Elessar2
Posts: 483
Joined: 11/30/2016 Status: offline
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No preliminaries this time. 1. Give toggles for the following units when attacking both a resource and a unit: Medium Bombers, Strategic Bombers, all warships from light cruisers on up to fleet carriers. I should decide if I am attacking the installation, or the unit, not some random device. 2. Have a unit cut off and in dire straits? Supply drops by medium & strategic bombers. Note WitE a few years ago overdid it a bit and gave rise to an exploit, but in moderation see no reason why this couldn't work. 3. Implement oil & manpower as (optional) rules. Yeah, AI would either need to be coded or given lots of extras here. But it would eliminate a lot of gamey naval moves as well as nerf the bottomless well of manpower syndrome that can become an issue on the Russian Front later in the game. 4. An even bigger map for the modders to go to town on. Someone said they managed to get a map larger than 512 x 256, not sure how they did that. I just dream of a division-scale scenario... 5. Customization of generals-each gets a special ability, such as the following: * Attack bonus * Defense bonus * Supply bonus * Tank/infantry/air specialization * Movement bonus for attached troops 6. Add in admirals already! They can start as land units, can be attached to a ship, which in turn can command 5-8 other ships (depending on the C&C level). Land-based they can act as normal HQ's. W/ their own specializations, such as naval air, battleships, subs, anti-sub... 7. In conjunction with oil rules, have fleet oilers & milch cows. 8. Allow breakdown/formation of bigger/smaller land units, divisions/corps/armies. 9. Have fog of war apply to the graphs screens, as a recent thread has discussed. I shouldn't know as the Axis player exactly how much MPPs Russia got the previous turn, what their convoy income was, if they spent on tech, etc. * The following can be modded now, so hope at least the modders are listening: 1. Tech changed to 3/3/3/2/2 [for levels 1-5], with either 2 or 3 chits max [so 3+3=6% or 3+3+3=9%; 4% & 6% later in the game, so we don't have jets by early 1943.]. Price subject to negotiation (I am currently trying chits @ 65% of their original cost). I often get frustrated when I can't afford the full cost for one of the one chit techs, but also don't want it to just sit there idle for 6 months or so not progressing at all. Testing this I can now more easily time a tech to top out right before a major operation, vs. "being surprised" and it doing so right in the middle of an offensive. The first chit can thus be seen as the research process "gearing up." Next test I will likely try 75%. 2. Adjust ship speeds to ship class, DD's & CL's fastest, then CV's & CA's & BC's, followed by BB's then subs. [I currently use for the World Map 18/17/16/16/16/15/14 for those units respectively] Not sure what to do with transports-yes, some were ocean liners, but most were regular merchantmen. AI issues are always a consideration of course... 3. At least one higher infantry tech level for all infantry, so as to better stand up to late war tanks. 4. This may be the most controversial, but I'm currently trying [on Euro] all tanks and mech units moving at a base 8 [+1 or even 2 levels of Motorization]. All I know is that I look at the WitE AAR's and their tanks/mechs can run circles around SC's. I am currently getting a lot of insanely fun encirclements going on the Eastern Front-this would also reward a mobile reserve to counterattack the spearheads, which hey is what they did in the real war. On the default settings things tended to be a face-to-face slugging match (as most recent SC AARs can attest to). Yeah, the AI would be hapless, as I'm finding out in the Summer of '42: at one point I had 24 Russian units surrounded. Of course this would need a human vs. human playtest...
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