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hellfish6

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For the past couple weeks I've been tinkering with some ideas of how to revamp the units for HoI3.

1. Purpose

I love Hoi2. However, I've always thought that combat - the core element of the game, was pretty generic. Any two countries will have the opportunity to construct the exact same divisions - combat more a matter of research capability to see who gets the newer technology first than it is a matter of showing how the different countries organized and fought with their militaries. I understand that the doctrines were supposed to be the deciding factor to explain why the Germans could outperform the Poles, British and French early in the war. This, in my humble opinion, is insufficient.

The CORE and HIP mods make an attempt to rectify this - CORE offers "small" divisions for the countries that had them (i.e. Italy) and HIP offers differing costs for divisions based upon historical values (Japanese divisions are cheaper to build than American divisions). As well intentioned as these systems are, they exist in a flawed context and are merely stop-gap measures to fill a void in a system that doesn't properly simulate national military strategies. In the end, the divisions are still generic.

2. Proposal

I've made an excel file outlining the most common types of military components that make a division in WWII. My proposal is that the player, who can often spend long stretches of game time doing nothing, be allowed to create his/her own customized divisions. Of course, there should be templates and default divisional structures available for those that don't want to make their own.

The idea is that you start with a group of components - hereafter referred to as battalions - and assemble your divisions from them. As you discover new technology, your gain access to additional battalions to build and your existing battalions become eligible for upgrades.

3. How It Works

The following is a basic list of battalions that were widely available in 1936:

Code:
HQ and Staff Cadre

Militia Bn
Garrison Bn
MP Bn
Lt Inf Bn
Inf Bn
Marine Bn
Mountain Bn
Machinegun Bn
Engineer Bn
Recon Bn

Lt Cavalry Bn
Cavalry Bn
Lt Armored Car Bn

Tankette/Lt Inf Tank Bn
Lt Tank Bn
Med Tank Bn
Heavy Tank Bn

Lt Artillery Bn
Med Artillery Bn
Heavy Artillery Bn
Mortar Bn
Heavy Mortar Bn
Lt AA Bn
AA Bn
Heavy AA Bn

Signal Bn
Medical Bn
Horse Transport Bn
Motor Transport Bn
Logistics Bn

The following battalions are unlocked after the discovery of the relevant technology:

Code:
Airborne Bn
Glider Bn
Mechanized Bn
Lt Mechanized Bn
Mech Engineer Bn
Commando Bn
Airborne Commando Bn

Med Armored Car Bn
Heavy Armored Car Bn
Motor Cavalry Bn
Armored Cavalry Bn
Helicopter Recon Bn

Medium Infantry Tank Bn
Heavy Infantry Tank Bn
Medium Assault Tank Bn
Heavy Assault Tank Bn
Superheavy Assault Tank Bn
Superheavy Tank Bn
Amphibious Tank Bn
Airborne Tank Bn
Main Battle Tank Bn

Lt Antitank Bn (towed)
Antitank Bn (towed)
Lt SP Tank Destroyer Bn
SP Tank Destroyer Bn
Heavy SP Tank Destroyer Bn
Medium SP Artillery Bn
Heavy SP Artillery Bn
Superheavy SP Artillery Bn
Rocket Bn (towed)
SP Rocket Bn
Heavy SP Rocket Bn
Lt SP AA Bn
Medium SP AA Bn
Heavy SP AA Bn

Heavy Motor Transport Bn
Helo Transport Bn
Ordnance Bn
Amphibious Transport Bn
Armored Amphib Transport Bn

Each battalion has specific costs, benefits, stats and modifiers that when combined into a divisional structure affect the entire organization - some of these are cumulative effects, some of them are total effects (i.e. HA value of a division is a cumulative effect from all the battalions, however a single motor transport battalion increases the speed of the entire division itself). A division composed entirely of infantry and artillery will be a slow, ponderous unit. Add a signal battalion and a motor transport battalion to the divisional structure and it may lost some of its attack/defense value, but the organization level and speed of the division increases greatly. For some countries, this was important. For others, they'd have preferred the extra infantry and artillery instead of mobility and organization. This ought to be reflected in the game.

Another example - US Armored divisions were actually pretty small. While most German panzer divisions had at least two panzer battalions and over a half dozen motorized or mechanized battalions, US armored divisions had three tank, three mechanized and three artillery battalions. While the US division was a bit weaker on paper than the German division, the difference was that US divisions were much easier to transport across oceans and, arguably, more nimble and flexible than their German counterparts.

