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unmerged(11633)

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Dear all,

after reading through the tech threads, it appears that some players are disappointed with the well balanced land tech tree and, sliders and doctrinal tech tree. I guess this mod may be a way to deal with some (though not all) of the concerns of fiendix, pcasey, noob and others. It probably won't be for everyone.

So I'm thinking of releasing a mod where the tech tree is UNBALANCED. As it stands the land doctrines are different, but they will become even more different.

Basically the idea is that land doctrines and sliders become even more unbalancing, to represent differences between nations. I haven't tested the files yet, but here's an idea of what's planned.

Land tech

Increase difficulty of getting better Infantry and armour technologies by changing difficulties of components to 9. This means that the big boys with great teams will get it done with little difficulty, but minor powers will probably need blueprints from a major power to stay closer to the historical game. (Probably have to give the AI a research bonus in difficulty to account for AI stupidity as well).

I'm also considering upping the cost and tech requirement of engineers, because at the moment they are utterly cool and incredibly cheap for what they do.

Land Doctrines

The Basic idea is to better represent national differences by doctrinal differences. Germany's success in developing new tactics will be simulated by giving Blitzkrieg doctrines an earlier historical year than the equivalent "Human Wave" (i.e., Soviet) defence doctrine.

Basically, take the existing differences in national doctrines and make them bigger, although by late game they will be somewhat equalised.

A nation choosing blitzkrieg will have better armour, while a mass attack may have cheaper infantry early on, between 39 and 41. However, between 42-43 other doctrines catch up, at which point economics will have a greater affect than equal doctinres. This may be slightly determnist, but we'll see how it goes. There will be a modest window (39-41 for Blitzkrieg, 41-42 for infiltration) where the Axis can have a significant doctrinal advantage in land. Later on, things equalise.

Proposed changes-

  • Increase difficulty for most land components to 9 in order to make things more difficult (may need testing, especially for the AI).
  • Give Blitzkrieg bonuses to Toughness, HA, SA (+2?) and Mobility (+1) early on for Armour, mech and HQ (and engineer Speed cap). Other doctrines will get these bonuses later in the tech tree, it's just that Blitzkrieg will have an early advantage. Most bonuses will occur before Kampfgruppe.
  • Blitzkrieg will get minor attack bonuses for CAS, but lets face it, CAS have a very short lifespan against organised air defences and will give a modest early bonus only.
  • Change the Soviet equivalent of Kampfgruppe (Large formation SOP) from historical year 1941 to 1942. With increased difficulty from tech, it may be possible to discover it in late '41, but not quite in time for Barbarossa.
  • Human wave gets some bonuses towards artillery and rocket artillery, in SA and IC cost later in the tech tree (think masses of Katushya's reigning death on the enemy).
  • The Infiltration doctrine (Japan) will peak in 1942. It already gives enormous bonuses to night attack, but I'll probably add on a few more bonuses to building marines.
  • Human Wave and Blitzkrieg get slightly more assaults than they do now, to simulate the offensive nature of these doctrines (other combat events will be modified).
  • Elastic defence will give better defence values to Mot, Mech, and Cav.

These changes will almost certainly require testing, and will probably be vastly unbalanced intitially, especially as the betas have extensively tested HOI 2. But hey!

Slider Change

The essential idea I have for slider change is that the standing Army/Drafted Army is changed more to an EU II style quality/Quantity slider. It will thus be a very important slider, more so than now.

Quality (germany, UK)

-A LOT of experience, org bonus, MORALE bonus, manpower penalty (slight), moderately higher unit production time, slightly less manpower, UNIT UPGRADE BONUS

Quantity (US, Sov)

-Better Gearing Bonus, manpower bonus, slightly lower unit prod time.

I think the biggest bonus will be more experience for fresh troops for the quality side of the slider, maybe even as much as 40% (translating to +20 combat modifier straight away). However, Veteran quality troops will eventually become experienced, they'll just be green when built.

I may even tweak unit upgrade costs, so that we may reach a point where it may be feasible to continue producing outdated units with a heavy gearing bonus versus upgrading or producing more advanced units. A free market/quality nation will get a hefty bonus for massive serial runs, but be harder and more costly to upgrade.

It is also open to debate as to how much additional choice this will give. Sliders are difficult to change, and there's only a limited number of clicks, but we'll see how it goes.

I have no idea whether this mod will provide any improvement over unmodded HOI 2. I suspect that certainly early on, it will not. I'll maybe put some tentative files out on the weekend. It will also need massive testing in MP and SP to be anywhere near worthwhile.
 
