Hello fellow players,
Here is my idea, create the need for officers in CoW
Why?
I think it would make for more realism and more strategy when concerning the entire game. It would also change army builds players would have. Having nothing than a certain unit in a division would no longer be an option. In that sense I think it would also help newer players to not make only huge divisions of a single unit type that far exceed their SBDE.
How?
1) Limit the amount of units that can be in a single group, units could be capped at their SBDE maximum per unit. This would apply to every level of that unit (to prevent tech stacking).
2) To have an army with more than a certain amount of units, you would need an appropriate amount of officers.
It could look something like this. Level 0 officer, 1 per unit. Level 1 officer: 1-6 units. Level 2 officer: 6- 24 units. Level 3 officer: 72+ units.
Also, having a high level officer does not mean you no longer need the lower level ones.
What would this look like?
I think a tab much like the spy tab would suffice for this. That is where the officers of all levels could be overseen and thus a player can immediatly see how many more units can be created. Of course officers would come at a price and I think also a training time, a longer training time for the higher up an officer will be. Maybe each level of officers can have their own training slot, Or two, or one. Whatever makes for a challenge.
So, at the start where you have 26 units, you would also need:
26 x level 0 officer
5 x level 1 officer 26/6 = 4.33 = 5
2 x level 2 officer 26/24 = 1.08 = 2
Meaning that a high level officer does not mean you no longer need lower level officers, you need both.
So for an army of 300 units you would need:
300 level 0 officers
50 level 1 officers
13 level 2 officers
5 level 3 officers
What would the in game effect be?
I was thinking defense and attack bonus. If there are not enough officers, depending how severe the lack of officers would be and how many units would exceed the limit. Different bonusus and penalty's could be inserted in the game. Perhaps + or - 12 % at most. With a difference in penalty for what kind of officer would be lacking, perhaps 3% per level?
Not enough officers. Of any certain type would give a maximum of 3% power output penalty. The 3% can be divided. That would mean 1% for a minor lack and 3% for a severe lack.
The opposite can also be the case. If you have way more officers than you would need, you would get an additional power output bonus. Again, depending on how many more you 'need' the bonus would increase pe organisation level between 1%- 3%.
This means that a player starting out with a big army would perhaps start out with a penalty for having such a big army but not having enough officers. An example I can think of would be the soviet union on the historical map. This is one of the reasons I think it would add more realism. It would also make the historical map more playable for smaller nations. A very well managed small army could have a 24% difference in damage output when compared with a big army that has no where near enough officers to manage the army.
What do you all think?
Kind regards,
Edepedable
Here is my idea, create the need for officers in CoW
Why?
I think it would make for more realism and more strategy when concerning the entire game. It would also change army builds players would have. Having nothing than a certain unit in a division would no longer be an option. In that sense I think it would also help newer players to not make only huge divisions of a single unit type that far exceed their SBDE.
How?
1) Limit the amount of units that can be in a single group, units could be capped at their SBDE maximum per unit. This would apply to every level of that unit (to prevent tech stacking).
2) To have an army with more than a certain amount of units, you would need an appropriate amount of officers.
It could look something like this. Level 0 officer, 1 per unit. Level 1 officer: 1-6 units. Level 2 officer: 6- 24 units. Level 3 officer: 72+ units.
Also, having a high level officer does not mean you no longer need the lower level ones.
What would this look like?
I think a tab much like the spy tab would suffice for this. That is where the officers of all levels could be overseen and thus a player can immediatly see how many more units can be created. Of course officers would come at a price and I think also a training time, a longer training time for the higher up an officer will be. Maybe each level of officers can have their own training slot, Or two, or one. Whatever makes for a challenge.
So, at the start where you have 26 units, you would also need:
26 x level 0 officer
5 x level 1 officer 26/6 = 4.33 = 5
2 x level 2 officer 26/24 = 1.08 = 2
Meaning that a high level officer does not mean you no longer need lower level officers, you need both.
So for an army of 300 units you would need:
300 level 0 officers
50 level 1 officers
13 level 2 officers
5 level 3 officers
What would the in game effect be?
I was thinking defense and attack bonus. If there are not enough officers, depending how severe the lack of officers would be and how many units would exceed the limit. Different bonusus and penalty's could be inserted in the game. Perhaps + or - 12 % at most. With a difference in penalty for what kind of officer would be lacking, perhaps 3% per level?
Not enough officers. Of any certain type would give a maximum of 3% power output penalty. The 3% can be divided. That would mean 1% for a minor lack and 3% for a severe lack.
The opposite can also be the case. If you have way more officers than you would need, you would get an additional power output bonus. Again, depending on how many more you 'need' the bonus would increase pe organisation level between 1%- 3%.
This means that a player starting out with a big army would perhaps start out with a penalty for having such a big army but not having enough officers. An example I can think of would be the soviet union on the historical map. This is one of the reasons I think it would add more realism. It would also make the historical map more playable for smaller nations. A very well managed small army could have a 24% difference in damage output when compared with a big army that has no where near enough officers to manage the army.
What do you all think?
Kind regards,
Edepedable
The post was edited 1 time, last by Edepedable ().