A custom division system will let players have the ability to make the game more their own. If a player wants to build a division entirely equipped with heavy tank battalions, let him - he'll soon find out why nobody ever did this in real life. The cost is very high and the division will be, essentially, totally unsupported by infantry and artillery.

However, a more realistically minded player might want to give his airborne divisions a bit more punch - swapping out some parachute battalions for glider battalions. Add an airborne tank battalion. Such a divisional structure would suit his purposes and gaming style better than a generic division. Likewise if a player wants to add some amphibious tanks to his marine division or create an Army Headquarters division with additional artillery and air defense units to support his attacks, he can. This goes well beyond the current brigade system and is vastly more flexible and personal.

Attached is a sample screen to construct a division. Since its still theory, its not fully hashed out. I gave each division 15 battalion slots, as this seemed pretty standard across the board for real life divisions. The divisional HQ is standard and represents the commander and his staff. It is a "free" battalion.

1battalion2jpglj7.jpg


This is just a sample armored division I created. I borrowed the pallete and unit symbols from TOAW3, and they are not necessarily indicative of all the kinds of units that can/should be available.


When I have more time, I'll make some historical examples of divisions to further illustrate the system.
 
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unmerged(9599)

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well they could fiddle with it slightly. It would be as simple as a half dozen clicks to swap out a battalion for a AT or whatever.

Its the same as now if a player chooses not to mess with brigades they won't get AT or AA.
 

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Joppos said:
So if i get this right, a player who can't handle fiddling with customization won't be able to have battalions such as AA, AC, TD etc. at all? I don't know if this is just generally realistic though, but it will kill off some part of the gameplay established in the earlier titles.
A solution could be to have additional brigades attachable just as in hoi2, but that dosn't fit very well with this suggested system in my opinion.

No, they would have whatever divisions that the US, Germany, France, whatever had historically. If they had AT battalions, then their divisions will have AT battalions. In general, most equivalent divisions had the same building blocks - the American and British divisions were somewhat similar to the German divisions. The ratios of components might have been different - the US had more artillery than the German divisions, for example, and the Germans utilized horse transport more often than motorized transport for logistics. Japanese and Italian divisions were often totally different from the US/German/UK divisions. Same with the Soviets. If the Japanese had historically low AT capability, that should be reflected. The US and Soviet players will overrun the Japanese forces with tanks - this is what historically happened. If you're playing Japan, one of your priorities might be to fix that error.

I don't see why you couldn't swap battalions with two clicks - one to select the battalion to replace, one more to select the new battalion. Simple. One more click to apply the change to all divisions.
 

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hellfish6 said:
No, they would have whatever divisions that the US, Germany, France, whatever had historically. If they had AT battalions, then their divisions will have AT battalions. In general, most equivalent divisions had the same building blocks - the American and British divisions were somewhat similar to the German divisions. The ratios of components might have been different - the US had more artillery than the German divisions, for example, and the Germans utilized horse transport more often than motorized transport for logistics. Japanese and Italian divisions were often totally different from the US/German/UK divisions. Same with the Soviets. If the Japanese had historically low AT capability, that should be reflected. The US and Soviet players will overrun the Japanese forces with tanks - this is what historically happened. If you're playing Japan, one of your priorities might be to fix that error.

I don't see why you couldn't swap battalions with two clicks - one to select the battalion to replace, one more to select the new battalion. Simple. One more click to apply the change to all divisions.

Hey, i agree with you. I wouldn't at all mind having it the way you describe it, i would love it! But seeing as their sequels get more mainstreamed i think many potential customers expect there to be some kind of similar function to "specialize" their divs and may only find themselfs confused with all the choices this seemingly complex system offers.

I guess my point is that paradox may dismiss this awesome feature for an eventual sequel on the basis as it seems to offer less for the mainstream audience.

But the more i think about it, the more it seems as just a great step in evolving the series.
 

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more navy - fleets vs. boats - squadrons - an idea

Hellfish's earlier naval post is what I was referring to. Excellent layout by the way hellfish - I really like the basic idea you are posing here.

On carriers - yes, I do also like the idea of choosing squadrons - in fact, I think it essential.

However, just to give perspective, when the Germans attacked the Soviet Union , they did so with just under 5000 aircraft (the Soviets had around 10K). How many squadrons? I haven't done the detailed research, but the air based bomber and fighter squadrons represented in HOI must each be well in excess of 100 airplanes - perhaps more on the order of 200+ average. Whereas, the biggest carriers were consistently less than 100 planes.

So, how to compensate?

One possibility is of course to treat the naval air differently with smaller squadrons. However, I would rather recommend a different approach.

