For design decisions please take into consideration what rulesets are currently used in multiplayer games in HoI3 as this is where most unbalanced stuff can be found. I know the game is far away from balancing but most of these are impacted by badly designed core mechanics, which are important right now. Here are a few points most mp groups have rules about:
a) Banning certain spy missions because they are unbalanced. If 3 or 4 players work together you can get way too good results. I for one would love to see diminishing returns for spies just like we have for combat (aka stacking penalty). Using 10 spies for one job should not be 10x as effective as using only 1 spy. This way you promote spreading out spies over different jobs for true teamwork instead of doomstacks.
b) Naval and air combat often have rules about doomstacks as well, but seeing we don't know anything yet about what form both aspects take other than that they will receive an overhaul I will simply wait and see ^^
c) Loading up as your enemy (Perhaps something like a password to load as a country )
d) In the game war is a good thing. It pays of to be at war as early as possible for as long as possible. It would be good if there were mechanics in place that promoted wars to last as short as possible (something like war exhaustion which could go up a lot faster against minor countries for example). TFH limmited the benefits a bit but did not change the core of the problem.
e) Guarantees of independance are a great idea but often banned because they get exploited to get into wars long before the country should be able to.
f) No/limmited static conditions like "sov attack germany after fall of london" but dynamic like attack if surrender progress =20% to prevent players not capturing certain regions.
g) The law system is very exploitable. Minimal training law with minimal draft and then going max on both right before mobilisation saves tons of IC. Idem for the upgrade system but I think the new production system looks good
h) Units in the deployment pool need to be deployed within a certain time or simply appear on the map as soon as they are ready.
i) Reserve units are often not allowed. The reserve system is a nice idea but there is not enough incentive to build non-reserve troops.
j) Effortlesly rebasing planes and ships to the other side of the world to gain some experience while not fighting yourself.
k) Not spending manpower on HQ brigades
l) A lot of people seem to think level 10 radar is way too powerfull.
m) Unit disbanding when encircled/stuck somewhere (so obvious I almost forgot
)
n) Paratroopers killing of entire stacks by dropping on the right time
o) Rockets do too high damage especially against infrastructure and ports
I prob missed quite a few
If you have any preventable exploits please post them. No in depth discussion about a single mechanic please, use a seperate thread for that. Small suggestions to prevent exploits are welcome and will be placed in the main post.
a) Banning certain spy missions because they are unbalanced. If 3 or 4 players work together you can get way too good results. I for one would love to see diminishing returns for spies just like we have for combat (aka stacking penalty). Using 10 spies for one job should not be 10x as effective as using only 1 spy. This way you promote spreading out spies over different jobs for true teamwork instead of doomstacks.
b) Naval and air combat often have rules about doomstacks as well, but seeing we don't know anything yet about what form both aspects take other than that they will receive an overhaul I will simply wait and see ^^
c) Loading up as your enemy (Perhaps something like a password to load as a country )
d) In the game war is a good thing. It pays of to be at war as early as possible for as long as possible. It would be good if there were mechanics in place that promoted wars to last as short as possible (something like war exhaustion which could go up a lot faster against minor countries for example). TFH limmited the benefits a bit but did not change the core of the problem.
e) Guarantees of independance are a great idea but often banned because they get exploited to get into wars long before the country should be able to.
f) No/limmited static conditions like "sov attack germany after fall of london" but dynamic like attack if surrender progress =20% to prevent players not capturing certain regions.
g) The law system is very exploitable. Minimal training law with minimal draft and then going max on both right before mobilisation saves tons of IC. Idem for the upgrade system but I think the new production system looks good
h) Units in the deployment pool need to be deployed within a certain time or simply appear on the map as soon as they are ready.
i) Reserve units are often not allowed. The reserve system is a nice idea but there is not enough incentive to build non-reserve troops.
j) Effortlesly rebasing planes and ships to the other side of the world to gain some experience while not fighting yourself.
k) Not spending manpower on HQ brigades
l) A lot of people seem to think level 10 radar is way too powerfull.
m) Unit disbanding when encircled/stuck somewhere (so obvious I almost forgot
n) Paratroopers killing of entire stacks by dropping on the right time
o) Rockets do too high damage especially against infrastructure and ports
I prob missed quite a few
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