<says a lot of great stuff>
Agreed. I want a CoC/OoB To make gameplay easier for me as a player, I don't care if the AI uses it or not. The AI doesn't need to keep things organized in order to play the game well.
<says a lot of great stuff>
A hierarchy is irrelevant for the AI. It is however very relevant as a tool available to the player. An AI can at an instant assign the most fitting units to the most fitting vectors, and the player should have access to as much of that ability as possible. A player should not be forced to handle a lot of completely separate small groups, or having to manually divide up a large group of divisions constantly. This seems very important in respect to making the battle plan feature work well. That means being able to create small easily accessible groups, which can also be controlled as larger, also easily accessible groups. Simply removing any game-play related bonuses to having a hierarchy, and making it a purely organizational feature for the player would work perfectly, without the AI having to use and be compatible with the feature.
HOI is not a hex based wargame, nor is it trying to be one.So you say that it is irrelevant for the AI, and yet you want to be able to click on target in the map and have all the units figure out the best vectors and move by themselves. This is AI. And the AI is about as capable of moving units and figuring out strategies as an average 9 year old. Now if you have the AI smart enough to do a good job with your long CoC chain, then really the game should just use the CoC chain as a standard of AI. That adds a ton of complexity for the AI that doesn't add to gameplay. Hex based wargames are about unit pushing, not about HQ pushing.
Once you take out the ability to move your units across the map by right clicking and having them take objectives for you, CoC doesn't do anything. It doesn't make things easier and it's not realistic. Chain of command and logistics in the real world exist so that the "General" can get the grunts on the field to do stuff in a cooperative way. And each level of command will often have to operate without direct supervision. In HOI you are the grand general and you just bypass everyone and your grunts do what you want them to. You push the counter, and it magically moves.
I have no problems adding in some fields so users can sort their database in different ways. More stats manipulation the better. But every suggestion I see isn't a database opinion, it's an involved gameplay issue where HQ units are scattered across the field and the interface is cluttered with garbage groups, and you can move across the map by simply selecting a bunch of units and right clicking which defeats the purpose of a hex-based wargame.
So you say that it is irrelevant for the AI, and yet you want to be able to click on target in the map and have all the units figure out the best vectors and move by themselves. This is AI. And the AI is about as capable of moving units and figuring out strategies as an average 9 year old. Now if you have the AI smart enough to do a good job with your long CoC chain, then really the game should just use the CoC chain as a standard of AI. That adds a ton of complexity for the AI that doesn't add to gameplay. Hex based wargames are about unit pushing, not about HQ pushing.
Once you take out the ability to move your units across the map by right clicking and having them take objectives for you, CoC doesn't do anything. It doesn't make things easier and it's not realistic. Chain of command and logistics in the real world exist so that the "General" can get the grunts on the field to do stuff in a cooperative way. And each level of command will often have to operate without direct supervision. In HOI you are the grand general and you just bypass everyone and your grunts do what you want them to. You push the counter, and it magically moves.
I have no problems adding in some fields so users can sort their database in different ways. More stats manipulation the better. But every suggestion I see isn't a database opinion, it's an involved gameplay issue where HQ units are scattered across the field and the interface is cluttered with garbage groups, and you can move across the map by simply selecting a bunch of units and right clicking which defeats the purpose of a hex-based wargame.
It is irrelevant to the AI in the sense that only the player would use it, and the AI would not have to deal with it at all. It would only be there as an easy selection tool for the player. And no-one is talking about having HQs on-map. it has in fact been explicitly said repeatedly in several posts.
Are you by the way sure you understand how giving units orders will work in hoi4? The player will not click on a target and have the selected group move there via a vector the AI creates. The player will create a series of vectors manually not unlike real battle plans, via the battle planner system and for each leader group. These vectors will need to be populated by a selection of divisions from the group. And keep in mind that a large operation can involve maybe 500 individual divisions. If you have large groups, you will have to sort through the individual divisions and allocate them to your vectors. You then execute this plan for the group, and the units advance along their assigned vectors. If you have many small independent groups, you will have to allocate them all separately and execute their assigned orders separately. If you placed some of your large group units in the wrong non-empty vector, you will have to sort them out and redo it again. The battle plan system will with certainty also have to be modified while the operation goes on, and will consist of several phases. So you will need to sort your individual divisions each time, or handle your small groups separately each time you want to change something.
