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Manpower and other Features

 
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Manpower and other Features - 9/20/2019 8:35:26 PM   
dhucul2011

 

Posts: 512
Joined: 9/12/2007
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Can't wait for this one Hubert and Bill.....

Will Manpower be introduced somehow into this release?

Manpower restrictions (and oil) are the two biggest features that we have needed in SC for years.

While oil doesn't play a big part in WW1 I believe that Manpower should.

The belligerents (especially Germany and A-H) should see manpower problems creep in. Their later war reinforcements should be much lower quality and restricted.

I like the idea of mine fields finally being introduced as well.

Therefore, in my humble opinion, SC needs the following features moving forward:

1. Manpower (WW1?)
2. Oil (Next WW2 release?)
3. Atomic Bombs (Next WW2 release)
4. Unit specific commanders with special abilities (stolen from CEAW)
5. Sea Minefields (WW1)

Just some thoughts.





< Message edited by dhucul2011 -- 9/20/2019 11:20:25 PM >
Post #: 1
RE: Manpower and other Features - 9/20/2019 11:14:10 PM   
1775Cerberus

 

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Joined: 8/11/2019
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IMO. Manpower could be represented by National Morale costs for building past a certain point. Thus a bit of "war wearyness" is built in.

Commanders really are already well done. Unless you want certain commanders to be focused, such as Air, Naval, Artillery, ect.

I go back to this is a game with Corps and Armies. Minefields are so far beneath the level of command you are playing its built into the entrenchment level. Also other than the mines used on the western front,( a completely different kind of landmine), I am not aware of minefields being used. Sources please.

(in reply to dhucul2011)
Post #: 2
RE: Manpower and other Features - 9/20/2019 11:19:57 PM   
dhucul2011

 

Posts: 512
Joined: 9/12/2007
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Sorry, sea mines, as advertised on the home page for the new SC WW1.

(in reply to 1775Cerberus)
Post #: 3
RE: Manpower and other Features - 9/21/2019 3:37:04 PM   
1775Cerberus

 

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Joined: 8/11/2019
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Then count me in absolute agreement! Sea mines at the appropriate places, (coasts and harbors), would help add to the choke point naval game.

(in reply to dhucul2011)
Post #: 4
RE: Manpower and other Features - 10/10/2019 6:16:20 PM   
Xsillione

 

Posts: 57
Joined: 1/18/2019
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Manpower with unit limits and difference between field loss, destruction in supply and destruction out of supply already represented. We only lost the ability to add units beyond ideal abilities. Maybe option to buy extra units beyond the unit limits, but with lowered stat (-1 xp, and even more for the subsequent ones), and even buy units without mpp or much lowered cost but with permanent penalties for that unit type or even the entire war effort.

Heck, a simple option to convert some of your morale into mpp at each turn, but the morale gone, never recovered and will bring you closer and closer to the collapse, maybe even mark the units bought with this mpp as even more important morale wise (those are the mens and stuff payed with heavy price for the homefront), losing that unit will bring even more morale loss than normally.

(in reply to 1775Cerberus)
Post #: 5
RE: Manpower and other Features - 11/18/2019 4:25:12 PM   
shri

 

Posts: 4
Joined: 7/20/2017
Status: offline
+ for manpower

(in reply to Xsillione)
Post #: 6
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