ORIGINAL: Hubert Cater
1. Limitation attack on each unit
There should be a limitation in how many attacks a unit need to absorb in one turn. 1 attack from each different branch unit on a single unit should be enough. This limitation should be valid for all units from different branches type of unit as, example ground units, artillery, air attacks and naval attacks. This because of the limitation in the game system, turn based system.
It´s highly unrealistic to have unlimited attacks on 1 single unit. This will also give other units than a single units more importance in the warfare.
This mean that a single unit can have the following attacks on it to absorb:
Attack from 1 ground unit (Inf, mech, armor, special, cav etc)
Attack from 1 support unit (artillery)
Attack from 1 Surface Naval unit or 1 submarine
Attack from 1 air units attack or 1 carrier unit
2. Encircled units
It should not be possibile to be reinforce Units that are encircled.
Welcome to the game and I hope you are enjoying it.
1) As others have mentioned in this thread, what you've suggested here is likely to be too restrictive and as a result would in turn cause you some difficulty in maintaining an effective offensive and historical timelines.
Natural resistance to these suggestions would of course be coming from anyone that has played the game for a length of time, and many players that play head to head matches refer to game balance, and as developers, this is something we've worked hard to achieve since release over 2 years ago. Major changes like what you've proposed here would unfortunately take a long time to test and sort out, and this is not an excuse to not try something like this, but for those that have played for a long time, it is fairly conceivable that they would have a pretty good feel on what would work and what wouldn't, right off the bat sort of thing. As developers we would of course have our own opinions and are very careful of what we change as well.
And as others have mentioned here, it is not necessarily about right or wrong, but after years of discussion and debate on game rules/mechanics, and years of playing the game, it shouldn't be too surprising that some will feel strongly, and that some would have a pretty good idea of what would or would not work, or possibly be an improvement (or not) in game.
One suggestion I could make, and this may or may not change your opinion, would be to play test your proposed changes (with self restriction on attacks/swaps being applied as you've outlined) starting with the 1939 campaign in Hotseat mode and see how it goes. The battles for Poland, the Low Countries and France should quickly paint a better picture on your proposed mechanisms, versus the current defaults.
In the end you might still feel what you feel about the game, or perhaps, you might also then see some validity in what others have mentioned in their critiques of these suggestions.
2) This all depends on the definition of encircled as supply also plays a factor in game. Fully encircled and cut off from supply and this is indeed the case, i.e. a unit cannot reinforce unless it draws supply from an HQ, whereas if a unit can draw some supply from a city/town, then it will have limited reinforcement, and reinforcemnt can be further reduced through attrition and depending upon how many enemy units end up adjacent an encircled town/city as well.
This allows us to model a variety of things in game such as Leningrad, D-Day, as well as when a unit/resource is properly surrounded.
Hope this helps,
Thanks for a constructive answer and absolutly it's a good game but still there are room for improvments but I enyoy it a lot.
The swap thing can be stoped easy. It's modable to what I want to achive but it comes to a cost. If an increase enogh in the attack cost it wont any longer be possible to swap the unit in the front because of the cost for the attack (but it looks that weak defending unit dosn't block this wich is good I assume the brakeven for this parameter is also unit strenght of 6 and above.). But cost is the attacker wount be able to occupy the vacant hex. So in short shouldn't it allways be possible for an attacker to occupy the vacant heax after the the attack regardless how many action points a unit has left?
If that would be possible it should solve the problem.
Today is the parameter for cost of attack limited to only 8 action points, would it possible to change that to say 25-50 instead. It wouldn't give any impact to the normal game but it would help in modding the game.
< Message edited by Emporer -- 3/16/2019 12:47:45 PM >