Disclaimer: These observations, come only from the forum, HOI and the HOI 2 demo.
Analysis:
Right now a HQ will give a benefit to nearby units. Needs to be staffed by a GN or FM. This is a good idea, but right now has the following limitations:
1.There is no distinction if its a high skill or traited leader, so why use the best leaders. Just use any leader with high enough rank.
2. The HQ which should coordinate attacks etc. does not use the high level leader in command of the HQ for the overall command limit/overstacking penalty if the HQ is not physically involved in the attack (movement to attack), but instead the abstracted double command limit (if used no bonuses for skill/traits applied which makes it a bit unsuable)
3. The HQ of army group level (XXXXX) has the same effect as Army level (XXXX)=only better ESE for all purposes.
A cool and realistic "enhancement", but a little difficult to implement could be something like this (suggestions very much appreciated):
Definition: Unit= military formation that can move and function by itself
1. All units get a leader= DIV (XX) normally a MJGN, corps (XXX) LTGN, Army (XXXX) a GN and the FM for the army group.
2. It is possible to combine DIV into corps like we do now, but the corps can be combined into a army and so on. This raises some issues like does the army have to be in the same province? I propose that corps is in same province, but a army can have its component Corps in neighbouring provinces and army group has even larger range of its armies.
3. The leader will give skill/trait to units under his command, so now a good FM will give benefits to all DIV in his command. Of course the bonus should be smaller, like only half the bonus when corps commander, but now to many more units.
4. The cool HQ units which have been introduced with HOI 2, now can be selected to function at three levels (XXX, XXXX or XXXXX).
At the different levels the HQ shows up as one of the underlying components, alongside the other DIV, if corps or corps if army etc. The HQs will still have values, but will less often attack/defend than the combat units perhaps modified by events like breaktrough etc. The more damaged the HQ is the lesser benefits it gives.
5. A Army or army group level HQ does not need to attack alongside the combat units, but can stay back, while the GN/FM still leads/commands the action for stacking penalties etc. If a army is ordered to attack all the underlying corps attack the province=easier to order attacks form multiple directions or with many small formations.
6. Interface, this is important and difficult! i propose something along the Start menu, where if u select the higher HQ to do something all underlying units do the same. If u only want to move a corps u use the dropdown arrow to select the relevant one. All level units should be able to be moved(command-wise,) into other formations. Perhaps even a corps into a army group (for historic purposes).
Well writing this, i find it difficult to explain, just think of how an army is organized in real life, this it "nearly" it ;-)
Benefits:
1. More historic/real life feel
2. Autonaming of units is easier. No more "5. corps" with 12 Pz units in it. The game looks at underlying DIVs and level (eg XXX or XXXXX) and selects a "historic" name when u press autoname button. This enhances command and control=easier to manage.
3. Now there is finally a use for all the MJGNs.
4. Reason to promote leaders and give them high level command.
5. Perhaps even some bonuses for units fighting in formations, so first days of re-arranging gives penalty (both move and combat), while some time together will give small bonus (simulate teamwork established). Throwing a hasty defense together from units not in same formation, gives some penalties eg. one corps from 8. army and one from 3. army
6. REALISTIC
Issues:
The AI needs to able to handle this or will give severe bonus to human player
The design needs to good or will give player severe headache. But could be much better than controlling 30 individual DIVs... Now all have leaders!
Xtras:
If a non historic leader is used, he can gain exp. he never gets picture, but can progress in skill/rank. Great for the small countries with to few historic leaders.
Relevant traits can be aquired, perhaps at 0,1% chance pr. skill point aquired, must have at least 25? exp to have chance. Eg attacking with Pz->pz leader, commanding Mtn Inf chance of Commando etc.
Well whats ur thoughts? Looking for solutions, not flaming
Maybee to difficult until HOI 3...
Analysis:
Right now a HQ will give a benefit to nearby units. Needs to be staffed by a GN or FM. This is a good idea, but right now has the following limitations:
1.There is no distinction if its a high skill or traited leader, so why use the best leaders. Just use any leader with high enough rank.
2. The HQ which should coordinate attacks etc. does not use the high level leader in command of the HQ for the overall command limit/overstacking penalty if the HQ is not physically involved in the attack (movement to attack), but instead the abstracted double command limit (if used no bonuses for skill/traits applied which makes it a bit unsuable)
3. The HQ of army group level (XXXXX) has the same effect as Army level (XXXX)=only better ESE for all purposes.
A cool and realistic "enhancement", but a little difficult to implement could be something like this (suggestions very much appreciated):
Definition: Unit= military formation that can move and function by itself
1. All units get a leader= DIV (XX) normally a MJGN, corps (XXX) LTGN, Army (XXXX) a GN and the FM for the army group.
2. It is possible to combine DIV into corps like we do now, but the corps can be combined into a army and so on. This raises some issues like does the army have to be in the same province? I propose that corps is in same province, but a army can have its component Corps in neighbouring provinces and army group has even larger range of its armies.
3. The leader will give skill/trait to units under his command, so now a good FM will give benefits to all DIV in his command. Of course the bonus should be smaller, like only half the bonus when corps commander, but now to many more units.
4. The cool HQ units which have been introduced with HOI 2, now can be selected to function at three levels (XXX, XXXX or XXXXX).
At the different levels the HQ shows up as one of the underlying components, alongside the other DIV, if corps or corps if army etc. The HQs will still have values, but will less often attack/defend than the combat units perhaps modified by events like breaktrough etc. The more damaged the HQ is the lesser benefits it gives.
5. A Army or army group level HQ does not need to attack alongside the combat units, but can stay back, while the GN/FM still leads/commands the action for stacking penalties etc. If a army is ordered to attack all the underlying corps attack the province=easier to order attacks form multiple directions or with many small formations.
6. Interface, this is important and difficult! i propose something along the Start menu, where if u select the higher HQ to do something all underlying units do the same. If u only want to move a corps u use the dropdown arrow to select the relevant one. All level units should be able to be moved(command-wise,) into other formations. Perhaps even a corps into a army group (for historic purposes).
Well writing this, i find it difficult to explain, just think of how an army is organized in real life, this it "nearly" it ;-)
Benefits:
1. More historic/real life feel
2. Autonaming of units is easier. No more "5. corps" with 12 Pz units in it. The game looks at underlying DIVs and level (eg XXX or XXXXX) and selects a "historic" name when u press autoname button. This enhances command and control=easier to manage.
3. Now there is finally a use for all the MJGNs.
4. Reason to promote leaders and give them high level command.
5. Perhaps even some bonuses for units fighting in formations, so first days of re-arranging gives penalty (both move and combat), while some time together will give small bonus (simulate teamwork established). Throwing a hasty defense together from units not in same formation, gives some penalties eg. one corps from 8. army and one from 3. army
6. REALISTIC
Issues:
The AI needs to able to handle this or will give severe bonus to human player
The design needs to good or will give player severe headache. But could be much better than controlling 30 individual DIVs... Now all have leaders!
Xtras:
If a non historic leader is used, he can gain exp. he never gets picture, but can progress in skill/rank. Great for the small countries with to few historic leaders.
Relevant traits can be aquired, perhaps at 0,1% chance pr. skill point aquired, must have at least 25? exp to have chance. Eg attacking with Pz->pz leader, commanding Mtn Inf chance of Commando etc.
Well whats ur thoughts? Looking for solutions, not flaming
Maybee to difficult until HOI 3...
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