• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Cpack

Field Marshal
41 Badges
Jan 16, 2003
3.028
725
  • Imperator: Rome Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Natural Disasters
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - After Dark
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • 500k Club
  • Cities: Skylines
  • Hearts of Iron II: Armageddon
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
Artillery Attack on enemy front province:

Since we have much more and smaller provinces, it would be great to get the possibility of a new attack feature like
massive artillery attack on front lines (like arsenal of democracy)
To do this, maybe it could be necessary to have a defined number of artillery brigades located on the front line.
The need of supplies during this mission could be doubled and damages strength and org of units with high softness


Seaminefields:

Implement a mine-carrying value for ships (cruisers, destroyers../not speaking of special modded ships/) and a mission called
"mine seaprovince". The ships are travelling to this seaprovince and laying their mines. For example one mission lasts about 24 hours
in this sea province and has a level of 5% mined seazone. This means, every ship entering this zone has the danger of 5% of being hit by mines.
Maybe 70% probability of 30% strength loss and 30% probability of getting sunk....or whatever.Transportships and smaller ships are easier
to sink than capitals.....

Then you need also a minesweeping value with a probability formula of detecting and destrying a certain percentage of this mines.
For easy use, only coastal seazones can be mined, or to make it more realistic, you also need at least two types of depth for
seazones (deep -no mines and shallow(?) -mines possible)


ASW mission:

Bring back the ASW mission for ships, but also for airplanes (also to properly mod longrange seaplanes)


Gaining traits after missions:

Bring back the traits like desert fox and so on. Also, why can't the original traits gained by experience?
After succesfully performing a defined number of missions (f.e. convoy hunting), a leader could get the skill seawolf, maybe after 10 sunk convoys
Or some new traits:

blitzer = {
combat_move_speed = 0.1
}

amphibious_assaulter = {
amph_attack = 0.2
}

encircler = {
encirclement_bonus = 0.1
}

fortress_defender = {
fort_defence = 0.1
}


.....and so on
 

Razor

Lt. General
17 Badges
Jan 19, 2004
1.389
127
  • 500k Club
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Arsenal of Democracy
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III
+1
 

Cybvep

Field Marshal
May 25, 2009
8.465
127
I agree with most of your suggestions. However, regarding Artillery Bombardment, I think it should be more automatic, e.g. new "artillery bombardment" stat would increase attrition of enemy troops in nearby frontline provinces. Manual control of art. bomb. would mean too heavy micromanagement.
 

SwordOfJustice

Peaceful Warrior
66 Badges
Dec 8, 2003
1.723
141
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 200k Club
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Sengoku
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Nemesis
  • Europa Universalis III: Chronicles
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Arsenal of Democracy
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Iron Cross
  • Lead and Gold
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
I don't think ranged attack is within the scale of the game at all. British 25 pounder artillery had what? About 12km maximum range, from memory. How could that possibly allow a ranged attack across a province in HOI3?

Plus when a division fires it's artillery do you think that the other side simply does nothing about it? They try to counter battery fire with their own divisional and corps artillery, of course.

I think ranged fire is the weakest feature of AoD, given the size of provinces and that HOI games are corps and army level operational games.

Artillery is better modelled in the division stats and played out in the division combat model. In HOI3 this means that artillery brigades will contribute and lot of firepower and will take damage, and that's the way it should be, in my opinion.


Cheers,
Sword
 

Cpack

Field Marshal
41 Badges
Jan 16, 2003
3.028
725
  • Imperator: Rome Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Natural Disasters
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - After Dark
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • 500k Club
  • Cities: Skylines
  • Hearts of Iron II: Armageddon
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
I don't think ranged attack is within the scale of the game at all. British 25 pounder artillery had what? About 12km maximum range, from memory. How could that possibly allow a ranged attack across a province in HOI3?

Plus when a division fires it's artillery do you think that the other side simply does nothing about it? They try to counter battery fire with their own divisional and corps artillery, of course.

I think ranged fire is the weakest feature of AoD, given the size of provinces and that HOI games are corps and army level operational games.

Artillery is better modelled in the division stats and played out in the division combat model. In HOI3 this means that artillery brigades will contribute and lot of firepower and will take damage, and that's the way it should be, in my opinion.


Cheers,
Sword

Not across a whole province. The troops of both sides normaly standing (most of them) along the frontline and not with a 50km gap between

How does artillery really work in HOI3?
How to implement the massive russian artillery impact later on the eastern front?

At the moment, I think a 4xInf division is better than a 3xInf+1xAri division
 

telesien

Grand Admiral
40 Badges
Aug 28, 2007
4.028
17.881
  • Commander: Conquest of the Americas
  • Semper Fi
  • Rome Gold
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Deus Vult
  • Crusader Kings II
  • 500k Club
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • 200k Club
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Crusader Kings II: Holy Knight (pre-order)
  • War of the Roses
  • Victoria 2
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I am all in favour for the ASW. I've been calling for the separeted sub and naval attack for airplanes since the times of HoI2
 

Kovax

Field Marshal
10 Badges
May 13, 2003
9.160
7.194
  • Europa Universalis III Complete
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Semper Fi
  • Victoria 2
  • 500k Club
I am all in favour for the ASW. I've been calling for the separeted sub and naval attack for airplanes since the times of HoI2

The game doesn't include ASW blimps. Those were actually a significant factor in reducing submarine attacks on convoys. They could spot subs more easily than any of the much faster conventional aircraft, and hover overhead to track them while the destroyers converged for the kill. I vaguely recall seeing some sort of statistic about how few transports were sunk while escorted by blimps, and it was pretty impressive, but I don't remember the details anymore.
 

davekirk

Sergeant
3 Badges
Apr 19, 2004
91
0
  • Darkest Hour
  • Hearts of Iron III
  • 500k Club
All seem reasonable but not so sure on the artillery one; I think that would be difficult to model properly (i guess). Earned leader traits is really something I'd like to see again, it's a neat idea and gives a bit more immersion to the game (generals become a bit more like people under your control rather than a picture head on a division).
 

reef75

Second Lieutenant
2 Badges
Sep 6, 2009
182
0
  • Hearts of Iron III
  • 500k Club
Sea mines would be a lot of micro management keeping them at an effective value. Knowing my luck my own ships would constantly plough through my own fields trying to intercept a sub with my whole fleet.

Strategic Bombers that dont spend 4 hours over their target thus getting mauled by fighters because a night mission becomes a day mission by the time they clear the enemy coast. Now that would please me.
 

Sarayakat

Citizen
78 Badges
Sep 1, 2004
1.325
5
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Galactic Assault
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
I would like the ability to demobilize my allies. An option in the diplomatic menu to un-"call to arms" an ally would allow me to use the Hungarians and Romanians on the eastern front without them crashing my supply net once I invade Africa through Asia Minor for example...
 

unmerged(148761)

Colonel
4 Badges
Aug 6, 2009
884
1
  • For The Glory
  • Hearts of Iron III
  • Victoria: Revolutions
  • Semper Fi
I like the ideas except for ranged artillery attack. It's not WWI; my troops can defend a province without lining up on the border 12 km from the enemy's lines.

Mines also seem a little too micro; I usually imagine them as being parts of Coastal Forts.