level waves to make it even more challenging as a type of ‘boss wave’
For your rank increasing as you get more xp, you could also get a small buff for every rank you increase. Like faster money
Have a limit of units per trench, e.g. 15 - 20 in the regular trench, but then the max capacity increases as you upgrade it and the more officers you have. This will help against critical mass…
Add medics and grenades
IF A FLAMETHROWER DIES, it should have a chance of his fuel exploding causing splash damage to those around him
Awesome video ❤
You should add a medic unit that makes so that if your units get shot it has a chance to not do damage to your unit
There should be a moral system that when low can force your soldiers to be shell shocked with ptsd for a few seconds and when upgrading soldiers, there will be a less chance of that happening at all
Unit idea: a medic, maybe it would be like an officer, and whenever there is a medic, in a radius around them the troops have more health, or something. Or if you add healing, they heal faster, maybe both at once. Maybe one thing that could happen is a troop can be hurt enough, where they don't die, but fall on the ground, the enemy changes targets, then they can crawl back to the trench, or stay in the trench, and either they can slowly heal on their own, and heal faster when a medic is there, or only heal when there is a medic. and Maybe the medic has a short range for healing, and moves around the trench to heal the different people.
Other Ideas:I think you should make a defense option or when troops are defending a trench, they mount their guns on the side of the trench facing the enemy. Maybe it could increase their accuracy and fire rate, and also give rushing an advantage if the enemy has just taken a trench. It could automatically put them on defense mode after like 5-10 seconds without advancing. It would also look better for when there are a lot of units because instead of being all clumped up, they have a clear line to more accurately see how many troops you have.
Suggestion: Maybe the craters should stay for the entire game, and they slow down or give fortification to soldiers going over the area. As soldiers in no man's land would use it as cover. Maybe, as well, precision artillery (and/or artillery barrage) should gravitate slightly towards troops, but if they are in the craters, it gravitates less towards troops, if not gravitating not at all.
Maybe, there could be a map, or multiple, where there are 4 sides. Maybe 4 countries, or just 1 on 2 sides, or 2 Allies on 2 sides.
Day:6 I think? For asking forts to be placed in between trenches they act just like a trench, but are much more fortified, and have a premade level two machine gun