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Crazyhorse

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I would like to see the experience system changed. I think the experience of the leader should not be the only experience factor.


Each division should have a experience rating, which would get lower when you reinforce the division after it has lost troops. It is nice to have a general with skill 5 and experience 50, only in my opinion a general with this skill and experience will fight better with a experienced division then with a division which has just been formed and only had the basic training.

And i would like to have more ineraction with the alles or puppet nations. Maybe some sharing research or setting up production and research guidelines. Or perhaps a joint attack option when you do not control your allied or axis partner. Or some trading options between the axis nations besides the world trade market?

Any thoughts one this suggestion?
 
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Prussian_Nerd

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Individual units should be able to obtain experience much as the leaders now do. This experience should enable them to perform better than during the past as well as fight more succesfully against units with less experience. To me, Organisation reflects moral and not experience; so that doesn't suffice to reflect experience. It seems unrealistic now that there are absolutely no differences between "veteran" and "green" divisions.
 

unmerged(15826)

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I would like to see the ability to set directions for the techy stuff with sliders. Sort of like EU2 but in a more detailed fashion so you can set priorities for each of the sections and not have to set each project individally. Then you could set how much you wanted to allocate to research and then on the individual sliders you could say what percentage of that would be allocated to navy or armor dev.

I would also like to see a more realistic model for divisions of infantry where you could asemble a division from component brigades and batalions and then have a stock division. This would allow you to simulate the German change from 2 regiments of 3 battalions to 2 reg of 2 bats by downgrading its infantry quotient and would allow you to model all of the nations troops properly.

I would also like to see some sort of corps or army structure brought in with the relevant corps assets.

As I am on a bit of a roll I would like to see the air war handled differantly with you setting priorities for the aircraft instead of ordering them individually. So this would mean you could set intercept priorities for fighter command and bombing priorities for bomber command.

I feel sure that this can be done without sacrificing any of the playability that we know so well.
 

vimhawk

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The same map comments as a couple of others. Political maps work for determining national and regional alignments, organising industries and resources etc. but not for fighting on. The same maps could be kept for such matters, but war maps must be different. They should reflect terrain and either have (very many) more territories, or be hex based. Military manoeuvre is only very rarely confined within political zones, but very commonly restricted to physical barriers.

In the current game western europe has more, smaller zones (to reflect a greater concentration of political divisions and industrial assets etc).... but this actually provides for more manoeuvre options. The Soviet Union has less, but bigger zones for exactly the same reasons... but all this space makes for less manoeuvre. This is historically the wrong way round!
 

Crazyhorse

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Lazaruslong said:
I would like to see the ability to set directions for the techy stuff with sliders. Sort of like EU2 but in a more detailed fashion so you can set priorities for each of the sections and not have to set each project individally. Then you could set how much you wanted to allocate to research and then on the individual sliders you could say what percentage of that would be allocated to navy or armor dev.

Personally I think the research the way it is now is one of its best features. Very detailed and more fun for me at least.

So that may stay the same for me.
 

unmerged(15826)

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I agree with you in many ways guys but I think if we were to reduce the micro-management that this involves while still retaining real controll and variability then it would allow us to get more detailed in other areas.

I see HOI2 as a chance to put a greater game in place that is a real upgrade instead of a patch for HOI. I mean if this is what you really like then there is nothing to stop you from just playing HOI. :D
 

Crazyhorse

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Lazaruslong said:
I agree with you in many ways guys but I think if we were to reduce the micro-management that this involves while still retaining real controll and variability then it would allow us to get more detailed in other areas.

I see HOI2 as a chance to put a greater game in place that is a real upgrade instead of a patch for HOI. I mean if this is what you really like then there is nothing to stop you from just playing HOI. :D

Still I do not think that the research section should be totally altered. :)

What I would like to see is experience for divisions (as already mentioned several times) and a more detailed political and economic model.
 
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Crazyhorse said:
Still I do not think that the research section should be totally altered. :)

What I would like to see is experience for divisions (as already mentioned several times) and a more detailed political and economic model.

Politics like in Victoria and internal affairs things like martial law and night blackouts for example.
 
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Der Bismarck said:
and can we PLEASE be able to sort leaders by their traits!

yea that too. And my specops proposal's still on!
 

Rommel22

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As mentioned before, I want more provinces, like in Victoria. So as to allow better movement for armies and more opportunities for strategic battles and movement.

Add a lot more terrian features to the provinces, hills, mountains, more rivers as there is a lot more in Europe. And provinces with cities, as we have urban provinces now in 1.06. Have some provinces in HOI2 that are basicly the same thing. Like Berlin, Moscow, Lenningrad....etc being Urban and having the same values as in HOI.

