NEW WEAPON SYSTEM changes combat and politics
In this article I want to focus on two aspects.
1. I would like to introduce a concept to divide manpower of units from its equipment
2. How heavy equipment should affect the politics of great, small and minor powers
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1. DIVIDE MANPOWER FROM EQUIPMENT
1.1 CHANGES IN PRODUCTION
To make clear what I’m going to do here I use the example of setting up a Mot.Ínfantry with artillery.
To set up a unit you would first have to set up the manpower. You chose the type of unit (Infantry, mountaineers, marines, airborne, tank division or an aviation unit). This includes training of the troops setting up the logistics, placing officers in charge and some little equipment (like uniforms, shovels, helmets, pistols and so on)
Now your Soldiers need Weapons, So you have to produce some infantry weapons. Lets say we have 1939 and you have researched 39 Inf. Weapons, so you are producing these kind of weapons. After you have produced enough weapons you can place the unit.
The Trucks and artillery you produce in the same way and attach it to the unit.
Important is that these attachment to the units are not like a brigade in the moment. They can also be reduced in percentages by combat.
1.2 NICE BUT WHAT FOR
Now a lot of you people will say. “Nice idea makes it more realistic but what is the impact on the game and isn’t it way to complex. Just think of the AI”
To get an idea what will change on the battlefield I wants to question the use of Stukas. Now in the game we use Stukas against ground units and the vulnerable is Infantry, because Stukas have a high attack rate against soft targets. But this wasn’t actually the use of Stukas. Stukas were equipped with single bombs to make precise attack and strong guns to crack armor. Stukas were used to attack bunkers, tanks, trucks, trains, artillery. They were simply not very useful against small soft targets that could easily hide in bushes or under trees.
In this example the impact on the game would be that you don’t erase the enemy with you overwhelming bomber fleet. But you destroy the heavy equipment of the enemy and reducing his firepower, making it easier for your tanks to overrun him.
1.3 CLOSER LOOK AT PRODUTION
Let’s take a closer look at production and how it could be shown in the interface.
As mentioned in 1.1 you would produce specific equipment (as level 3 light tanks, 39er Inf, weapons, tiger tanks, level 1 interceptors and so on). This equipment would not be upgradeable.
Now you need a weapon pool. This should have a separate window you could access trough the production window, in categories like motorization, tanks. This could be divided into sub windows, were you could see you stock.
When you select an equipment there should occur a list of all units which are equipped with this specific equipment. In this menu you should also be able to detach equipment from units (of course you could always change attachments in the map view). And if the equipment is to old you could scrap or sale it.
To make the supply with new weapons more easily, the system should have more level priority system (just the normal priority button which you can click more often the get a different priority level). Then new models should be automatically delivered to the priority units. Old equipment would return to stock or low priority units.
To secure high speed of a motorized army, the amount of vehicles each unit under on comand possess should be balanced.
I think this system could decrease complexity dramatically. A full automatically auto assignment could also be an option for beginning players.
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2. EFFECT ON POLITICS
The effects on the politics will probably have a much greater effect the on the combat system.
When we look at small and minor powers in the game they are relatively independent in there military development. They may don’t have the ability to have the most modern tanks. But they can still catch up with there Infantry. Sometimes they also have new models of bombers.
Historically we must realise, that these powers were strongly dependent on military supply by major powers. Small powers in most cases didn’t have the technological and industrial capacity to produce weapons in appropriate quality and quantity.
For example Nat. China became a military junkyard for military equipment from all over the world. It also ordered 600,000 helmets from Germany (image). And helmets are not a very complex product.
In this system relationships between small and big powers would become a much greater aspect of the game. Small power would require weapons from the major powers and the major powers would require recourses from small powers.
This leads to a very delicate addition between major and small power. It could also open its way to intervene in conflicts without involving in it openly. Like the SU done in Vietnam.
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My proposal is not just a try to make the game more realistic. I think it could ad some very interesting aspects to the game which could make a lot of fun to play with.
Hope you like it
In this article I want to focus on two aspects.
