Pretty sure that those wouldn't tie well into a DLC as it's game-mechanic changing stuff (and thus have to be the same for players and AI alike).
Sort of like Development and Estates for EU IV, then?
Pretty sure that those wouldn't tie well into a DLC as it's game-mechanic changing stuff (and thus have to be the same for players and AI alike).
Bit of a difference since you don't have to interact with estates or development as player despite them being there, or rather it's not game-defining and it's really a tie-in to already established mechanics in the form of Influence or monarch power (DLC or not). Some government forms doesn't even have them. Development is simply a pay-to-win feature that enables you to invest ruler-mana to improve development.Sort of like Development and Estates for EU IV, then?
Speaking of transport capacity, bring back actual transports instead of generic convoys to transport units and launch invasions. Enough with the invasion spam.
Bit of a difference since you don't have to interact with estates or development as player despite them being there, or rather it's not game-defining and it's really a tie-in to already established mechanics in the form of Influence or monarch power (DLC or not). Some government forms doesn't even have them. Development is simply a pay-to-win feature that enables you to invest ruler-mana to improve development.
Having different supply-systems or OOBs depending on DLC would mean checksum issues so I don't think that's something that's going to happen as it's the same as supporting different versions of the game (something they've explicitly said they don't intend for future releases).
I could see some extra OOB bells-and-whistles as DLC though but that'd be pretty fair as it only caters to part of the customer crowd.
And those players who abhor OOBs and hated HOI3 because of it will like it while those of us who feels some form OOBs are missing will be grumpy if it's DLCd. I don't think it will come to that however. PDS are quite sensible and I'm confident that some median way will be implemented. Not OOB madness like in HOI3 but possibly something more developed than what we have now.Like you said, they could put the bare bones of the system in the free patch, but lock everything beyond the most basic interaction behind a paywall.
After almost one year since the original release, here are IMO the major issues that still need to be fixed and features added in priority :
1/ Even very simplified, a real command chain must be introduced. The easiest way to do that is to make Field Marshall to be Theatre leaders only (selectable icon pics on the upper right side of the screen) Army commanders (instead of corps commanders which are irrelevant for this game OOB scaling) would remain unchanged.
2/ Make unit template building to be limited in some case, just add a command restriction could do the job (it is silly to see dozen of SS or other Elite units being built without any restriction at all for the only reason one's have the template). Ex : add the line user_buildable = false in the template.
3/ Reintroduce fuel consumption for all motorized units.
4/ Custom AI template unit naming must be fixed (no more "Armoured Battalion Type 9" etc as division name)
5/ More moddability for Ideologies, Combat events, Focus (possibility to add repetitive focus with a flip-flop system, like HOI3 Strategic Effects did).
I'm pretty sure that working on those issues will bring back a lot of lost players in the HOI4 community.
I don't mention the other issues that have been mentioned by devs as being on their priority list (decisions reintroduction, templates, AI, AI, AI, AI, and AI again...)
EDIT : Derm has made a more descriptive and detailed thread about OOB in the "suggestions" topic : https://forum.paradoxplaza.com/forum/index.php?threads/improving-command-oob-unit-names.1024043/
Let me state clearly I don't know. I do know/think that they will be releasing a DLC/Expansion in December (remember Paradox takes July off so no work that month). So how much can they get done before then? They have stated that the Air UI improvements are needed for later game mechanic improvements. That tells me things are taking time, couldn't just fix/improve the Air and be done with it. So if they are not saying it is for DoD then likely late this year or the next year. My guess to see all of what they talked about would be for development until the next ParadoxCon?I seriously wonder what the timetable is for the features they announced on PDX Con.
I struggle to understand how a wargame can have no command structure and no real supply structure.
After almost one year since the original release, here are IMO the major issues that still need to be fixed and features added in priority :
1/ Even very simplified, a real command chain must be introduced. The easiest way to do that is to make Field Marshall to be Theatre leaders only (selectable icon pics on the upper right side of the screen) Army commanders (instead of corps commanders which are irrelevant for this game OOB scaling) would remain unchanged.
