(Happy to be told I'm wrong on these)
Sunk transports seems to be one, but may be many more.
AI doesn't do much in the way of post-1939 ships.
Later era submarines become far too strong.
Fleet joining combat penalty is daft when applied to patrols.
(Given we paid for a naval expansion in MtG this is pretty dismal)
Template revision for Land units, if you forget to duplicate, can simply ruin a game.
I look back to HoI2 and rather liked that it was so playable even into the post-war period.
I also have a slight suggestion - blueprint stealing (for example) might have a couple of levels - you get a few hints very easily, but the full thing is a second phase. Spies could have a general tech mission and a more focused later mission.
I'd like you to fix all this in HoI4, but if you promise to make HoI5 perfect then that'll do.
Sunk transports seems to be one, but may be many more.
AI doesn't do much in the way of post-1939 ships.
Later era submarines become far too strong.
Fleet joining combat penalty is daft when applied to patrols.
(Given we paid for a naval expansion in MtG this is pretty dismal)
Template revision for Land units, if you forget to duplicate, can simply ruin a game.
I look back to HoI2 and rather liked that it was so playable even into the post-war period.
I also have a slight suggestion - blueprint stealing (for example) might have a couple of levels - you get a few hints very easily, but the full thing is a second phase. Spies could have a general tech mission and a more focused later mission.
I'd like you to fix all this in HoI4, but if you promise to make HoI5 perfect then that'll do.
- 1