DecendedDemon wrote:
i disagree, i think its a bad idea, buckling somebody's entire frontline by applying overwhelming force and then blitzing through their territory before they can recover is exactly how you go about defeating militairly and economically superior oponent in this game, if you're forced to stop because your guys start starving if you dont for however long it takes to build supply depots on a just conqeured region you're gonne get bogged down in attrition fighting against a economically superior oponent, i do think their should be a attrition aswell as speed penalty for units that are cut off from any other territory you own because i do admit its really annoying to have to scramble because the guy you're absulutely crushing otherwise managed to get 1 AC past your troops and i making a B line to city snake you, i do think their should be a mechanic where cutting off their snake trail isloating them causes problems for such a unit but as long as you're making a large coordinated and concentrated push where you maintain control of everything you're taking and nothing gets cut off no supply mechanic should force you to stop, it makes the challenge of toppling a superior oponent even more daunting when you're forced to stop exploiting the opening you made and have the guy regroup and recover while you're waiting for like 14 hours on those supply depots
Supply Lines
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vietcong2005 wrote:
DecendedDemon wrote:
i disagree, i think its a bad idea, buckling somebody's entire frontline by applying overwhelming force and then blitzing through their territory before they can recover is exactly how you go about defeating militairly and economically superior oponent in this game, if you're forced to stop because your guys start starving if you dont for however long it takes to build supply depots on a just conqeured region you're gonne get bogged down in attrition fighting against a economically superior oponent, i do think their should be a attrition aswell as speed penalty for units that are cut off from any other territory you own because i do admit its really annoying to have to scramble because the guy you're absulutely crushing otherwise managed to get 1 AC past your troops and i making a B line to city snake you, i do think their should be a mechanic where cutting off their snake trail isloating them causes problems for such a unit but as long as you're making a large coordinated and concentrated push where you maintain control of everything you're taking and nothing gets cut off no supply mechanic should force you to stop, it makes the challenge of toppling a superior oponent even more daunting when you're forced to stop exploiting the opening you made and have the guy regroup and recover while you're waiting for like 14 hours on those supply depots
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DecendedDemon wrote:
vietcong2005 wrote:
DecendedDemon wrote:
i disagree, i think its a bad idea, buckling somebody's entire frontline by applying overwhelming force and then blitzing through their territory before they can recover is exactly how you go about defeating militairly and economically superior oponent in this game, if you're forced to stop because your guys start starving if you dont for however long it takes to build supply depots on a just conqeured region you're gonne get bogged down in attrition fighting against a economically superior oponent, i do think their should be a attrition aswell as speed penalty for units that are cut off from any other territory you own because i do admit its really annoying to have to scramble because the guy you're absulutely crushing otherwise managed to get 1 AC past your troops and i making a B line to city snake you, i do think their should be a mechanic where cutting off their snake trail isloating them causes problems for such a unit but as long as you're making a large coordinated and concentrated push where you maintain control of everything you're taking and nothing gets cut off no supply mechanic should force you to stop, it makes the challenge of toppling a superior oponent even more daunting when you're forced to stop exploiting the opening you made and have the guy regroup and recover while you're waiting for like 14 hours on those supply depots
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vietcong2005 wrote:
DecendedDemon wrote:
vietcong2005 wrote:
DecendedDemon wrote:
i disagree, i think its a bad idea, buckling somebody's entire frontline by applying overwhelming force and then blitzing through their territory before they can recover is exactly how you go about defeating militairly and economically superior oponent in this game, if you're forced to stop because your guys start starving if you dont for however long it takes to build supply depots on a just conqeured region you're gonne get bogged down in attrition fighting against a economically superior oponent, i do think their should be a attrition aswell as speed penalty for units that are cut off from any other territory you own because i do admit its really annoying to have to scramble because the guy you're absulutely crushing otherwise managed to get 1 AC past your troops and i making a B line to city snake you, i do think their should be a mechanic where cutting off their snake trail isloating them causes problems for such a unit but as long as you're making a large coordinated and concentrated push where you maintain control of everything you're taking and nothing gets cut off no supply mechanic should force you to stop, it makes the challenge of toppling a superior oponent even more daunting when you're forced to stop exploiting the opening you made and have the guy regroup and recover while you're waiting for like 14 hours on those supply depots
Make HWW all in, a staple gamemode -
Nadda wrote:
vietcong2005 wrote:
DecendedDemon wrote:
vietcong2005 wrote:
DecendedDemon wrote:
i disagree, i think its a bad idea, buckling somebody's entire frontline by applying overwhelming force and then blitzing through their territory before they can recover is exactly how you go about defeating militairly and economically superior oponent in this game, if you're forced to stop because your guys start starving if you dont for however long it takes to build supply depots on a just conqeured region you're gonne get bogged down in attrition fighting against a economically superior oponent, i do think their should be a attrition aswell as speed penalty for units that are cut off from any other territory you own because i do admit its really annoying to have to scramble because the guy you're absulutely crushing otherwise managed to get 1 AC past your troops and i making a B line to city snake you, i do think their should be a mechanic where cutting off their snake trail isloating them causes problems for such a unit but as long as you're making a large coordinated and concentrated push where you maintain control of everything you're taking and nothing gets cut off no supply mechanic should force you to stop, it makes the challenge of toppling a superior oponent even more daunting when you're forced to stop exploiting the opening you made and have the guy regroup and recover while you're waiting for like 14 hours on those supply depots
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I think that it should take longer for units in bunkers to loose health and speed, since bunkers stored suppliesPresident of The Forum.
