When command power was first announced, I had hoped it could have been used to modify your divisions in lieu of army XP.
I have argued before that while yes, as a player needing to pay XP which can be hard to get to modify your divisions to a worthwhile template may be a painful experience, we as players are some sort of spirit-god guiding these nations. We might understand what makes a good template, but the staff officers we have influence over don't. And those lessons are largely only learned through them being tested in battle. As painful as it is to have to deal with, I can't fault the mechanic for being at least loosely based in reality. I don't like mana and definitely think there is room to improve the designer mechanics, but it is just another instance of the game concepts and mechanics being held back by having a "historical" setting.
As for designing ships, I've also argued that the ship designer is roughly the naval equivalent of the division designer. So it makes sense for the ship designer to have similar mechanics. My biggest problem here is that researching a ship does not provide you with an immediately usable model of that ship, you would have to use XP which you may have difficulty sourcing to first modify that hull to be producible. I haven't personally ran into this as a problem, but I have read posts from people who have and I can imagine what sort of absolute confusion and defeat someone might feel when their fun gets interrupted by "stupid bullshit". Some solutions here would be to have each researched hull grant you a fully functional model of the ship with the bare minimum equipment, but also have the hulls branch from the main gun tech like submarines are such that you have all of the basic modules required to create a functional design. And also remove the seemingly arbitrary mandatory module requirements, like some ships requiring an FCS or an AA mount for seemingly no reason.
There are some ideas in this thread that I do find interesting. Perhaps instead of unlocking and inserting individual battalions/companies, as we progress through research, doctrines, or in some special cases national focuses, we could unlock pre-made configurations of regiment which would then contain different assemblies of "battalions". The blocks can have a much greater amount of flexibility in its specific stats offered and equipment consumed, and would allow a much more realistic ORBAT where the regiment can have its own support companies. Players would then be able to assemble these regiment blocks in into divisions however they wish. This would allow us to step away from combat width (more so replace it with something similar, but different enough and actually flexible), bring in the sort of binary/triangle/square divisions that are more historical, and allow doctrines to have greater influence over our division design.
I have argued before that while yes, as a player needing to pay XP which can be hard to get to modify your divisions to a worthwhile template may be a painful experience, we as players are some sort of spirit-god guiding these nations. We might understand what makes a good template, but the staff officers we have influence over don't. And those lessons are largely only learned through them being tested in battle. As painful as it is to have to deal with, I can't fault the mechanic for being at least loosely based in reality. I don't like mana and definitely think there is room to improve the designer mechanics, but it is just another instance of the game concepts and mechanics being held back by having a "historical" setting.
As for designing ships, I've also argued that the ship designer is roughly the naval equivalent of the division designer. So it makes sense for the ship designer to have similar mechanics. My biggest problem here is that researching a ship does not provide you with an immediately usable model of that ship, you would have to use XP which you may have difficulty sourcing to first modify that hull to be producible. I haven't personally ran into this as a problem, but I have read posts from people who have and I can imagine what sort of absolute confusion and defeat someone might feel when their fun gets interrupted by "stupid bullshit". Some solutions here would be to have each researched hull grant you a fully functional model of the ship with the bare minimum equipment, but also have the hulls branch from the main gun tech like submarines are such that you have all of the basic modules required to create a functional design. And also remove the seemingly arbitrary mandatory module requirements, like some ships requiring an FCS or an AA mount for seemingly no reason.
There are some ideas in this thread that I do find interesting. Perhaps instead of unlocking and inserting individual battalions/companies, as we progress through research, doctrines, or in some special cases national focuses, we could unlock pre-made configurations of regiment which would then contain different assemblies of "battalions". The blocks can have a much greater amount of flexibility in its specific stats offered and equipment consumed, and would allow a much more realistic ORBAT where the regiment can have its own support companies. Players would then be able to assemble these regiment blocks in into divisions however they wish. This would allow us to step away from combat width (more so replace it with something similar, but different enough and actually flexible), bring in the sort of binary/triangle/square divisions that are more historical, and allow doctrines to have greater influence over our division design.
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