Hey Svenska flikas!
I shuddered when I read the dev. talking about new players coming in from CK2. Alarm bells started ringing - danger, X Rebirth and most modern games made for idiots, danger!
Having gotten that out of my chest, here's what should happen in IV:
0) I couldn't care less about the map - ooo, pweeety, shrug, who gives a.... Map is less accurate than HoI III, nuff said. Night and day cycles will be hard to see and bad for the eyes. Hopefully mods will be able to turn off that "improvement".
1) Moddable AI, accessible by modders easily
2) Moddable scripts, as usual
3) USA not being the idiot village boy that does nothing all game
4) Island hopping campaign - USA and Japan duking it out for islands in the Pacific
5) Germany is OP right now. No big deal, perhaps leave as is, because the game is basically "Germany conquers the world" right now, with some variety thrown in by playing Soviets, Japan, UK or a minor.
6) DO NOT, repeat, DO NOT go the route of Black Ice mod and start upgrading units, IC, LS or anything else by a scripted event without my (player's) action. I want full control of which unit will upgrade to what, when. Nuff said.
7) Give fleets combined bonus. Fleets with enough % of destroyers, cruisers, battleships, CV's etc will get massive combined bonus; a fleet of just battleships will be hurting.
8) The whole penalty for overstacking is idio... let's say it's off. Especially for aircraft and fleets. Get rid of this ****.
9) Instead, apart from CA bonus for fleets, make it like land combat with reinforcement units waiting in the queue. There will be spots for DE, CA, BB, CV and CAG - if a fleet does not have enough DE to fill the open spots, for example, that's the penalty.
10) A skilled admiral with traits gives more open spots i.e. can control more ships effectively, while a noober admiral can only control a few at a time.
11) Staying with the naval theme, convoys should not be abstracted. They should be actual physical units, a convoy fleet, which you the player setup from the screen - you set up the route, and how many escorts and merchant vessels you want in that convoy.
Then the convoy automatically leaves port, follows your route, and goes into the destination port. And then back, using same route.
This will allow convoy battles to play out, with higher skilled Uboat commanders allowing for more Uboats per attack (wolfpack modelling right there) and depending on skill again how many escorts will oppose that attack. Finding the convoy is a chance event also - just because Uboats and a convoy are in same region does not mean that they will see each other (the ocean is vast). Same goes for NAV bombers.
12) Going back to land, again, overstacking is idio... it is off. Again, higher skilled generals allow for control more units per battle, with more spots open for units. Spots for attacker: places for arty, for tanks, for inf, for supporting bombers/dive bombers/jabos (if land-air cooperation was researched! otherwise planes bomb on their own apart from the battle!).
Spots for defender: arty, AT guns, inf.
This open spots system (OSS, heh) will have the advantage of simplifying game as well as making it more realistic. A highly skilled general might have, say, 9 spots (and you can then differentiate generals for tank experten, inf, or arty, so that depending on what that general specialty is, more spots for his preferred unit are open) and by, say, placing a limit on how many units can attack from one province (say, 6), attacking from 2 or more provinces gives you more spots which a higher skilled general can then utilize.
Boom, a great system is born.
Will this happen?
Naaaaw. I expect a simplified game, with scripted events and a map that would make my geography teacher swear like a sailor, but hey, gotta keep those "new incoming players" happy.
I shuddered when I read the dev. talking about new players coming in from CK2. Alarm bells started ringing - danger, X Rebirth and most modern games made for idiots, danger!
Having gotten that out of my chest, here's what should happen in IV:
0) I couldn't care less about the map - ooo, pweeety, shrug, who gives a.... Map is less accurate than HoI III, nuff said. Night and day cycles will be hard to see and bad for the eyes. Hopefully mods will be able to turn off that "improvement".
1) Moddable AI, accessible by modders easily
2) Moddable scripts, as usual
3) USA not being the idiot village boy that does nothing all game
4) Island hopping campaign - USA and Japan duking it out for islands in the Pacific
5) Germany is OP right now. No big deal, perhaps leave as is, because the game is basically "Germany conquers the world" right now, with some variety thrown in by playing Soviets, Japan, UK or a minor.
6) DO NOT, repeat, DO NOT go the route of Black Ice mod and start upgrading units, IC, LS or anything else by a scripted event without my (player's) action. I want full control of which unit will upgrade to what, when. Nuff said.
7) Give fleets combined bonus. Fleets with enough % of destroyers, cruisers, battleships, CV's etc will get massive combined bonus; a fleet of just battleships will be hurting.
8) The whole penalty for overstacking is idio... let's say it's off. Especially for aircraft and fleets. Get rid of this ****.
9) Instead, apart from CA bonus for fleets, make it like land combat with reinforcement units waiting in the queue. There will be spots for DE, CA, BB, CV and CAG - if a fleet does not have enough DE to fill the open spots, for example, that's the penalty.
10) A skilled admiral with traits gives more open spots i.e. can control more ships effectively, while a noober admiral can only control a few at a time.
11) Staying with the naval theme, convoys should not be abstracted. They should be actual physical units, a convoy fleet, which you the player setup from the screen - you set up the route, and how many escorts and merchant vessels you want in that convoy.
Then the convoy automatically leaves port, follows your route, and goes into the destination port. And then back, using same route.
This will allow convoy battles to play out, with higher skilled Uboat commanders allowing for more Uboats per attack (wolfpack modelling right there) and depending on skill again how many escorts will oppose that attack. Finding the convoy is a chance event also - just because Uboats and a convoy are in same region does not mean that they will see each other (the ocean is vast). Same goes for NAV bombers.
12) Going back to land, again, overstacking is idio... it is off. Again, higher skilled generals allow for control more units per battle, with more spots open for units. Spots for attacker: places for arty, for tanks, for inf, for supporting bombers/dive bombers/jabos (if land-air cooperation was researched! otherwise planes bomb on their own apart from the battle!).
Spots for defender: arty, AT guns, inf.
This open spots system (OSS, heh) will have the advantage of simplifying game as well as making it more realistic. A highly skilled general might have, say, 9 spots (and you can then differentiate generals for tank experten, inf, or arty, so that depending on what that general specialty is, more spots for his preferred unit are open) and by, say, placing a limit on how many units can attack from one province (say, 6), attacking from 2 or more provinces gives you more spots which a higher skilled general can then utilize.
Boom, a great system is born.
Will this happen?
Naaaaw. I expect a simplified game, with scripted events and a map that would make my geography teacher swear like a sailor, but hey, gotta keep those "new incoming players" happy.