HEARTS OF IRON 3– MY CONCLUSIONS AND SUGGESTIONS
PART 2 - THE VERY SHORT VERSION
0. Introduction
My shorter version did not have almost any effect at all. So I decided to make a even shorter version. If this doesn't work then it will be probably the last attempt to review the discussion on my technology thread.
ATTENTIONE: This post had been compressed almost to the limits. The core of my system (NECESSITY IS THE MOTHER OF INVETION) had been packed into 350 words and the highlighted (IF YOU DON’T HAVE TIME READ ONLY THIS) into 120. The whole things is less than 1 600 words compared to 12 500 of the original post (8 times less) and 8 000 of the interface post (5 times less).
I hope that now so it’s so short then finally someone will read it.
TECHNOLOGY
NECESSITY IS THE MOTHER OF INVENTION
1. NECESSITY IS THE MOTHER OF INVENTION- MY VISION OF THE TECH SYSTEM
The main idea of my system is to make technology development elastic, plausible and most importantly dramatic (something in the sense of hacker anti-virus relationship to represent the changing fortunes of war.
My system would consist out of the same elements, but with the addition of necessity.
Basic layout:
Theory < practical < combat experience < need - when it comes to research.
Theory < combat experience < practical <need- when it comes to production speed.
All of those factors would be closely connected. Necessity would be by far the most important despite the fact that it would not actually provide any assets for research. It would however lead to increasing efforts and pulling funds (abstractedly) thus increasing research speed. Combat experience would simulate the general increase in research speed caused by war and the triggers would channel the specific need for designs, tactics etc.
Those designs would be counter-measures against a certain threat posed by enemy weaponry, tactics etc. It would largely an action-reaction system.
What, when and where, would be very important. Every difference of a single tech would lead to different result in the opposite country. The always ignored Battle of Britain would have a severe consequences aircraft related research.
The counter-measures would be scripted (weapon a = weapon b) and often there would be more then one for every menace (e.g. tank = tank, tank destroyer, anti-tank gun, tactics etc.). Some could be researched almost instantly and some would take very long, some would be very effective and others the opposite. Some designs would initial experience “childhood disease”. I would also forbid situations when a player researches a single rifle twice for two unit types.
Research would be conducted normally (without triggers), but much slower. However the speed of research would greatly increase if a technology becomes a "standard". Leadership would also be present.
The tech tree would be far more detailed. It would contain full evolutions of more notable designs (e.g. Panzer IV ausf A to ausf J) as well as unsuccessful and in some cases biddings in with i would revive the concept of tech teams.
2. TECHNOLOGY AND PRODUCTION
The production system would be affected by many factors associated with technology. Combat experience would improve production by e.g. eliminating bottle-necks. Practical would be far more important, however it would have to be associated with war economy (with i explain in my original post) in order to make significant improvements in production methods.
Design type experience would be divided into all associated types (one more, one less) and not illogically to just single one. Also designs could present symptoms of "childhood disease" (like the Panther) depending on how fast they were researched.
3. UPGRADE SYSTEM
In my system, upgrading would be simply producing new equipment (or if possible modifying) and replacing the old, not magic transformation for a few bucks. Neither would the replaced designs magically disappear. Their impact (and generally of technological advantage) would be larger so that those e.g. 400 000 STG 44's would make a far greater difference then a army fully equipped in them like you can see in HoI.
Also to accent the impact of technology designs could at some point so out classed (like Panzer II in Barbarossa) that it could only serve as cannon-fodder, however it would be possible to make a transition similar the one of Panzer II to Wespe.
4. DIVERSITY
All designs would have their up and downsides and distinguish in one way or another. Not only combat statistics, but things like repair suitability, reliability, production speed etc. They would resemble their real-life counter parts as closely as possible. I would far more rather to see a Tiger that would fight like a Tiger and pay for it 3 or 4 times as much as for a Panzer IV with all its problems, then to have this shapeless something that in HoI is called a Tiger.
STATISTICS
5. DESIGN STATISTICS SUGGESTIONS
Design statistics in HoI are as generic as they possibly can, every new model +1 to statistics and thats pretty much it.
5.1 General aircraft suggestion
I don’t exactly know what I should expect from the air force.
On the other side they seem to swings the battle a fair amount but is it enough? They take extremely heavy losses and it does not get even close to the power of the Luftwaffe (with was barely hanging to air superiority) attack on the Soviets assaulting the German retreat from Kursk. It was so fierce that it alone dealt so high losses to the enemy that they needed to retreat and regroup (saving retreating forces from destruction).
My general view is that if you can win the war without using the air force, then something is terribly wrong.
5.2 General tank suggestion
Tank statistics is a controversial matter. Relatively they were maybe more or less okay, however its not what you would expect. The problem is not necessarily their stats but there use. Blitzkrieg (and other effective tank doctrines) were all about massing huge amounts of armor (and not only) in one place and attacking in the weakest spot in order to achieve a breakthrough.
The stacking penalty and the frontage system make this totally impractical and even distribution of division on the front makes the game look more like the good old fashioned trench war. The battle of Kursk seems to deny the sense of existence of those two concepts (at least in their present form).
I do not deny that the stacking penalty exists and the basics assumptions are correct. The less the troops the better coordinated they are, but numeric superiority should (excluding other factors) always be better.
I know that it was designed to stop super-stacking, however this system has so many draw backs that I think this should be achieved in a different way.
5.3 Heavy tanks
Some heavy tanks would more or less match the stats that developers did determine for them, but I don't understand Paradox chose to go this way with all of them. To me it is obvious that what makes people fascinated in heavy tanks was how they (at least some of them) excelled in combat and dominated other tanks (of course had also many drawbacks).
5.4 The Eighty-eight
The 88 is an example of a weapon with was designed for one purpose as a total surprise exceled in a totally different field. Thanks to this the Germans always were “shock-proof” in therms of tanks throughout the war. It was still only a stop-gap, but it reduced the impact of any tank design was reduced.
The point is that these kinds of events are extremely pro-immersive.
5.5 Bizarre statistics in action
Most of the statistics for different design types look sensible, but the gameplay seems to not go the way that the stats would suggest it. The Jahda vs. Dermeister is a fine example of that. The paratroopers have statistics with would suggest that they will behave the way they should but it turned out that paratroopers were able to stop state of the art tanks.
Breaking point is one of my solutions for this problem and is very important for my vision of the combat system. A division puts out stiff resistance and then at some point suddenly breaks.
TEASER
6. The teaser– intelligence
6.1 When and where
My next thread will be concentrated on intelligence and will also. Johan said in an interview on HoI3 (and I’m paraphrasing) –“Hearts of Iron is the only serious grand strategy game because all the others are turn based and so on and are missing on the most key aspect of war with is “when”. I could not agree more, but is “when” really so crucial in HoI series? I would say no.
6.2 Overview
I want to make when and where a crucial element and the first step to allow this is my intelligence system. The basic concept is to make the player (and the AI) aware of what the opponent is (could be) planning and let him prepare for it. This could be also deceiving (intelligence as a weapon).
6.3 My goal
…My goal is completely the opposite. What I am trying to achieve with all those systems is to make the severe blows with shift the front even several hundred miles survivable and recoverable. In historical circumstances I would want to see the Soviet Union push back the Germans even they managed to reach the Volga.
And this would be all everything for this edition of “MY SUGGESTIONS AND CONCLUSION” thread.