I've been on the forums a lot lately and have been noticing people talking about hoi3 mechanics. Since I've never played hoi3, I was wondering if someone would be nice enough to explain the differences between the two.
I believe that HoI4 will eventually surpass HoI3 in almost every area, and that currently it is a more fun game to play.
In Hoi3, you needed 1 energy, 1 metal and 1 rare for every unit of IC.
That does not mean it will not have them in the future. Many of the aspects you listed could be incorporated (with some abstraction) into existing systems. Supplies can be made into something "burdening" civilian factories (1 factory for x supply used, also limiting standing armies of civilian economy countries) and oil (1 oil for y supply used for simplicity or by introducing separate "fuel use" stat), and so on for other systems (I would really love Corps as a optional level of organisation in an army and a separate command group type)...Except for the parts that they took out and are not used anymore, the most important being fuel, both stockpiles and unit use. They designed Hoi 4 to not use systems like those ever again so you won't ever run into problems of fuel shortage which will mess up your land divisions, air forces and navy which was a very important part of WW2. As it is right now, once a unit is produced, it has unlimited fuel forever.
I don't miss the HOI3 OOB even a little. It is one of the primary reasons that I never want to play HOI3 again.On a personal note and bias, I miss OOBs the most as I think with the way the AI handles fronts and fights in hoi 4, it would be easier to manage them if there was something to help separate groups of the same big unit and tell them to do things separately. Right now its basically army sizes of 24 or super huge armies of 1 to infinity, nothing in between which would allow you to use more generals and their bonuses. You can sub divide the units to do multiple things but having a visual OOB makes it much easier.
Hoi 3 oob was deep, complex, and mostly a pointless waste of time in most cases, and required a lot of investment and micromanagement that didn't really give the player any satisfaction by the end of or even a reason to bother in the first place.
Yeah, it gave immersion and... basically not much else in exchange for an hour of clearing up the default OOB. Of the bonuses were bigger, I wouldn't hate it as much maybe, but... Eh.Lol.
Yea, I agree it was a lot of time. Once setup it wasn't that bad imo, but I concur it didn't add a whole lot. It was a tad more realistic since it fleshed out a command structure and commander bonuses did trickle down.
Yeah, there were a lot of things in HoI3 that sounded good on paper yet just ended up making a huge undecipherable mess.Two further things to add:
HOI3 in its latest edition had a strategic warfare ledger that was supposed to show you how you were doing in terms of sinking convoys, strategic bombing etc. The problem was the thing was totally bugged and gave you bizarre and confusing statistics that made no sense.
HOI3 also had a complex resistance/uprising feature. You built resistance cells which could be deployed into enemy-occupied territory and give you additional recon and other buffs. Once the cell had built up enough you could convert it into a partisan combat brigade which could re-take territory. Whilst this sounds good in theory, in practice it created a massive whack-a-mole task for anyone occupying enemy territory, with them repeatedly having to move their forces back and forth to destroy partisan brigades which had almost zero combat potential. It became a total drag and was one of the things that stopped me from long-running games.
Here you go, fixed that for you.
I have a feeling this is going to turn into a ten page arguement between which one was better. Like we needed more flame fuel.
What's the oob system?The OOB system wasnt bad. The AI and Front Management systems were bad. The reason the OOB added unnecessary micro ic because the AI couldnt manage itself and move the OOB and keep a stable front line in its designated sector.
The front system in HoI4 is the perfect solution, imagine each Corps having its own designated front and attack orders.
The OOB adds so much more depth to the game in single player, and adds a layer of RP to the game. The streamlining was necessary for multiplayer but it has come at the expense of depth in those long sessions in single player.
http://www.hoi3wiki.com/Command_structure#Army_OrganizationWhat's the oob system?
What's the oob system?
not true. the dev teams rotated what they were working on back then...each with a year of dev time,