Each fleet carrier has only one squadron it can carry, but in the design, you can choose the composition from plane types. So, you could do 33% - 33% - 33% between fighters, dive bombers and torpedo bombers, or you could mix and match differently. At the fleets base, they may house more, and these can be used to bring the carrier back to strength.

This is an aside, but really there should be a ground based unit to represent a fleets home, one which would also act a bit like an HQ and supply depot, probably looking a little bit like a weak garrison unit with some corresponding air power.

On missions, carriers choose mission kinds. These can be differentiated as 100% attack, 50/50, 100% defense, search & defense, etc., to account for how its squadrons are actually employed.

On the other issue, boats vs. fleets, I do appreciate how nice it is to track a particular boat through the war. One possible way to work this out is to create fleets based on the technology determined schemes (like divisions), but you give your capital ships center stage as the chosen flag ship. And in this capacity, you do accentuate the design of the boats, adding engines, AA and the rest. However, you also have several slots to fill with its screening ships. The names of PT boats and destroyers are not as romantic...

This sort of model would accomplish two things. On the one hand, you would have a more accurate representation of fleet structure, one that did not have you always separating out your vessels for speed and range, but one that also accounted for resupply vessels and the rest. On the other hand, you would have both flag ship focus (though some fleet schemes might see a place for two or three capital ships) and accurate account of fleet screening ships as well as features directly associated with your capital ships.

Is this sort of idea a workable compromise?
 

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MaoMao said:
Hellfish's earlier naval post is what I was referring to. Excellent layout by the way hellfish - I really like the basic idea you are posing here.

On carriers - yes, I do also like the idea of choosing squadrons - in fact, I think it essential.

However, just to give perspective, when the Germans attacked the Soviet Union , they did so with just under 5000 aircraft (the Soviets had around 10K). How many squadrons? I haven't done the detailed research, but the air based bomber and fighter squadrons represented in HOI must each be well in excess of 100 airplanes - perhaps more on the order of 200+ average. Whereas, the biggest carriers were consistently less than 100 planes.

So, how to compensate?

One possibility is of course to treat the naval air differently with smaller squadrons. However, I would rather recommend a different approach.

Each fleet carrier has only one squadron it can carry, but in the design, you can choose the composition from plane types. So, you could do 33% - 33% - 33% between fighters, dive bombers and torpedo bombers, or you could mix and match differently. At the fleets base, they may house more, and these can be used to bring the carrier back to strength.


Is this sort of idea a workable compromise?

I think you make an excellent observation in the differences between land-based bombers and carrier based aircraft; however, i think they are purpose-designed built for different reasons and missions. You only need one bomber and one bomb (in theory) to sink a ship; you need quite a few more to affect a land division. Sure, you send a squadron (around 12 planes) to do the task at sea, but to have any realistic chance of doing any significant damage to a land division (or battallion for that matter...), you need several squadrons on aircraft at least. Thusly, if you kept the current approximations for men, cost, and firepower for land-based air groups constant, you could simply reduce the affect of carrier based CAG's on land units (which is now represented in HOI2 by bombardment only) to a very small factor. This, i think, would accurately approximate their smaller number of aircraft.
 

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That system is way too complex for a simple combat system like HoI's. Unlike you completely change the combat system, there is no way all those different options will play any meaningful role in the game mechanics.
 

hellfish6

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I'd argue that the combat system would need a lot of fixing anyways. Why not enhance it a bit too? Or are they planning to keep the HoI2 combat system in HoI3?
 

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Oh man then the game would be soooooo difficult. So complex.
You know, with this you cant just press left mouse button and scream "BÄM! HEADHSHOT!!!111oneoneoneeleven"
Thats bad. You cant sell difficult games...


[/sarcasm]


As for me, i think, it is a great idea, but well, a casual gamer would have to learn all those unit icons... Imagine how long only this would take...
 

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GAGA Extrem said:
Oh man then the game would be soooooo difficult. So complex.
You know, with this you cant just press left mouse button and scream "BÄM! HEADHSHOT!!!111oneoneoneeleven"
Thats bad. You cant sell difficult games...


[/sarcasm]


As for me, i think, it is a great idea, but well, a casual gamer would have to learn all those unit icons... Imagine how long only this would take...

The icons can be the same as what Paradox uses now - silhouettes of vehicles. It doesn't have to be NATO icons, that can be saved for the modders to do.
 

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hellfish6 said:
The icons can be the same as what Paradox uses now - silhouettes of vehicles. It doesn't have to be NATO icons, that can be saved for the modders to do.
Well it is a difference if you have to know 12 or 160 different icons to know to build my divs...
...at least that was what i refereed to...

