Hello. First, let me congratulate you. So far, HOI2 is the best strategy game I came across. By far. But I still have a few suggestions that I think might improve the game further.
Shipbuilding
Now, I understand this is a game. But come on guys, this is kind of arcade. You can build any ship, of any size, if you just have the technology. And it takes the same amount of days to build it, regardless if you're playing as Ethiopia (randomly chosen 'minor') or England, Germany or USA ! I mean come on, with 3 IC points you're building battleships ?
For this point, my suggestion would be to add a new type of construction, exclusively for coastal provinces that also have ports : the naval shipyard. It could have levels, just like Radar Stations for example. Level 1 shipyard builds escorts, convoy vessels and transports. Level 2 shipyard can build destroyers, plus everything level 1 could of course. A level 3 shipyard adds light cruisers. Level 4 shipyards allow you to build heavy cruisers, escort/light carriers and battlecruisers. Level 5 shipyards - battleships and fleet carriers. Level 6 - superbattleships (or you can just put it to level 5).
Of course, upgrading from one level to another should be more rewarding. So I also suggest giving bonuses for building : as one would expect, a larger shipyard should be able to build the same class of ship faster. For example, how about a 3-5% deduction in time or IC for destroyer building after you upgrade from a level 2 to a level 3 shipyard ?
Aircraft
Aicraft in WW2 were a bewildering variety of designs and types. HOI2 did a good job for start separating them into all-round fighters, short-range, defense-oriented interceptors, medium bombers, ground-attack aircraft, strategic bombers, naval bombers and good old fashion transports. This was very nice.
But still more could be done. For now, all fighers of the same generation are identical. This should change. I mean P-51 was famous for range and speed, the Spitfire for turning, the Bf-109 for climbing, etc. At least, differences should exist between major types of the day.
If possible, HOI3 should also allow you to tinker with designs. For those unwilling, preset designs should exist. But I hope that true maniacs will apreciate this. Let me explain what I mean. I don't mean getting down to all the dirty little details, but some are nice to ponder.
For example, what type of engine will your fighter have ? Radial engine or liquid-cooled V-12 ? Advantages and disadvantages exist for both. Radials are more powerful (usually, and I'm talking about same generation engines) but more heavy and have higher fuel consumption, thus reducing range. They also protect the pilot better, but don't perform very well at high altitudes. Liquid-cooled engines are lighter, but more vulnerable. They give you better performance at high altitudes - this could be converted into a bonus when interception strategic bombers, which usually fly high.
Next, let's see wing area. Higher wing area equals lower wing loading, which makes a more nimble fighter. Give it a bonus against other fighters. Or wing shape. An elliptical shape is aerodynamically better - but it's more difficult to build (plane will take more time and IC to build). A rectangular wing is cheaper and takes less time but will have a detrimental impact on performance.
How about aircraft guns ? At the start of war, most planes will have rifle-caliber (7.92 mm or 7.62 mm, or the British .303). However, as time passes you should get the option (by default or by research, why not) of arming your planes with .50 caliber machine guns or even 20 and 30 mm cannons. Again, it's all about compromise : more guns will slow down your plane (penalty against fighters) but give you extra punch (bonus against bombers of all types).
And it's only a few ideas. I'm sure that more competent people could come up with a lot more.
Industry
About industry in general .. I always felt it' too abstracted. How about combining industry, transportation and infrastructure for better simulating the realities of economy ? After all, any factory needs raw material that's not falling out of the sky - it has to be transported with trains, ships, etc. Thus industrial output (IC) should be somehow correlated with infrastructure levels and available transportation means. Just imagine the new posibilities - you have the factories, but enemy has bombed the infrastructure into ruins so raw materials are not being moved around ! Or you have to spread the industry to avoid bombing. Now you need more trains, more trucks, more everything just to move stuff around to where it's needed.
Any other suggestions are welcome !
Shipbuilding
Now, I understand this is a game. But come on guys, this is kind of arcade. You can build any ship, of any size, if you just have the technology. And it takes the same amount of days to build it, regardless if you're playing as Ethiopia (randomly chosen 'minor') or England, Germany or USA ! I mean come on, with 3 IC points you're building battleships ?
For this point, my suggestion would be to add a new type of construction, exclusively for coastal provinces that also have ports : the naval shipyard. It could have levels, just like Radar Stations for example. Level 1 shipyard builds escorts, convoy vessels and transports. Level 2 shipyard can build destroyers, plus everything level 1 could of course. A level 3 shipyard adds light cruisers. Level 4 shipyards allow you to build heavy cruisers, escort/light carriers and battlecruisers. Level 5 shipyards - battleships and fleet carriers. Level 6 - superbattleships (or you can just put it to level 5).
Of course, upgrading from one level to another should be more rewarding. So I also suggest giving bonuses for building : as one would expect, a larger shipyard should be able to build the same class of ship faster. For example, how about a 3-5% deduction in time or IC for destroyer building after you upgrade from a level 2 to a level 3 shipyard ?
Aircraft
Aicraft in WW2 were a bewildering variety of designs and types. HOI2 did a good job for start separating them into all-round fighters, short-range, defense-oriented interceptors, medium bombers, ground-attack aircraft, strategic bombers, naval bombers and good old fashion transports. This was very nice.
But still more could be done. For now, all fighers of the same generation are identical. This should change. I mean P-51 was famous for range and speed, the Spitfire for turning, the Bf-109 for climbing, etc. At least, differences should exist between major types of the day.
If possible, HOI3 should also allow you to tinker with designs. For those unwilling, preset designs should exist. But I hope that true maniacs will apreciate this. Let me explain what I mean. I don't mean getting down to all the dirty little details, but some are nice to ponder.
For example, what type of engine will your fighter have ? Radial engine or liquid-cooled V-12 ? Advantages and disadvantages exist for both. Radials are more powerful (usually, and I'm talking about same generation engines) but more heavy and have higher fuel consumption, thus reducing range. They also protect the pilot better, but don't perform very well at high altitudes. Liquid-cooled engines are lighter, but more vulnerable. They give you better performance at high altitudes - this could be converted into a bonus when interception strategic bombers, which usually fly high.
Next, let's see wing area. Higher wing area equals lower wing loading, which makes a more nimble fighter. Give it a bonus against other fighters. Or wing shape. An elliptical shape is aerodynamically better - but it's more difficult to build (plane will take more time and IC to build). A rectangular wing is cheaper and takes less time but will have a detrimental impact on performance.
How about aircraft guns ? At the start of war, most planes will have rifle-caliber (7.92 mm or 7.62 mm, or the British .303). However, as time passes you should get the option (by default or by research, why not) of arming your planes with .50 caliber machine guns or even 20 and 30 mm cannons. Again, it's all about compromise : more guns will slow down your plane (penalty against fighters) but give you extra punch (bonus against bombers of all types).
And it's only a few ideas. I'm sure that more competent people could come up with a lot more.
Industry
About industry in general .. I always felt it' too abstracted. How about combining industry, transportation and infrastructure for better simulating the realities of economy ? After all, any factory needs raw material that's not falling out of the sky - it has to be transported with trains, ships, etc. Thus industrial output (IC) should be somehow correlated with infrastructure levels and available transportation means. Just imagine the new posibilities - you have the factories, but enemy has bombed the infrastructure into ruins so raw materials are not being moved around ! Or you have to spread the industry to avoid bombing. Now you need more trains, more trucks, more everything just to move stuff around to where it's needed.
Any other suggestions are welcome !
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