This will take a lot of unnecessary time.
Or you can have a hierarchy.
The hierarchy would only be there for the player, so that they still have access to a large group of say 30 or even 100 divisions to which they can directly assign to a vector and give plan execution orders or upgrade/reinforcement parameters for all divisions below. But instead of having to sort thought these 30 or 100 divisions to find the right groups of let's say five or ten divisions which they want to assign to further vectors or other orders, those groups of 30 - 100 divisions are themselves made up of smaller groups. These are directly selectable and ready to get assigned without sorting or searching and deselecting from division lists, each time an order needs to be given.
Again, AI has nothing to do with such a feature. Not on the player end, and not on the AI players end. And HQ units has nothing to do with it neither. It is just a perfect way for the human player to organize their 300 divisions into interchangeably both large and small, manageable and directly accessible chunks.
I have no problems adding in some fields so users can sort their database in different ways. More stats manipulation the better. But every suggestion I see isn't a database opinion, it's an involved gameplay issue where HQ units are scattered across the field and the interface is cluttered with garbage groups, and you can move across the map by simply selecting a bunch of units and right clicking which defeats the purpose of a hex-based wargame.
It is irrelevant to the AI in the sense that only the player would use it, and the AI would not have to deal with it at all. It would only be there as an easy selection tool for the player. And no-one is talking about having HQs on-map. it has in fact been explicitly said repeatedly in several posts.
Are you by the way sure you understand how giving units orders will work in hoi4? The player will not click on a target and have the selected group move there via a vector the AI creates. The player will create a series of vectors manually not unlike real battle plans, via the battle planner system and for each leader group. These vectors will need to be populated by a selection of divisions from the group. And keep in mind that a large operation can involve maybe 500 individual divisions. If you have large groups, you will have to sort through the individual divisions and allocate them to your vectors. You then execute this plan for the group, and the units advance along their assigned vectors. If you have many small independent groups, you will have to allocate them all separately and execute their assigned orders separately. If you placed some of your large group units in the wrong non-empty vector, you will have to sort them out and redo it again. The battle plan system will with certainty also have to be modified while the operation goes on, and will consist of several phases. So you will need to sort your individual divisions each time, or handle your small groups separately each time you want to change something.
This will take a lot of unnecessary time.
Or you can have a hierarchy.
The hierarchy would only be there for the player, so that they still have access to a large group of say 30 or even 100 divisions to which they can directly assign to a vector and give plan execution orders or upgrade/reinforcement parameters for all divisions below. But instead of having to sort thought these 30 or 100 divisions to find the right groups of let's say five or ten divisions which they want to assign to further vectors or other orders, those groups of 30 - 100 divisions are themselves made up of smaller groups. These are directly selectable and ready to get assigned without sorting or searching and deselecting from division lists, each time an order needs to be given.
Again, AI has nothing to do with such a feature. Not on the player end, and not on the AI players end. And HQ units has nothing to do with it neither. It is just a perfect way for the human player to organize their 300 divisions into interchangeably both large and small, manageable and directly accessible chunks.
First, I would not bother engaging with Murkk. He does not seem to understand the conversation in which he is participating, and he has nothing constructive to add. Frankly, I think he is just trying to be a provocateur.
Second, we cannot just be content with overlapping persistent grouping. That is just gaming technology from 1998. Assigning groups of divisions to hotkeys or on screen buttons to aid the player in unit selection to give those units orders more efficiently is nothing special and the bare minimum that we should expect. Paradox is trashing a detailed, historical, immersive, hierarchical chain of command. If all we get in exchange are hotkeys, I will be severely disappointed. These groupings have to be something more than just hotkeys. They need to become something the player can identify with and become invested in. The player should be able to follow the exploits of the "8th Army Desert Rats" in North Africa, not just the glob of divisions assigned to F4. At a minimum, the persistent groupings should be something to which the player can assign a name. There should be an historic auto-naming convention based upon the country being played and the number of divisions in the grouping. For example, a group consisting of 4 Italian divisions should be called something like "VII Corpo d'Armata" whereas 4 US division might be called "VII Corps". There should be a screen or window were the groupings can be organized and shuffled about -- where the 5th Corps can be reassigned from the 3rd to the 1st Army. These groupings would still be AI neutral and optional to the player, but provide at least some of the immersion lost by the removal of on map HQ's. I would still prefer a much more involved system, with leader assignments, etc., but this is the least Paradox should provide at game launch.