(As elected October 2023).
Can be found on Call of War itself as "Zaktty". -
Wish list would be this feature and generals.
Or perhaps more BETA CLIENT, mmmmmmyyyyyyeeeesssssMake HWW all in, a staple gamemode -
2.0 update is literally the best time to add them.
Please add supply lines with the new map.President of The Forum.
(As elected October 2023).
Can be found on Call of War itself as "Zaktty". -
Zaktty wrote:
2.0 update is literally the best time to add them.
Please add supply lines with the new map.
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DecendedDemon wrote:
Zaktty wrote:
2.0 update is literally the best time to add them.
Please add supply lines with the new map.
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i dont care, keep your HoI4 out of my call of war
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vietcong2005 wrote:
There's a good reason why games like Hoi4 or any grand stratergy game is better than Cow. Simply because of how unrealistic warfare is in Cow. No encirclements, no supply lines, and no strategical features. The game has basically devolved into rushing and spamming, suiting the person with more units. Games were actually fun back then when they lasted for 100-300 days back in 1.0. It is strange to me that y'all want to ignore the most feature in warfare: logistics. I propose that a decrease in health will only start when 2 days after the unit has not stopped and resupplied. If the unit is healing it cannot resupply. If the unit has been encircled then the unit will lose 10% heath per hour. Well no it won't devolve into attritional fighting if you know how to fight right.
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vietcong2005 wrote:
There's a good reason why games like Hoi4 or any grand stratergy game is better than Cow.
On the other hand Call of war is a free browser/mobile game that relies on income from Ad and gold and while HOI4 has unit animations Call of war has some static unit pictures fighting.
plus @freezy has said and time and time again that call of war code is limited
Simply put you cannot compare a 5 star restaurant to a restaurant down the street"I don't know jeff!"
Chris kamara -
Well to be frank, I personally feel CoW is a much better game than HoI. I lost interest in HoI after a few months, and CoW has kept my interest for six years now, so that's quite a magnitude of "better game" actually. I really don't want to decide how many rifles I'm going to produce, what kind of torpedo tubes my ships will mount, or the exact composition of an armored division (especially if there is a sore lack of documentation on how that composition affects performance). CoW manages to stay away frmo that kind of micro management while still providing a wealth of depth and options... where else can you find that?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. -
Encirculments were huge deal in WW2 and overall in wars.
May be supply lines would be complex however they could add something like -20/30% on all stats when unit is in province that is completely surrounded by enemy provinces on all units except on let's say havy tanks and paratroopers.Фарис Синановић, Суна -
newbgamer101 wrote:
vietcong2005 wrote:
There's a good reason why games like Hoi4 or any grand stratergy game is better than Cow. Simply because of how unrealistic warfare is in Cow. No encirclements, no supply lines, and no strategical features. The game has basically devolved into rushing and spamming, suiting the person with more units. Games were actually fun back then when they lasted for 100-300 days back in 1.0. It is strange to me that y'all want to ignore the most feature in warfare: logistics. I propose that a decrease in health will only start when 2 days after the unit has not stopped and resupplied. If the unit is healing it cannot resupply. If the unit has been encircled then the unit will lose 10% heath per hour. Well no it won't devolve into attritional fighting if you know how to fight right.
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K.Rokossovski wrote:
Well to be frank, I personally feel CoW is a much better game than HoI. I lost interest in HoI after a few months, and CoW has kept my interest for six years now, so that's quite a magnitude of "better game" actually. I really don't want to decide how many rifles I'm going to produce, what kind of torpedo tubes my ships will mount, or the exact composition of an armored division (especially if there is a sore lack of documentation on how that composition affects performance). CoW manages to stay away frmo that kind of micro management while still providing a wealth of depth and options... where else can you find that?
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vietcong2005 wrote:
Of course I don't want the same complexity as HOI4 in COW. It would be far too complex. However, COW does need some strategical depth such as encirclements and supply lines to simulate World War II properly. It isn't a matter of HOI4 or not, but rather an improvement in game.
I'm sure the devs sat down to discuss what kind of game they wanted to make, and how detailed it should be. If the devs wanted to go the HOI route, they would have by now. That's not something that the devs wouldn't have thought of or that didn't play out as intended. It's not a long shot to say that they had a discussion about supply lines etc at some point and deliberately decided against it. I understand that attrition, supply, encirclements, etc played huge parts in wars, but that's not what this game is about. Sure COW isn't as detailed as HOI or The Campaign for North Africa, but it's not checkers either. It is it's own game, a good middleman that a lot of people can and do enjoy.
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