Last edited:

Mithel

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Vessaritari, oh boy can you open up a mess of opinions with this topic. Usually it breaks down to the early war vs late war differences. Early war the Germans had huge advantages by their military heritage, experience in the Spanish Civil War and some good decisions (blitzkrieg and the proper way to use a tank). The American's started out the war in 1942 green as all can be and were slaughtered! However by 1944 the Americans had become battle hardenned, gained a lot of experience and were also fighting against a number of substandard foes (old men and children).

Can you seriously consider the "quality" of a Sherman as anywhere near comparable to a Pz III or Pz IV or Panther or Tiger? A Sherman would probably have made an excellent tank in 1941, but in 1944 it was seriously outclassed by virtually everything it fought against.

I think what the "Standing Army" vs "Draft Army" slider should represent is essentially the difference between professional soldiers and drafted soldiers. Many American's eagerly volunteered or they were drafted, this formed a mass of soldiers that were "unqualified" and lacking in spirit/dedication (on average). Compare that to a German boy, raised to consider the military a high honor and a duty to one's country. Compare the number of "career soldiers" the Germans had vs the Americans.

Unfortunately many people will strongly disagree with this point of view because there are plenty of examples that would demonstrate this as being "false". George Patton was a "career soldier", someone who believed he was born to serve as a military leader.

What is very hard to simulate in a game is the extensive military history of Germany in producing "professional" soldiers and the extensive military leadership skill, structure and organization that was developed over decades. You can't take a "peace loving isolationist" country and suddenly understand and implement these concepts in a matter of a few years.

Certain decisions were made and nations had very different styles and approaches to war. Germany knew they could not win a long war, thus they designed their military around "blitzkrieg" and a series of short, quick victories (at which they were brilliantly successful until 1942). When the economic might of the USSR, UK and USA was brought to bear against the Axis it's really a fairly obvious long term result. Still, in HoI 2 I want to see decisions like Germany's individually crafted tanks (individually excellent designs enhanced and refined over and over) vs the USSR and USA mass production. But we should give the players the freedom to opt for different approaches... perhaps the USA would choose to do tank development like Germany and thus would have better tanks (sooner) but not as many of them?
 

Zanza

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Gjerg Kastrioti said:
[*]Give Blitzkrieg bonuses to Toughness, HA, SA (+2?) and Mobility (+1) early on for Armour, mech and HQ (and engineer Speed cap).
Sad enough, this does not work in version 1.1 - changes to SA & HA are only applied to already existing units, not to newly build ones :( I hope this will change in a later (the next?) patch. This takes away LOTS of modding possibilities...
 

unmerged(11633)

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Zanza said:
Sad enough, this does not work in version 1.1 - changes to SA & HA are only applied to already existing units, not to newly build ones :( I hope this will change in a later (the next?) patch. This takes away LOTS of modding possibilities...

:eek:

Ok, that makes things a LOT more problematic. This will require a lot of redrasfting. Does this apply to all unit parameters, or just HA and SA? Speed is used extensively in doctrines already.

I suppose at a pinch we might be able to use commands to change the "Mission efficiency" of land attack, ie, give bonuses to land attack to various doctrines. I'll see of it works.

Bugger.

mithel said:
I'm afraid we'll always be hitting contradictions. While the USA may not have raised many divisions they were the prime example of mass production (well along with the USSR). So rather than designing (and producing) dozens of tank models we churned out Shermans in quantity. Hence USA is "quantity" not quality.

That's the idea Mithel. I'd rather have more sliders to play around with, so we could better represent tradition, training and other things, but I think we'll have to make do with changing one.
 

The Yogi

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The Sherman was not such a bad tank at all - it was clearly superior to all types of PzKpfw III, and equal or superior to even the late war PzKpfw-IV in most respects (having sloped armour, for example) except perhaps gun power and fire control (the basic Sherman at least). Shermans in British hands gave Monty a critical edge at El Alamein, where Rommel only had PzKpfw-III's and IV's.

The late war Sherman with the longer 76mm gun I'd rate above even the PzKpfw-IVh. It didn't have a chance in hell against a Panther, but what medium tank of the time did?
 

Mithel

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Aye, like I said, there are a million contradictions.

There is no way you can generalize and stereotype all soldiers of any army without being "wrong" on at least some.

The Sherman I believe was far more reliable mechanically than the German tanks but they didn't nickname it the "Ronson Lighter" for nothing (dang burning death traps! I'm surprised our men were brave enough to get in the things.). Even something as simple as comparing one tank to another there are many factors: radio, optics, armor, gun, ammo, engine, etc.

Hence we can only generalize, knowing that we are "wrong' in many aspects and likely to have a lot of people disagree with our generalizations.