I'm surprised there is no thread about this yet but let's talk about the elephant in the room :
From what we've seen in the Gamescom demo, there are no more HQs on the Map.
Instead you seem to assign a general to a selected group of divisions to create an army.
There doesn't seem to be any hierarchy between armies either. Each army has one leader and is "independant" from the others.
There seem however to be a limit of divisions a single general can handle, according to rank. So a Von Rommel would not be able to command as much units as a Von Rundstedt
If what i say is wrong or incomplete please correct me.
I can see the advantages of such a system :
- First, it's much simpler to handle both for the player and the AI
- Second, it's very fluid and tie in nicely with the new battleplans
- Third, each leader become much more important
- No time lost on setting up an orderly OOB.
However there are a few disadvantages as well as first glance :
- Realism takes a hard hit in the jaw. We might have at last proper TO&E within division at the micro scale, but no more OOB at a the macro scale.
- Most generals won't see the war, seeing how the invasion of poland took 2 generals, a player might use more than a handful of them for the entire war but that's about it
- Not being able to organize the hierarchy means you can not use the different bonuses of the various generals at different levels.
Now let's be honest. Setting up the OOB each time and keeping it up to date during the war was a micro-management hell but here i fear we are losing a big part of the larger, macro game.
To me removing divisional leaders was enough, there is no need to remove the corps/field armies/army groups.
folks talk about micro with CoC and seem to forget when you talking about making 'groups' of 2-5 divisions and then putting them
in a battle plan you may be working with 200 divisions or up to 50 of those groups. Thats ALOT of micromanagement that a CoC
is designed to handle and Corps are not run like puppets by a grand master puppeteer. Again having a choice is the best choice.
historical accuracy or ease of play with an AI that can handle either. If you don't have an AI that can do that you don't have one
that will work anyhow.
The beauty of HOI III is that the game seldom forces you to do something (i.e. in the only way possible); you are not forced to micro it if you don´t want it for whatever reason. For example sometimes I just attach every single division to the TH HQ with the stroke of a button while some other times the CoC is so invaluable that I micro it with pleasure (and it is not that hard if one is organized).before the tool where you could drag drop divisions it was a real pain and micromanagement hell.
When I played Germany I redid the CoC to exploit logistics and lower supply. This saved about 5 IC per day. The in 1939 I redid the CoC once again (taking about an hour or so) to form my panzer corps, infantry armies and reassign all generals. I was exploint it and doing things that the AI could never do. And then after that the only thing the CoC did was to force me to keep HQ's within radio range. So basically there wasn't any real benefit to having one for me.
As far as I can tell it lacks persistent sub-divisions which I know I will want when planning large operations like Barbarossa.
Well most of the people in this thread seem more than okay with getting rid of the cascading CoC bonuses that the AI can't use. And while I get that the battle planner will have some aspects of CoC to it, As far as I can tell it lacks persistent sub-divisions which I know I will want when planning large operations like Barbarossa.
Maybe immersive for some but no way more intuitive. Look at how many people had trouble with letting the AI handle these CoC's to do anything.I don't see how any of that made HoI3s CoC dumb.
The AI couldn't use it?
Hardly a problem, improve the AI or remove any bonuses. That leaves you with a CoC you can use, which is far easier to handle than a few losely bunched groups of divisions. It is more intuitive and more immersive.
Grave digger units, logistical units and medical units existed in real life but aren't in the game. HOI3 HQ's sucked. What gameplay combat wise did they offer? None. It only hurt the AI because it never kept them in radio range and therefore lots the bonus.HQs did exist in real life, and they were attacked as well, causing lots of trouble for troops under its command.
Of course it added something to gameplay, easier accessibility to your troops. You could redeploy a whole range of units, from a single division, to a corps or entire army with just two or three clicks. Want to help out an army in trouble, remove a corps from a different army, send it over and assign it to the army in trouble, done in seconds. Something you cannot do when you have no chain of command or just a set group that is linked to a certain mission like in the battle planner. In fact, having the whole chain of command available would make the battle planner far better to handle than having a group of divisions handed to one general. Something like the battle planner is made for having a chain of command, from which you could assign different sub-units that already exist to certain parts of the plan. That is infinitely better than choosing some random divisions from the big group you assigned to one general.