...remember a guy who never was interested in military icons/signs opening the construction screen...
...poor fella...
:D :rofl:
 

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Yeah, obviously people are far too stupid and lazy to learn anything new. :rolleyes:
 

unmerged(59775)

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maybe just maybe a few historical brigade commanders one could move around and be assigned to said brigades that seem to comprise amazing new battallion system.

maybe allow a direct linking system between different units as well as special commander abilities. Also allow the ability to transfer different divisions between different overall commanders at least as far as command goes.

for example:

General Macbeth: Has 8 Divisions all within 2 provinces so as to not recieve penalties (comes with special option to fight to last man and can assassinate one enemy general per year as long as identified via espionage)

Lieutenant General Hamlet: Has 4 Divisions all within that province and surrounding province for same reason ( also able to use poison and gas to kill off one enemy battallion per year as long as identified via espionage)

Major General Romeo: Has his division which also can recieve bonus from Hamlet but not some other lieutenant general as well as Macbeth not to mention his own. ( ability to sacrifice his division to destory one enemy division. only once. also kills Romeo and his wife Juliet and increasing national dissent by 0.25%)

historical Colonel Othello: Commands his brigade under command of Romeo (ability to blind enemy intelligence in a province once per month for one week or until combat ensues in which case attacker suffers penalty)

id also love to see the ability to convert the historical naming system of a particular country to something more convenient or practicle or even comedic especially for someone who does not speak the language of that country.

i.e. U.S. Army Division 1..2..3..4 could become U.S. Spray and Pray Division 1..2..3..4
 

Joppos

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Well as stated earlier, with a templates-like function, the construction would be much like the one in Hoi2 with no fuzz for the casual gamer. And with time the casual gamer may curiously explore the "custom division" function, and learn something from it! : )
 

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smilies said:
maybe just maybe a few historical brigade commanders one could move around and be assigned to said brigades that seem to comprise amazing new battallion system.

maybe allow a direct linking system between different units as well as special commander abilities. Also allow the ability to transfer different divisions between different overall commanders at least as far as command goes.

for example:

General Macbeth: Has 8 Divisions all within 2 provinces so as to not recieve penalties (comes with special option to fight to last man and can assassinate one enemy general per year as long as identified via espionage)

Lieutenant General Hamlet: Has 4 Divisions all within that province and surrounding province for same reason ( also able to use poison and gas to kill off one enemy battallion per year as long as identified via espionage)

Major General Romeo: Has his division which also can recieve bonus from Hamlet but not some other lieutenant general as well as Macbeth not to mention his own. ( ability to sacrifice his division to destory one enemy division. only once. also kills Romeo and his wife Juliet and increasing national dissent by 0.25%)

historical Colonel Othello: Commands his brigade under command of Romeo (ability to blind enemy intelligence in a province once per month for one week or until combat ensues in which case attacker suffers penalty)

id also love to see the ability to convert the historical naming system of a particular country to something more convenient or practicle or even comedic especially for someone who does not speak the language of that country.

i.e. U.S. Army Division 1..2..3..4 could become U.S. Spray and Pray Division 1..2..3..4

No offense, but those are terrible ideas.
 

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R&R and Training

I'm not sure if this idea has already been posted or not, but I was thinking it would be nice to have an option of training your troops or giving them R&R. Say my front line troops have low organization, I could give them an R&R mission. Their organization would grow quite a bit faster than usual and faster still the farther they are from the nearest enemy province.

Similarly, I was thinking about a training idea that would allow you to change a standard infantry division into a marine, airborne, etc. division. By the end of the training, their organization would be topped out and they will be changed into that specialized unit. I'm not saying replace the system of being able to build those specialized units from scratch, but if you had a lot of infantry divisions on hand and needed marines, you could just train a few of your infantry into marines much faster than if you had to produce the division from scratch (not to mention avoiding manpower shortages by converting an existing unit). I imagined that once trained to a special division, it could not be reverted since they just don't forget how to be marines once they have been trained for it.

Depending on how it's implemented, it could present a few other possibilities like training an airborne division as a marine division, giving it temporary bonuses for amphibious assault. Basically, it would be like giving them boats and life jackets just for the assault across the river and training them in their use. Maybe make those temporary trainings last for a month or less.

