The search of the chosen idea

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    • Since this post is for all suggestions, Some of mine are:

      Require the last 50-75% of naval repairs to be completed in an owned port.

      Paratroopers that follow the following parameters:

      -They follow the model of the nuclear bomber for deployment.
      -Whats left on the target is a general gimped model of the militia unit, with NO ability to "capture" provinces.
      -They can move, attack units, perhaps even damage buildings when they sit on a city/province for a day or deny resources.

      Hybrid HQ/Supply Lines

      In Command = units operate normally
      Out of Command = units suffer -50% penalty to attack, -25% movement and -10% defense.

      - Forts in provinces are default land HQs
      - Airplane Carriers are default navel HQs

      - Unit - Mobile HQ (Infantry) - offers same HQ benefits as Forts, but with diminished distance
      - Unit - Command Cruiser (Cruiser) - offers same HQ benefits as airplane carriers, but with diminished distance

      - Units within 2 provinces of a Fortification or Airplane Carrier are in command.
      - Units within 1 province of a MobileHQ or Command Cruiser are in command.
      - Units in same province as patrolling aircraft are in command.

      - Militia and paratroopers are immune to command effect
      - Submarines and convoys are immune to command effect.
      - Air units are immune to command effect

      Of course all of it could be based on range circles as well
    • wolfeman77346 wrote:

      Commando convoys should operate more like a submarine while on the water, OR, allow submarines to carry 1 commando unit that can rapidly disembark.
      I am unaware of any submarine, WW2 era or modern, that is capable of transporting a battalion of 875 commandos. Even assuming that each in-game submarine unit represents a squadron of four individual submarines, those numbers don't work. Temporarily transporting a couple of squads or even a platoon is one thing, transporting an entire battalion via submarine is physically impossible.

      Which brings us back to another point that the developers either do not understand or have chosen to ignore: true commando units rarely fought as a battalion or regimental-size unit in the field. They were trained in small-unit stealth attacks for sabotage and reconnaissance. And they were not a substitute for regular heavy infantry units. Commandos were highly trained specialists, but they were light infantry who were trained to infiltrate in small units. A commando unit did not include its own integrated heavy weapons sections or integrated artillery, AA or armor. Putting them into action as another infantry unit, as we see being done in COW games, would only get a lot of expensive-to-train special warfare operators killed to no good purpose.
    • Without any WW2 references, aside from a movie about a small group going after a code box on a sub. I always imagined "commandos" the way described by Montana above.

      With that siad, I always imagined them as anti-infrastructure. For this game, I think it would make more sense to have them not able to capture provinces, but instead able to attack buildings and destroy resources.
    • wolfeman77346 wrote:

      For this game, I think it would make more sense to have them not able to capture provinces, but instead able to attack buildings and destroy resources.
      Given the parameters of the game, any ground-based unit, regardless of size or combat arms branch -- infantry, armor or artillery is capable of capturing a province. Whether any given single unit can hold that province, in the face of a rebellion or an attack by an enemy formation, is entirely different question. In most cases, no single in-game unit of any kind can prevent a rebellion if the provincial moral is at 25% or below. And in most cases, superior numbers of enemy units of the same type will defeat any single garrison unit.

      In direct response to your point above, there is no particular reason why a medium tank brigade (675 men, ~120 armored vehicles) makes a better garrison unit to hold a province against a possible uprising than a commando battalion (875 men) of light infantry. In fact, dismounted infantry probably makes a better garrison than an armored unit, especially in urban areas, where armored vehicles are vulnerable to guerrilla tactics. COW game parameters already recognize this reality by reducing the offensive/defensive strength and hit points of all tank and armored car units when they are present in cities.
    • Dixie wrote:

      I want to put commandos on rockets that drop parachuting minisubs that fire batbomb torpedos at the enemy's "die glok".
      I will add that to the list with the genetically-engineered N-zi super dragons (Elite L7 Nazguls).

      And, hush, Dix. The newbs are not supposed to know abut die glocke until they achieve L50 player status, and the wunderwaffen secret tech tree is unlocked for them.
    • Dixie wrote:

      I want to put commandos on rockets that drop parachuting minisubs that fire batbomb torpedos at the enemy's "die glok". Maybe I'm just dreaming...
      I think your Rhetoric is a little unfair.

