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A generic unit and other wishes

I would like to be able to design an unit completly:

exemple :

one HQ / 9 attached units

units could be inf Reg arm Reg art Reg etc. etc.


Once ce type of unit is create it can't be change, but could make very nice variation.

Exemple

PzDiv 1939 2 armor Reg 2 infmotReg 1 artReg 1 engbat 1dcabat 1transbat 1reconbat

PzGDiv 1944 1 armorReg 2 infarmReg 1 artReg 1 jagdPzreg 1 engbat 1dcabat 1transbat 1reconbat

the same for planes : engine armament radar onboard etc. etc.

the same for boats : difference beetween a french BB and an us one for exemple

So techs will only apply on sub units not on unit.
units type must be limited at say four type of each (4 inf 4 pz etc.)
once you want to change a type you have to dismantle or upgrade all the existing units to the new type


I would also like a turn base systeme, with subrounds for aerial combat, ground combat, nav combat.

exemple : in one day turn, they will be 4 aerial turns (6h each) 4 naval turns (6h each) and 2 ground turns (12h each)

Economics, should use the gearing limit system.

For the moment that's all

;)
 

Janster

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HOI 2

I think HOI sold very well for a wargame, since this isn't Super Mario bros you can't expect to sell millions..

And for those trying to turn HOI into Super Mario..Shame on you.

My wish for HOI 2

A more realistic supply system, maybe with supply HQ units that give range to others, thus making army groups more realistic.

A more complicated diplomacy system ranks 43535 as this is in the end a wargame, not a talkshow.

Janster
 

unmerged(17541)

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.

A new battle system:

1. the World map scale as it is now to move corps

2. an OPTIONAL (before I get flamed) tactical battle view - like in Panzer General (Peoples / Dynasty General):

only a few provinces
HEX-map
roads / Infrastructure
weapon ranges
hard and soft attack values and Hard Soft attack defense !
Importance of reconnaissance
corps/divisions should break up to regiments/batallions - and you should be able to design your own divisions via templates
2 Speeds a slower division speed on the world map (slowest unit rule) real tank speeds in the battle view
forts could be represented as some very powerful unmoveable units

same thing for sea battles - distance and weapon ranges (CV) should be most important. Tactical decisions: should I launch my fighters or reload my torp bombers ?

no extra view for air battles needed - you can order air support and give targets for all planes that are in range.

.
 

unmerged(7914)

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1. Unit experience. I like the higher levels of training idea.

2. Manpower quality distinctions. 18-30 year olds are one thing. 14 and 60 year olds something else. The Russians even used women.

3. Industrial mobilization decisions. Germans didn't put women to work.

4. Coupled with 2 and 3, National Morale. Casualties, bombings, etc could affect this.

5. Replace War Entry with a level of anger at individual countries. This would allow a peaceful Germany and a war to stop Brazilian aggression.

6. The navy thing. I think this needs seriously worked on in combination with airpower. Ships should sink, and trained pilots should be used up. Pilot training systems did as much to win and lose the airwar as plane design. The fact that the US, even with three carriers and the rest of their fleet couldn't even consider moving to relieve the Phillipenes should be modeled. Land based air severely restricted naval movements. That what the entire pacific war was about.

7. Make strategic bombing viable.

8. Enhance the diplomacy. Have more alliances. Make tech sharing easier, but not more quicker in game terms. Selling tech sounds nice too. Selling weapons is a good idea as well. Lend / Lease started out with more of a focus on the Lease aspect, and not quite so much on the outright giving of war material. Be able to have a peace in place option. Perhaps allowing more "settle for what we asked for" type options.

9. Expand the time frame of the game. We will have EU2 going from 1420-1820, Vicky going from ~1820-1920, I would think it makes perfect sense to have HOI2 go from 1920-...
 

Exel

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Originally posted by Frankie
I'd personally like to see more diplomatic functions, such as the trade agreement that was supposed to be included in this game, but then dumped for one reason or another. Also the option to return the military control (that has been discussed before hasn't it?) would be nice.

I second on that. More diplomacy options are occupying the #1 position on my list.
 

Janster

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hehe

Well the present diplomacy is okay I guess, for what it does, anyhow the AI will always clobber up much if its given too much leeway...

A few more important things in my eyes.

I belive the SU has too few provinces, huge tracts of lands should be divided into more provinces, not larger provinces, so that we'd have south and north kursk etc.

This will make it more interresting on the east front....notice how a fight in northern france actually involves a LOT of provinces and possible lanes of attack, while eastern front seems 'small' in comparison, altough the french provines are so small some of them it can get a bit crowded in there ..hehe

Janster
 

unmerged(18979)

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Of course there should be additions to gameplay in HoI2, but if there aren't any subtractions the game would be far too complicated.