The other possibility I had in mind was to give units with an attached brigade a chance to gain a unit cohesion bonus. They could perform a standard training session and potentially increase the speed of the division for a time or increase the division's combat ability slightly to reflect that the division has learned how to effectively use their attached unit or, in the former recommendation of speed, that they have learned how to coordinate the movement of their troops better. I know the brigades give their own bonus, but the training idea could flesh it out a bit more than just clicking an 'attach brigade' button AND it could simulate real conditions. If you have a unit just sitting around in the rear without training, it might actually gain a negative bonus for being lax. The down side is that training would cost resources to replace ammunition and supplies. A unit in recent combat, however, would not need to train because they had their training by fire.

The whole training thing would be largely based on the commander of the division. If you're training an infantry division into an airborne or marine one, you would want to have it assigned a commander with the Commando trait to speed up the process (or to make it possible, perhaps). If you've got one that is an Old Guard, then the training would take longer but the unit organization would increase faster (due to stronger discipline, maybe?).

I apologize, in advance, if an idea like this has already been suggested. It just popped in my head and I thought I should share it...even registered on these forums just to post it! :)
 

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hellfish6 said:
Yeah, obviously people are far too stupid and lazy to learn anything new. :rolleyes:

I think one important thing for everyone to remember here is the (somewhat obvious) fact that when HOI3 comes out, it doesn't necessarily mean that HOI2 will suddenly become unplayable. All of the aforementioned proposals for new, more complex features will, of course, need to be integrated into a new system that ONE is different enough to warrent an entirely new software package (i.e. not a mod) and TWO incorporates enough refined concepts from serious (read: not casual) gamers that it keeps us (the people who truly know the game) happy.

People play old games all the time. If you're worried that HOI3 will be too complex, play HOI2.
 

Derek Pullem

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Smut Peddler said:
I think one important thing for everyone to remember here is the (somewhat obvious) fact that when HOI3 comes out, it doesn't necessarily mean that HOI2 will suddenly become unplayable. All of the aforementioned proposals for new, more complex features will, of course, need to be integrated into a new system that ONE is different enough to warrent an entirely new software package (i.e. not a mod) and TWO incorporates enough refined concepts from serious (read: not casual) gamers that it keeps us (the people who truly know the game) happy.

People play old games all the time. If you're worried that HOI3 will be too complex, play HOI2.

Why is complex good?
 

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Derek Pullem said:
Why is complex good?

It seems that, in this thread at least, many people oppose some of the proposed ideas due to their complexity. I think that merely because an idea would be more complicated, or require slightly more micromanagement, we should still consider/discuss the merits of it.

[furthermore, many of the ideas in this thread also propose time-saving features (templates, for example) that would allow people who are unwilling or unable to interface with the new features to still play the game with equal competancy.]

I am not trying to suggest that more complex ideas are better in of themselves. Personally, as someone who has played HOI2 for hundreds of hours, there are rare times when the game does take on a linear, predictible course, and I think that giving the players a few more options here and there would be a good idea.
 

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Smut Peddler said:
It seems that, in this thread at least, many people oppose some of the proposed ideas due to their complexity. I think that merely because an idea would be more complicated, or require slightly more micromanagement, we should still consider/discuss the merits of it.

[furthermore, many of the ideas in this thread also propose time-saving features (templates, for example) that would allow people who are unwilling or unable to interface with the new features to still play the game with equal competancy.]

I am not trying to suggest that more complex ideas are better in of themselves. Personally, as someone who has played HOI2 for hundreds of hours, there are rare times when the game does take on a linear, predictible course, and I think that giving the players a few more options here and there would be a good idea.

Any strategy game by its very nature will develop a linear predictable course if played against the AI unless the AI can learn from its opponent (which I've yet to see successfully implemented) or can predict sufficiently far in advance all the possible moves and evaluate the outcomes (done for chequers and to a lesser extent chess but impossible for HoI - yet)

More options by themselves would be eye candy unless the AI could use them effectively (it can't use brigades atm for example - it just gets given some gratis)

More detail doesn't really help MP as the drive will always be to complete the game in less time not more as MP time is limited.

So it's only really for SP and for people who want to see the flavour units. Gameplay bonuses would be minimal at the moment.

Rather than spend the development time on breaking the divisions down to component brigades (or indeed batallions!!!!) I would suggest that the biggest improvement to HoI would be in terms of developing the frontal AI and the ability of the AI to copy / counteract player builds. This would necessarily move the AI away from historical builds to reactive builds (maybe even allow it to cheat somewhat in terms of intel for harder games i.e. if UK didn't build navy there would be a chance that AI would do the Z plan over more panzers). Would also be good to see a higher organisation implemented than divisions (armies / army groups??) with the ability to order whole army groups to a single objective.