Also, as in Victoria, be able to recruit different Nationalities into your army. So if you are Germany and you annex Austria, and Czeckoslovakia, Poland, you can create infantry divisions out of those nationalities. This would also create a more diverse man power pool. So it does not draw from one general pool. But say for Germans, you have a man power pool, but for Poles, you have another seperate one.

But again, other nationality troops will be less effective as well. So you'd probably use them as garrison troops or when you have no other choice and need to plug the holes in your lines.

But as far as economy, I want it fairly simple. To me, Victorias economy is way to complex for a WWII wargame. I say make it a little better, where you can have a little more control, but not much more.

I'd also like more control over where supplies and oil go into my military. Say I am running real low on oil. But I still need oil to keep my tanks running at the front. But I also have other tanks alse where just garrisoning or not taking part in major operations. I want to be able to cut or lower the flow of oil or supplies to the divisions or armies I want, and/or increase to others.

Hmmm, thats about it for now...I am sure I'll come up with something alse when I play more HOI.
 

Thufir Hawat

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Hm, here are a couple of ideas that I think could be beneficial for a sequel.

- Ability to create different types of militia/infantry/whatever with experience levels. Have a huge difference between building/training a green anti-partisan 'police force' and a regular, full-strength infantry division.

- Partisans. Absolutely have to represent them in some fashion. Also, specialized anti-partisan units.

- Ability to have units have a task or order. Nothing complex, but 'guard x province', 'move to x', 'quell partisan activity' (chance for a division to find and kill partisan cells in adjacent provinces), etc.

- Diplomatic deals with countries. Say I'm Japan. If I think that Siam will ally with us, I could make a deal: x resources/units (as exp. forces) in exchange for tech. Or even, ask for military access in exchange for resources/tech.

- Killable leaders, but with the ability to create new leaders with a specific rank and level, but at cost of manpower or similar abstract variable, with random traits possible. Ex: I could order up a leader that's a Major General skill 1 and it'll take x manpower and x days, but it would take years to create a Field Marshal of any skill, or a General above skill 0, etc. Time and cost related to how many units the leader can command and it's skill. And, traits completely random (and more of them), like in Victoria.

- Being able, as a neutral nation, to request a nation to join a local alliance, or request that they join a war against a nation or alliance. Think EU2 with the ability to specifically request nations to join a war. However, a nation can't create a local alliance if they're in one of the Big Three, and if the leader of a local alliance joins a Big Three alliance, each member can decide to join the big alliance or become neutral again. This would allow for better ways to simulate events like the Winter War.

- Ability to auto-assign leaders to individual divisions as soon as they are deployed which would be handy for large nations. The AI will assign Mj. Generals to divisions newly deployed or without leaders, if possible (as the leader pool allows). You could also tell it, "assign leaders with skill >= x", or "assign leaders with trait x first".

- Ability to design units, when the tech for the unit is first researched. This is completely optional, and if the player doesn't want to, the default stats are used. The AI will, unless specified in the scenario or AI file, will use the default. Note that designing a unit will increase significantly the cost and time to build that unit.

- Some internal political matters, like implementing loyalty to leaders and ministers, conducting purges, dissent from rationing goods if CG is within x% of the minimum to be out of the red (one time only), etc.

- For the love of decency, no sudden end to the game when your nation is annexed! Put the player in a hands-off mode or something, no fog, and if they want to, they can continue to watch the game (and save and continue watching!), being able to view everything (foreign ministers, units, tech trees, etc.). Or, the player can set up a message box such that when his nation is annexed, the game pauses and a message box pops up, with the same effect as the 'End Scenario' button in the endgame message. But please, don't just dump the player back to desktop!
 

Wämö

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I want air convoys and the ability to attack in ports, plus some more brigades.
 

mvsnconsolegene

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Wämö said:
I want air convoys and the ability to attack in ports, plus some more brigades.

Air Convoys are a must. It would solve a lot of problems...Imagine actually being able to supply Stalingrad? Or Sending supplies into ethiopia from Libya?

- MVSN
 

Wämö

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mvsnconsolegene said:
Air Convoys are a must. It would solve a lot of problems...Imagine actually being able to supply Stalingrad? Or Sending supplies into ethiopia from Libya?

- MVSN

It was also used at Bastogne. :)
 

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a very detailed map:

level of province detail should be at least Victoria or better.

It still bugs my how belgium only has 3 provinces in HOI.

Vicky, for most of the world (exept Siberia and parts of Australia) has a wonderfully detailed map imho. If there was a way to import the Vicky map into HOI I'd have already done it :)
 

Curwen

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AIRFIELDS!!!

At the moment, if you can put one fighter division in a province, you can put 2000 fighter divisions in the same province. Bombing/protecting airfields should really be in the game.

And no hexes btw ... a hard core historical game like HoI would be severely limited by hexes.

Cant wait till HoI2 gets out btw! Only thing I'd love more was a new Colonization game :)