* The tech tree contains far too many techs that don't give any benefits themselves. Remove them and add cost to the useful ones.

* Army divisions should have the ability to use convoy routes as bridges. That would surely decrease micromanagement.

* There should be a bargaining table - like in Civilization 3 - for resources, supplies, techs and troops.
 

unmerged(11819)

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my list from the 1.06 wishlist

here's my list for inclusion either in a HOI patch, or please consider for HOI2!
also, everything in knowltok's list, and there are other suggestions with merit!

1. partisans. i have made posts in regards to this which contain what i feel to be at least a good starting point.
2. RE-DUCE-WORLD-RE-SOURCES. pretty please? there is absolutely too much.
3. events or something to increase tension between the US and japan - the oil embargo doesnt cut it. in most of my games, throughout the versions, playing as different countries, the US and Japan are hardly ever at war (much less having the US enter the war in any capacity). a pearl harbor event has been mentioned, and unequivocably struck down. i do support this idea in general - but not for pearl harbor specifically (what US player will keep any ships in pearl harbor??). perhaps an event that allows an AI or player some juicy incentives to declare war on the US, after a series of tension events, and has some undetermined effects on the US player.
4. a better supply system. there have been numberous posts with some good ideas. i do not seek something else to manage, by tracing supply lines myself, but i would be appreciative something better than "click on reinforce, str points instantly regenerated, wait for org to rise". it is too abstract for me - i just dont see tens of thousands of replacements showing up to the front all at once after some fierce battles. way points or something. i dont know.
5. higher japanese starting org (36 scen specifically) to simulate the bushido code. they may not have very good tech, but they dont come out of those caves easily.
6. what math guy says about supply and that.
7. **RETRACTED** permanent infra damage from bombing and battles. as far as i can tell here is temp damage, but it regenerates over time. i think it would be more realistic if battles and bombing also inflicts permanent damage to simulate the distruction of facilities and infra, this would be especially apparent on the eastern front. germany probably receives too much benefit from taking basically intact provinces from the russians. i realize this suggestion could have problems, such as if player(s) concentrate strategic bombing on provs, EVERYTHING can be knocked out (for a time), which is of course unrealistic.
8. this may not be fixable, but lost territory should mean lost manpower. i suppose it just goes into a pool now and it doesnt matter where it came from but i believe it would be a nice improvement (with possible repurcussions for the soviet AI of course)
9. a sustainable stacking limit. what i mean by this is not a deterministic stacking limit of 50 divisions or a 100 or wahatever, and then u just cant put any more in a prov, but more there is a limit, based on resources, infra, size and so on that gives an amount that could be sustained - ie gibraltar can hold X amount based on those factors, with any amount over that causing loss of str and org for all units in the prov. if the UK had stacked 50 divisions on gibraltar for long periods of time i think there *may* have been a sanitation problem.
10. expanded diplo options. for sure, transfer prov, request transfer of province btwn allies (germany to slovakia, etc) and a liberate nation option. i realize this could be tricky, as in the allies have half of italy conquered, the other half in the hands of germany - do all core provs need to be taken to "liberate" and bring italy back, or can ahistorical nations be created? but i think properly thought out this would add flavor to the game.
11. please fix the invasions! i dont need "d-day" to occur on june 6, 1944, but a german-occupied (or soviet, for that matter) europe warrants a proper allied response SOMEwhere. whether it is making the existing AI's work together better, or an alliedinvasion_ai that operates like a different front ai, i dont know but this is absolutely something that needs to be fixed. i know this has a lot of factors, and there is a call for ppl to help on it. i barely have enough time to play HOI as it is tho unfortunately...
12. i for one suggest the official adoption of the CORE events at some point. the are invaluable for adding flavor, realism and ..."it". i dont know what "it" is, but it is a good thing.
13. please remove the ability for nations to place newly constructed units anywhere in their starting territories, or even owned non core provs for that matter. as japan, it is baloney to place a newly constructed inf unit in annexed tibet! there arent enough japanese living there to build a whole division, IMO. UK shouldnt be able to put some new home guard in the colonies!
14. there are some good suggestions for making infra more relevent. please consider them.
15. troops loaded on transports should lose org. while having troops in such close quarters and losing org may seem contrary to logic, the way the supply system works in HOI means that troops could load up at full org in germany, sail all the way around the world and attack natchi beaches at full org and strength. or from san fran all the way to tokyo - that makes no sense. it completely strips out the fact that there must be forward supply bases, staging areas, etc and would help immensely in the pacific war.
16. ability to allow/disallow allies to send you expeditionary forces. for the 1000th time italy, i dont want your cavalry!
17. (obviously for HOI2 but i like my big list) please change the map to hexes, or smaller more numerous provinces, the big sahara or N siberia monsters is 1 thing, but even just for eastern russia they shouldnt be that big. ideally, a hex based system with a bunch of hexes designated as a 'province' would be nice, with some orders for each hex, some for the entire 'province' (kinda like the way i think victoria is being set up), which also eliminates the problem of an entire province changing control with the result of 1 battle.
18. separate and directed WE meters!
**I do not claim credit for every one of these ideas - some I have included because i strongly support them and also because i believe they are a big enough issue.
 

