Also, why is the HMG unlocked by infantry equipment and not Support Weapons 1?
- 4
- 1
I think that since we won't have to research doctrine anymore it shouldn't be too much of a challenge to do.Will the research time will be reduced for the technologies ?
As i understand, we will have to research more things such as AT canon to make Heavy tanks , which is never reaearched in my germany game for example, because i don't use them.
I hope so. But 4 slots isn't enough to make historical Tanks. Just like 5 Support Companies isn't enough to make historical Divisions.Will this system have zimmerite, snorkel, side shirt, night vision systems, external fuel tanks and guided missiles that we can add to our tank designs?
Your concern is warranted, of course, but it is probably an issue the developers are well aware of and are working to avoid. Since this is not their first designer, the chance of pulling it off is better than with the ship designer.Yeah sorry but I really don't see the point in a tank designer, I'm 98% certain that this will break the game and require six months of patching to rebalance. So now the AI will fumble around with designs and the players will cheese it.
It is likely that with the experience of the first designer in MtG, this one will be at least balanced on start.
I do wonder what "balanced" will look like.
When players say that it will/will not be balanced, do they just mean whether the AI can use it effectively? Or are they wanting to see historical designs be more effective than non-historical designs? Or do they want something else.
I'll give an example from MtG.
After it was patched (the speed zero BBs were finally gone), some players complained that the game wasn't balanced properly for Germany because you couldn't get the Bismark out in time for its historical actions. I think proceeded to show that you could get a Bismark out in the water in time with 1940 techs across the board by choosing NFs at the right time and putting some real effort into research.
The players then complained that my strategy still didn't answer their objections because you had to take Plan Z in 1936 and spend a ton of time burning research slots to get the techs. In other words, even though I could put the Bismark into the water with high tech equipment in time for its historical commissioning, it still wasn't good enough for some players because the trade offs to get that to happen were too much.
So, what does balanced look like? Historical date for historical commissioning of a historical ship? Historical stats and layout? Or a ship that can fulfill the historical function of the ship within the context of game mechanics? Hell, I don't know. And whatever answer I give will be different than another person's answer.
the Bismarck
A common forum mistake is the assumption that whatever happened historically was in fact the best and most optimal choice that could have been made, whether that's a division template, production allocations, force mix, deployment of particular technologies. Real-world generals and politicians probably had _less_ effective choice than the players do, compelled by historical accident, mental inertia, groupthink, what can be "sold" politically, even before you get to just plain errors. By comparison, we're pretty free to take all sorts of paths. There's no reason to think that a completely accurate ground-up simulation would necessarily compel a reproduction of historical decisions as the optimal path. There may well have been other strategies and choices that would have worked out better.do they just mean whether... historical designs {are} more effective than non-historical designs?
Never ask me why! You are, however, allowed to ask me how but in this case you appear to have that locked down.Also, why is the HMG unlocked by infantry equipment and not Support Weapons 1?
To be honest, I'm not convinced either. The ship designer was nice because it allowed us to make ships for various purposes -- a destroyer hull could become an ASW ship, a minelayer or minesweeper, a close-range torpedo ship for use in fjords and archipelagos, and so on. Likewise with an air designer, you could take an empty light bomber fuselage and design an ASW plane (heck, maybe you could even have flying boats, stationed at ports, not airfields), a level bomber, a gunship, or a long-range recon aircraft.Yeah sorry but I really don't see the point in a tank designer, I'm 98% certain that this will break the game and require six months of patching to rebalance. So now the AI will fumble around with designs and the players will cheese it.
I kinda disagree, take for example France. It will likely start mostly with a few CHAR B1 for the DCR and SOMUA S35/Hotchkiss H35 developed but not yet produced for the DLM.I kind of agree that the tank designer feels a bit superfluos, it just feels like its too granular to actually mean much on the strategic sense.
Correct. But having to research the various techs (in the existing trees) to get those components makes a more logical approach. Instead of researching a completed tank, you have to research the components that allow you to make that tank. Which means you can have tanks of the same class (light/medium/heavy etc) with national differences. You can do that now, but only in reverse (build the complete tank, then make a variant of it). Just a design evolution.Most of the components we can put on tanks so far seem to just boil down to different stats, which we could already do with the variants designer.
In theory there should not be a need for that with the new system as it will autodesing models following historical desing philosophies for each major.The key, for players who don't want to be bothered, and for the AI, is to have those completed designs (call them historical designs) drop when techs are completed. Something the Waltzing Matilda mod already does.
These had casted armor, not wielded. But yes, developers had it wrong too, hopefully they fix itI kinda disagree, take for example France. It will likely start mostly with a few CHAR B1 for the DCR and SOMUA S35/Hotchkiss H35 developed but not yet produced for the DLM.
These models have all wielded armor (which has been stated by the developers to be the most expensive variant) and will probably have the maximum thickness allowed by the initial armor technology. This means that given their limited industry the French will have a small number of these tanks by 1939 as they are quite expensive.
Japan on the other hand also has a very limited industry, but given their opponents they could use cheap light tanks with riveted armour and armed with a fixed howitzer gun that would give maximum soft attack against the Chinese infantry spam.
So in the end IMO your tank desing philosophy can have an important impact on the performance of your army.