I am very pleased at the changes that occur in the game. We are all grateful to the developers for their work.
If a developer is interested, I would like to tell about wishes and ideas that I have. Some of them are very simple, and some on the verge of delirium. Maybe I'm not always right, criticizing the different solutions, but many of the items discussed with other players and get support.
4. Fire over cities.Obviously much smoke realistically be used instead of open flame. Realistically, if the ships and planes at strong damage they smoke too.
If a developer is interested, I would like to tell about wishes and ideas that I have. Some of them are very simple, and some on the verge of delirium. Maybe I'm not always right, criticizing the different solutions, but many of the items discussed with other players and get support.
(I do not speak English, so please forgive if there is a mistake in the text and the wording incorrectly)
1. Diplomatic status symbol.
This is the first thing that caught my eye when I first started playing - this is a very small detail, but it causes irritation. In the diplomatic relations between the countries is possible to define five parameters "war" "embargo" "peace," "right of way" and "share map." All abstract icons, except the last. icon "share map" is the logo of the NATO alliance. I think it's very strange. This is not the place where you need the real characters. I have nothing against NATO, but I understand the logic of why NATO, not the flag such as the "European Union", "Union of the Warsaw Pact," "Shanghai Cooperation Organization" or "Cooperation Council for the Arab States of the Gulf"? I ask you to make this place something neutral that it would be logical to look to all countries.2. Neutral types of vehicles.
Icons on the map troops (unlike s1914) now have a different design depending on the country of production, such as medium tanks on the map indicated by the German PzKpfw4, Soviet T-34 or American Sherman. That's very beautiful! but when it comes to other countries, it becomes strange. For example, the T-34 from Turkey, or PzKpfw4 in Sweden. Everything becomes even more strange when you see the tanks of non-fiction countries. The idea is that some countries have used a neutral kind of equipment that will not be like anything historical. It also does not seem to historicity, but that does not cause controversy. And it will be very useful in the future when new cards will be added.3. The selection of the flag country of the existing options.
I like the decision to abandon the download function of its flag for their country. In s1914 in these often abused, and some players flags were not cultural, it would probably kill them. But all the same a little freedom I would like to have. My idea is to allow the player to change the flag only on the real historical, 1 or 2 ready-made alternatives. For example, for Germany it is the flag of 1921-1933, 1933-1935 war flag or the flag of the president standard. For the Soviet Union it "stamp flag of the Russian Empire," "St. Andrew's flag" or coat of arms of the USSR. Or other options.5. The morale of the troops.
In s1914 mechanism for determining the morality was very interesting! Originally morale of infantry in the production depends on the morality of the region, but war and the troops lost or added more moral and from the territory in which they reside. They lost morale in enemy territory or burning areas, and raises morale on his land in the developed regions. This is a very logical and correct! Experienced players often used it - sometimes in the defense of the withdrawal of troops in the rear, something to the enemy captured the city during the day shift was on the territory of low morale and lost a bit of morale of his troops, and the troops of the opposite player by changing the day raised their morale. This turns the game into a very cunning tactical game. They were attacks and counter-waste - it was very interesting! When I see how it happens in the CoW I get bored.6. Morality and corruption in the region.
In my opinion, morality in the regions of our countries are so easily lifted, that if at all canceled this option no one would have noticed the difference. I think that if you make it more complex, it will be interesting. This will force players to be more attentive to their country - those who are more attentive will have an advantage over those who ignore the country's development. You can increase the fine by their distance from the capital. Now the infrastructure is built only for raising resource extraction and construction of tanks - it looks like a separate island, and very ugly. If you increase a fine by the distance from the capital, the players will build a network infrastructure that is to have a quick way from distant regions to the capital. I'm sure it will be more correct. In addition to the regions you can add the corruption (as in s1914). It is very logical, if corruption in the city will be reduced if the city has a police.7. Adding to the map of obstacles in the form of rivers.
This idea occurred to many, like me. But it seems to me not worth it too complicated. simple blue strip overcome that spend some time. and then many fans geography will be happy.8. Captivity and trophies.
The idea is very simple: if a region or a city is completely surrounded by enemy territory during more than 48 hours, all the troops in the region are surrendering, and the technique is becoming trophies. This will make the game more tactical.9. The adjustment of units and balancing
- Police. She too large Number of cons - pros clearly not enough. I think the police should be instrument occupies in urban defense, but now it is contrary to its parameters.
- Mechanized infantry. It does not make sense to use, because it is too late in development. Mechanized infantry becomes available on the same day as the nuclear bombers. It is not clear - is it armored truck so hard to make?
- Heavy tank. Usually on the 24th day I accumulated quite a large fleet of medium tanks, and much more rational to hold them modernize and increase the time all power than learn a new tank. Well, that heavy tanks have a bonus to defense, but he was too clumsy for the front edge and too weak (50% power) for the city. All together it makes it useless. It may be quite appropriate for the 16th day, but even in this case there is any doubt.
- Marine bomber. Naturally, the first thing these aircraft sent to search for submarines. Many times I have built these aircraft, but they did not kill anyone - why my submarines and destroyers do not give the enemy to approach the boats at sea flight distance bombers. He is too small radius of the flight and he scouts too little space. Cheaper to build a submarine that is a cheaper and more versatile.
Nuclear missile. I'm a little disappointed with atomic missiles. And the problem is not in the power of the damage (my missiles fall on the enemy and inflict 0 damage, but I am sure that such bugs will be closed quickly), and in its tactical and operational properties. They move around the country 25 times slower nuclear bombers, have a shorter range, they do not shoot at moving targets as nuclear bombers, and the flight can not be undone, and to study them need to spend much more time and resources. She does not have any advantage against nuclear bombers, and there is no sense to build them. In my opinion a good solution would be to make an atomic missiles infinite range of flight. Of course, there is an argument that you need to follow the proportions of the distances between realestichnost arms. But this game is not so important, because the game card built in a straight line projection and does not reflect the real distances. If you follow them, such a missile could fly from Canada to Russia, but not to Spain. In the game the contrary on the contrary, the distance to the Spanish two times less than in Russia. In any case, one of the aspects have to neglect the physics.- Nuclear battleship and a nuclear submarine. The parameters of these ships did not motivate them to build. their greatest advantage is speed, but at these stages of the game the player already has a large fleet, which covers a large area - the player is no need to rush somewhere, and speed is not the option that is needed. Very surprised by the weak air defense and the absence of advantages in firing range. In history there was no nuclear battleships ships that do not have missiles. It is clear that the missile firing range greater than that of the deck Artillery. A submarine similar situation - all combat nuclear boats had rocket or nuclear torpedoes. It is much more than what is in the game. My two cheap 4lvl boats that are available on day 18, easily drowned very expensive nuclear power boat, which is available for 40 days - this is an obvious imbalance.
The post was edited 1 time, last by Sandevot ().