I think everyone dwelloing on these forums agree that CoW is a great game for the pure mechanics of combat and weapon systems involved.
However, there is a huge element missing. Armies of this era were so big, that the command structures became equally important as the achievements of the front line units. Some of these elements are often referred to as "C3I" which stands for command, control, communications and intelligence. The importance of this subject can hardly be exaggerated: for example, the German army was inferior in both numbers and weapon quality for the entire war, yet they managed many victories, and even the speed of their defeat was much slower than their huge number inferiority in the field would predict. The difference was in their C3I, which was superior to any other nation in this period, and very much so to the Soviets.
To come to my point, I would suggest adding C3I simulators in CoW. A possible way might be the following.
Introduction of a new land unit: Army HQ. This units is pretty expensive, like 20-30k of resources. It has very little combat value of its own (though it has significant hit points and maybe a significant AA value), but it exerts its "influence" on other units that are operating near it. This would work similar to the distance-to-capital mechanism for population morale: When an HQ is near (less than, say, two provinces away) a unit performs above par (say 150%), when it is about 4 provs away, the unit performs normal, and then gradually down to a minimum of 50% (army HQ is nowhere near)
For players, this adds a new dimension of play, answering questions like:
- What should be the balance between investments made in combat and command units?
- Which active fronts need how many HQ's so combat units operate optimally?
- Should I assign a HQ to defend a remote area in case it is attacked?
- How close should I move the HQ to the front, so they are not overrun?
Some more remarks:
Army HQ's should move quickly (light tank speed), build requirements include IC and infra L1
Players recieve one (or maybe two?) free HQ's with their initial unit set
I don't think they need a seperate research tree (though it certainly is possible, increasing stats of HQ units in terms of effective range)
They cross water in normal sea convoy mode, but they ARE operational in the water so fleets can also benefit from HQ attributes (alternatively, there might be a "flagship" water unit to function as HQ)
What do you guys think?
However, there is a huge element missing. Armies of this era were so big, that the command structures became equally important as the achievements of the front line units. Some of these elements are often referred to as "C3I" which stands for command, control, communications and intelligence. The importance of this subject can hardly be exaggerated: for example, the German army was inferior in both numbers and weapon quality for the entire war, yet they managed many victories, and even the speed of their defeat was much slower than their huge number inferiority in the field would predict. The difference was in their C3I, which was superior to any other nation in this period, and very much so to the Soviets.
To come to my point, I would suggest adding C3I simulators in CoW. A possible way might be the following.
Introduction of a new land unit: Army HQ. This units is pretty expensive, like 20-30k of resources. It has very little combat value of its own (though it has significant hit points and maybe a significant AA value), but it exerts its "influence" on other units that are operating near it. This would work similar to the distance-to-capital mechanism for population morale: When an HQ is near (less than, say, two provinces away) a unit performs above par (say 150%), when it is about 4 provs away, the unit performs normal, and then gradually down to a minimum of 50% (army HQ is nowhere near)
For players, this adds a new dimension of play, answering questions like:
- What should be the balance between investments made in combat and command units?
- Which active fronts need how many HQ's so combat units operate optimally?
- Should I assign a HQ to defend a remote area in case it is attacked?
- How close should I move the HQ to the front, so they are not overrun?
Some more remarks:
Army HQ's should move quickly (light tank speed), build requirements include IC and infra L1
Players recieve one (or maybe two?) free HQ's with their initial unit set
I don't think they need a seperate research tree (though it certainly is possible, increasing stats of HQ units in terms of effective range)
They cross water in normal sea convoy mode, but they ARE operational in the water so fleets can also benefit from HQ attributes (alternatively, there might be a "flagship" water unit to function as HQ)
What do you guys think?
When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
- BIG DADDY.
- BIG DADDY.