2/ Make unit template building to be limited in some case, just add a command restriction could do the job (it is silly to see dozen of SS or other Elite units being built without any restriction at all for the only reason one's have the template). Ex : add the line user_buildable = false in the template.
3/ Reintroduce fuel consumption for all motorized units.
4/ Custom AI template unit naming must be fixed (no more "Armoured Battalion Type 9" etc as division name)
5/ More moddability for Ideologies, Combat events, Focus (possibility to add repetitive focus with a flip-flop system, like HOI3 Strategic Effects did).
I'm pretty sure that working on those issues will bring back a lot of lost players in the HOI4 community.
I don't mention the other issues that have been mentioned by devs as being on their priority list (decisions reintroduction, templates, AI, AI, AI, AI, and AI again...)
EDIT : Derm has made a more descriptive and detailed thread about OOB in the "suggestions" topic : https://forum.paradoxplaza.com/forum/index.php?threads/improving-command-oob-unit-names.1024043/
Railroads are needed for a good supply system. Trucks & wagons should only matter after they leave the rails.
And yet the vast majority of war games, both on PC and older more traditional formats, have ignored command hierarchy almost completely.
Grigsby's WW2 games are the exception and not the rule. Even they mostly do it only on the army level, though with a bit more detail to those armies than in HOI.
Some ACW games have represented some form of command hierarchy, but there it is mostly to simulate the ineffectiveness of the North in spite of their numerical advantage.
Your characterization of our player base as being too lazy to think and only having the attention span for a 30 minute game is so far off the mark that I am surprised people have not jumped all over it. The idea is both childish and insulting. Yet insulting the rest of us to construct some empty argument in favor of your pet OOB is probably the best you could muster since there is nothing at all in your post to support the idea other than the fact that you want to have it.
I would agree with practically all of the above suggestions, but from reading many of the posts about HOI4 I fear little will come of it. Most of the people playing seem to complain about
1. It takes too long to play (I think they consider anything more than 30 mins is too much of their valuable time), or
2. Paradox keeps nerfing the bugs that allow them to win no matter how badly they play.
All the suggestions above will force players to think, and it appears that Paradox is trying to tap into the "I want to play, not think" demographic. Those that find symbols and counters frightening and cannot (or more likely will not) refer to anything that is not on the screen at the exact moment of decision. I suppose inevitable for a generation that thinks anything that requires reading more than 120 characters qualifies as a mental torture and rejects as too long video clips that go more than 10 secs.
I also wants HOI2s "transport capacity" back. No trucks, no supply...no supply, no org. As you get farther from supply sources, and core territory the more transport capacity you need.
That would stop these silly Japan invades US in 1936 kind of stuff, or Raj invading Germany, or Canada taking over Italy by itself. It would make taking the soviets for the Germans more of a slog.
There are some defines that actually sets the table in regard to distance from capital and how long it takes to reinforce. It doesn't tie inte IC but modding them makes a huge impact when it comes to equipment recovery in the field which kinda slows the global warfare tendencies down to a crawl if modified properly. It doesn't affect AI behavior though so you'll still see Brazilian units landing in Danzig etc.Yeah when you consider that a Division past a certain distance from a supply source, actually costs more "industrial power" to simply keep it fighting, than it takes to create an entire new division, by several factors as you get further away, we're really, really far from reality in that regard.
Or a new Naval warfare sub-system (through a new mission) for invasion's interception ?
And those players who abhor OOBs and hated HOI3 because of it will like it while those of us who feels some form OOBs are missing will be grumpy if it's DLCd. I don't think it will come to that however. PDS are quite sensible and I'm confident that some median way will be implemented. Not OOB madness like in HOI3 but possibly something more developed than what we have now.
Supply on the other hand needs to be part of an expansion or patch because it's not possible to mix different systems without breaking the game (even SP vs AI).
I agree with your suggestions, except the first one. I think that they should introduce a new oob chain: army groups (I would like corps, but I dont think that is going to happen), and get rid of the two ddiferent sets of abilities for field marchals and generals. Both should get access to both kind of abilities, without losing anything after being promoted.