1. I would like to introduce a concept to divide manpower of units from its equipment
2. How heavy equipment should affect the politics of great, small and minor powers
--------------------------------------------------------------------------
1. DIVIDE MANPOWER FROM EQUIPMENT
1.1 CHANGES IN PRODUCTION
To make clear what I’m going to do here I use the example of setting up a Mot.Ínfantry with artillery.
To set up a unit you would first have to set up the manpower. You chose the type of unit (Infantry, mountaineers, marines, airborne, tank division or an aviation unit). This includes training of the troops setting up the logistics, placing officers in charge and some little equipment (like uniforms, shovels, helmets, pistols and so on)
Now your Soldiers need Weapons, So you have to produce some infantry weapons. Lets say we have 1939 and you have researched 39 Inf. Weapons, so you are producing these kind of weapons. After you have produced enough weapons you can place the unit.
The Trucks and artillery you produce in the same way and attach it to the unit.
Important is that these attachment to the units are not like a brigade in the moment. They can also be reduced in percentages by combat.
1.2 NICE BUT WHAT FOR
Now a lot of you people will say. “Nice idea makes it more realistic but what is the impact on the game and isn’t it way to complex. Just think of the AI”
To get an idea what will change on the battlefield I wants to question the use of Stukas. Now in the game we use Stukas against ground units and the vulnerable is Infantry, because Stukas have a high attack rate against soft targets. But this wasn’t actually the use of Stukas. Stukas were equipped with single bombs to make precise attack and strong guns to crack armor. Stukas were used to attack bunkers, tanks, trucks, trains, artillery. They were simply not very useful against small soft targets that could easily hide in bushes or under trees.
In this example the impact on the game would be that you don’t erase the enemy with you overwhelming bomber fleet. But you destroy the heavy equipment of the enemy and reducing his firepower, making it easier for your tanks to overrun him.
1.3 CLOSER LOOK AT PRODUTION
Let’s take a closer look at production and how it could be shown in the interface.
As mentioned in 1.1 you would produce specific equipment (as level 3 light tanks, 39er Inf, weapons, tiger tanks, level 1 interceptors and so on). This equipment would not be upgradeable.
Now you need a weapon pool. This should have a separate window you could access trough the production window, in categories like motorization, tanks. This could be divided into sub windows, were you could see you stock.
When you select an equipment there should occur a list of all units which are equipped with this specific equipment. In this menu you should also be able to detach equipment from units (of course you could always change attachments in the map view). And if the equipment is to old you could scrap or sale it.
To make the supply with new weapons more easily, the system should have more level priority system (just the normal priority button which you can click more often the get a different priority level). Then new models should be automatically delivered to the priority units. Old equipment would return to stock or low priority units.
To secure high speed of a motorized army, the amount of vehicles each unit under on comand possess should be balanced.
I think this system could decrease complexity dramatically. A full automatically auto assignment could also be an option for beginning players.
--------------------------------------------------------------------------
2. EFFECT ON POLITICS
The effects on the politics will probably have a much greater effect the on the combat system.
When we look at small and minor powers in the game they are relatively independent in there military development. They may don’t have the ability to have the most modern tanks. But they can still catch up with there Infantry. Sometimes they also have new models of bombers.
Historically we must realise, that these powers were strongly dependent on military supply by major powers. Small powers in most cases didn’t have the technological and industrial capacity to produce weapons in appropriate quality and quantity.
For example Nat. China became a military junkyard for military equipment from all over the world. It also ordered 600,000 helmets from Germany (image). And helmets are not a very complex product.
In this system relationships between small and big powers would become a much greater aspect of the game. Small power would require weapons from the major powers and the major powers would require recourses from small powers.
This leads to a very delicate addition between major and small power. It could also open its way to intervene in conflicts without involving in it openly. Like the SU done in Vietnam.
--------------------------------------------------------------------------
My proposal is not just a try to make the game more realistic. I think it could ad some very interesting aspects to the game which could make a lot of fun to play with.
Hope you like it
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