unmerged(11819)

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Originally posted by Optimizer
Of course there should be additions to gameplay in HoI2, but if there aren't any subtractions the game would be far too complicated.

* The tech tree contains far too many techs that don't give any benefits themselves. Remove them and add cost to the useful ones.

* Army divisions should have the ability to use convoy routes as bridges. That would surely decrease micromanagement.

* There should be a bargaining table - like in Civilization 3 - for resources, supplies, techs and troops.

i like techs that are kind of pointless! not every technology ever researched or discovered has good uses..or even readily apparent uses. the glue for post-it notes anyone? :)
 

rolfski

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Originally posted by 2Coats
** This not a thread about HOI tweaks or suggestions, nor should you post about the next patch **

What Im interested in knowing what SINGLE feature you would most like to see in HOI2?

For me Id like an engine that has more panels (menu screens) that flip in and out of the screen depending on whats going on in the game.

What are yours?

Jee, can't you guys read? He was asking for a single feature and NOT a complete suggestion list.

My HOI 2 feature would be a good, handy, graphically up-to-date and nice looking interface
 

unmerged(17724)

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Most definately intelligence research. If you are the SU, for instance, the KGB should be something to put IC into so you can steal other countries technologies. I want to be able to steal the A-bomb from the US during a post WW2 scenario. Also you could receive intelligence on major troop movements, organization, and weapons systems (what research they have done). Your intelligence efforts could increase dissent in an enemy country or aid in sabotaging industry.
 

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1. improvement of controll over air-units
(who has never had problems trying "to catch" his air units that were on a repeated bomb/attackrun)
- suggestion: make the airfield that the units are currently based on the place to access all these units and give new orders

2. a solution to the stacking problem - Naval and Air especially
(it doesn't show to bad on SP but in Multiplayer games the player who doesn't but his ships in one big stack will lose them - the same goes for air)

3. Naval combat complete overhaul

4. Strat-redeployment on Corps level, including the leaders
(I have often opted to move troops on the map in order to avoid the tedious business of reassembling the respective Corps/ Armygrous and fishing the right leaders back from the leaderpool etc.)

5. reworking for stratbombing
(f.e. permanent damage to industries, but the abiltity to assign IC to rbiuld to the old level - "repairs" beeing much shorter than a province upgrade - just expansive)
Same goes for infrastructure.
 

unmerged(17724)

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Sorry, I know it said 1 but i have to add this last one. Form new alliance!!! Its ahistorical, but if you want to play historically just dont form one.
 

Arkestra

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An introduction of a front/theatre designation system, for allocating supplies, air power, and land units to. For example when attacking Russia, the German player could set three fronts by shift-clicking the starting provinces of the units involved, and a unit from the north front would capture a province, that province would be supplied from that front's stockpile and any bonuses from the commander of that front would apply. Supply would ideally be limited, so real decisions would have to be made as to who gets the juice to go. Air units shouldn't be used like land units, rather they should be assigned to fronts and given air superiority, close air support, interdiction, etc, missions, with daily or weekly battle results in a pop up or pull down menu. Naval bombers should be able, from an airbase, to automatically interdict shipping in their given "front" (probably renamed to operational area in their case). This idea needs a bit of fleshing out, but I think it would work. It would also allow a practical means of sharing units of different nationality. I could, as the UK, happily let the US AI fight its war in the Pacific whilst I took military command of just the units it sent over to me Europe. In multiplayer, it would let people on the same side delegate different theatres to each other; for example I could handle North West Europe whilst my ally handles Central and Southern Europe, but otherwise freely able to share units and resources.
 

unmerged(9145)

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If it's just one suggestion....

Get rid of the province system. It works for EU2, but blows for a game of this nature. Replace it with something that actually makes sense, like hexes, then construct your provinces (for production purposes) from adjoining hexes. This would also make constructing a bigger map much easier - you don't have to try to come up with names for 4 x the number of provinces you have now, just make each hex 'operational' size and build the existing provinces from those hexes. The game would be much more interesting if operational, although I doubt the current AI could handle it.

Max