      I was merely suggesting that a possible solution to peoples desires for a paratrooper unit would be to assign that capability to the already existing commando unit. Since they are a specialty, high skilled unit, it would make better sense. But whatevs..
    • Strategic_Gamer wrote:

      1. Paratroopers?

      2. Resource Production

      3. More buildings!

      4. Trade routes or something of the sort


      5. Travel
      I am personally against Paratroopers just because of the complexity it would add in large games. But this idea might work if there was another mode created. I guess there could be 3 modes: Classic (current), Custom (more options for creator for in-depth games), and In-Depth (which could include more detailed games with things like Paratroopers and what not). About resource production, if you could just add resource producing provinces anywhere, the game would lose its reasoning for a market entirely, so this idea doesn't sound like it should work. But, in reference to buildings, I would be okay with adding more buildings to help with this production (with limitations). For example, you can only have 5 level 6 industrial complexes, 3 level 4 infrastructure, and as many level 4 naval bases as you want. It wouldn't really add too much, and if it wasn't added, I wouldn't mind, but yes it would be nice to have some boost. Then again, whoever takes advantage of this would distance themselves farther and farther from the market. Now trade routes, while this may be realistic, I would either not add it or put it wherever the Paratroopers thing goes (like In-Depth mode). Now rivers would probably just over-complicate things even more than anything else stated so far. Again, it could be implemented in an In-Depth mode, but I wouldn't count on that one at all.

      Strategic_Gamer wrote:

      6. Defense

      7. Patrol

      8. Healing

      9. Training units

      10. Core provinces

      11. Scouts

      12. Transport Planes

      13. Naval Refueling

      14. Subs

      15. Naval Rockets
      Now about Defense, if units could boost their defensive stats, it should also hurt their offensive, but not vice versa. Unless you want to have speed games or something. Um about patrol, this idea seems to be difficult to implement in this game where it is now, and then inactive players would be a bigger pain to take down with this endless patrol (if I picked that up right). Now healing sounds like a good idea, but in order for you to heal units, you should be required to have a level 5 industrial complex in the province and a hospital (add to buildings) also along with any other requirements to produce the unit. The repair/heal time should be 1.5 times longer than normal construction would be (minus the already working parts). If healing is not added, the option to recycle units should be added so we can at least replace units with healthy ones along with a slight return in resources. The pause of training units has flaws, and maybe there should be some building requirements there as well (like level 5 industrial complex, level 3 infrastructure, and level 3 barracks). Now to core provinces, I think there should be a limit to these core provinces if you can add more. Maybe you could change some of your original core provinces into non-core provinces and in return you could change non-core provinces into core provinces. Just to keep players from abusing this, a queue should probably be made for these changes. Scouts remind me of Paratroopers, a lot, but if they are ever added I would hope it was in an In-Depth version. Transport planes would be a great idea if Paratroopers were added and in order to use paratroopers you would need to use one of your transport planes. Of course research requirements and high costs should be implemented for this as well just to avoid overuse (recommended for In-Depth). But I would remove the resource transporting part. Now to naval refueling, couldn't you just add like an anchor function to avoid being moved by the water? Now with submarines, I like the idea of submersion, and considering the lack of water wars, this sounds alright. But I think they kind of already added this, maybe not officially but the statistics of submarines kind of reflect this idea of submersion. Now to naval rockets, I like the idea, but the torpedo stats should somehow reflect from the ship it is being sent or the best case scenario if it is a fleet. And it would be researched similar to how typical rockets are.

      This is all my opinion, and I am sure others see things differently than I do.
      "Know your enemy and know yourself and you can fight a hundred battles without disaster." ~ Sun Tzu, The Art of War

      "War does not determine who is right - only who is left."
    • Lukenick wrote:

      Now healing sounds like a good idea, but in order for you to heal units, you should be required to have a level 5 industrial complex in the province and a hospital (add to buildings) also along with any other requirements to produce the unit. The repair/heal time should be 1.5 times longer than normal construction would be (minus the already working parts).
      Guys. Guys. Guys. You can already heal units. Yes, it is not very fast. But then again yes, you can relegate your damaged units to secondary tasks and replace them with healthy ones to avoid killing them off uselessly (especially if you're low on oil, you better try to heal your tanks rather than build new ones).

      And no, a hospital building is not a good idea, as frankly, part of the game revolves around the fact that if you have damaged an enemy unit, it will help you think about his intentions and abilities to strike. If any unit can simply go to a hospital, there is a serious problem for any player out there.
    • darksoul111 wrote:

      And no, a hospital building is not a good idea . . .
      Frankly, it's also a very strange idea, too. It must have been a hell of a battle if the entire unit gets sent to the hospital afterward. :( Individual wounded soldiers get sent to a hospital; units do not.

      The way combat units "heal" in the real world is a very simple concept: replacement troops. (Yes, some wounded troops may recover in a few days, weeks or months enough to return to their unit; just as many, however, have to be sent somewhere for long-term rehabilitation or released from service altogether.) COW already takes this into account in the daily manpower upkeep requirements for all units (check the unit spec sheets -- it's there), and fifteen percent (15%) of the unit's then-current reduction in combat effectiveness is restored each day. So perhaps we should not be speaking in terms of a unit's "healing," but instead we should be speaking in terms of a unit receiving replacements over a period of days to restore its full combat effectiveness.

      The post was edited 1 time, last by MontanaBB ().