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Sorry for totally hi-jacking this thread with the British Vs Nazi armour argument. If anyone is still game to continue the discussion maybe we should start a new thread.
 
A cold war wargame might be interesting if you completely ignore atomic weapons...

A cold war economic/diplo/stratey game would probably utterly suck - tanglible achievemnts such as acquisition of territory all abstracted into an 'influence' or 'prestige' value as territorial expansion in this era is about as popular as home trepanning kits.

I agree that Nucliar Weapons would have to be ignored. But cant this be represented by just ignoring them completely?
Launching a nuclair attack on someone during the cold war would lead to the end of the world. That means that no one would do it, and thus it can be completely ignored.
Or if people dont like this you could just have a option to turn them 'on' or 'off'.
I dont think it would have to suck. The moment the Cold War went hot people at home would care who had which terrotories, and were the battlelines were running.

also heard someone say that divisions are same size for every nation, but when I play USSR my divisions are smaller than when I play Germany or United States, because they have less brigades, so I think that that is well represented.
But I do understand what you mean, but because every nation has different ways of building up thier army I think there has to be some kind of structering.

And last I would like to be able to leave or join alliances at will.
 
bucket list
longer length of game which includes the beginning of the cold war and the space race

a true representation of the cost of units - a 1000 tonne destroyer uses more than a 1000 tonne of material to produce and a delay for research to upgrading or not being unable to upgrade units out side cores upgrade = training + new equipment

a stronger logistic element including landing ships, floating docks or railways

a artillery which can bombard next province and gives a bonus like shore bombardment but the effect depends on terrain, weather, radio range, and diminishing rate of return

better AI
i want AI which can learn instead of making the same mistake over and over

limiting certain ships from doing certain missions such as battleship destroyer group would not go on an asw mission

develop a use for MP which reflects what they really do provide rear protection, convoy protection, prisoner holding, VIP protection and military policing duty(this really bugs me because this what i do)

the ability to have a commando units on enemy soil such as the french Resistance which only become visible when after committing to a mission and can be organized by your intelligence units

new units such as patrol boats, captured equipment unit, landing ships, repair units, new and improved MP unit and supply bases

no provinces a must with IC displayed as industrial zone on the map and the front line determined by the opposition and the frontage of your units

captureable leaders
 
You guys DO know that the HOI series is in NO WAY suited to repersent the Cold War in any form other then some fantasy full blown war, right?

It would be like asking for CK2 to cover the Napoleonic Wars... completely different way of doing things/tech/ideas.
 
The combat system to be completely redesigned to allow continuous contact. A front could be maintained and held in a retreat for 100's of miles. A Division and certainly a corps could sustain combat over months. Battalions could be rotated. Replacement men and equipment could be fed into the line as needed. If a division did need to be redrawn and refitted, a fresh division could take over its positions.
 
The combat system to be completely redesigned to allow continuous contact. A front could be maintained and held in a retreat for 100's of miles. A Division and certainly a corps could sustain combat over months. Battalions could be rotated. Replacement men and equipment could be fed into the line as needed. If a division did need to be redrawn and refitted, a fresh division could take over its positions.

Poppycock.
 
The combat system to be completely redesigned to allow continuous contact. A front could be maintained and held in a retreat for 100's of miles. A Division and certainly a corps could sustain combat over months. Battalions could be rotated. Replacement men and equipment could be fed into the line as needed. If a division did need to be redrawn and refitted, a fresh division could take over its positions.

I agree.

+ I want ability to do fighting retreat

 
I wasn't suggesting that the line should always hold. Sometimes units should be over run. Sometimes the line should be broken. However later in the war, defence in depth and the huge increase in the number of powerful anti tank weapons meant that major breakthroughs were very difficult without very substantial superiority in men and material.
 
I wasn't suggesting that the line should always hold. Sometimes units should be over run. Sometimes the line should be broken. However later in the war, defence in depth and the huge increase in the number of powerful anti tank weapons meant that major breakthroughs were very difficult without very substantial superiority in men and material.

I agree that it should depend on situation - for example when enemy forces are only slightly stronger it should be easy to do fighting retreat, but when infanry unit is attacked by superior mechanized unit in hostile enviroment (desert) it should be very easy to overrun that infantry.

 
I would like to see two new province buildings; "Escort Ship Yard" and "Captial Ship Yard". They must be built (or exist) in order to build the respective class of ship and any ship built can only be "launched" (deployed) at a yard capable of building that ship class. Some level of Mechanical Engineering and Naval Techs should be requisite in order to build a Ship Yard. A "Captial Ship Yard" should cost much more IC to build than an "Escort Ship Yard". Building a "Capital Ship Yard" could allow capability of building either class of ship.

Most minor countries, and probably even a few mid-size countries, should have to research the prerequiste tech(s) (as is usually the case now in HOI3) AND also build the necessary ship yard if they have designs on becoming a sea power. Perhaps also transports would not be subject to requirement of a ship yard existing before they can be built but all combat ships should realistically require it.
 
Teach the AI the concept of maintaining a "manpower reserve" instead of having it use all its MP to spam units that it then cannot maintain in the field. I believe this would actually help the AI better manage its forces.
 
If PIs design staff for HOI3 keeps insisting that HOI3 is what they currently
think is a working game and they are happy with it depsite all the game breakers
and serious issues yet say they might do an "expansion" that would "fix" alot of
the issues they refuse to acknowlege are game breakers now or fix why on earth
would i buy an HOI4?

Who among those who keep blindly supporting PI for HOI3 and keep saying "don't
worry, it will be fixed soon! PI always takes a while to fix them" will now let PI
slide on HOI3 and say "don't worry, HOI4 will be a classic!"

Again after this why would i buy any product from this design staff??
 
absolutely agree,

for wich reason to buy an hoi4 from the staff wich in the third HOI
did the same design and implementation faults (and a lot of new ones) as in the precessors...No intention to see the same mistakes again.

3 attemps are enough
 
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