So what do you all want to see in HOI3 -(no death camps, terror bombings, or purges)

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Cardinal Ape

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A pre-game option to disable weapons of mass destruction.

A greater variety of combat sounds. (I haven't played HOI in a very long time but I would recognize those air, naval, and ground combat loops in a second)

Keep research teams. There may be a better tech progression concept that works better as far as game mechanics, but compared to the ton of other strategy games out there, I find the research team concept to be very unique and refreshing. A few random ideas to enhance them: Can be targeted by spies to temporarily or permanently reduce their stats. Teams can research themselves in an attempt to increase their stats or learn a new one. Make a distinct difference between the team types of individuals and organizations.

Oh, and some of those Russian ape soldiers I saw on the history channel :D
 

Ruisert

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I haven't gotten through all the posts, so any duplicate suggestions may or may not be intentional. Some will be for added emphasis, like a better AI, which seems to be the top request of many posters.
Having said that, my wish list (and this is exactly that, I'm not going to get too concerned with practical considerations):


1. A Better AI. If there is no other improvement, then this is a must. Most of the other issues I have with HOI 2 are minor, especially compared with HOI 1 (except for the tech tree, to an extent. More on that later.).

2. Air Transportable infantry units. Strangely enough, transport planes functioned perfectly well long before people got the idea of throwing other people out of perfectly operational aircraft. It'll require a bit of research to determine exactly what type of units qualify - Armor/mech/mot are right out, obviously, but most infantry type units should be transportable. Just not droppable (with any expectation of survival, at least.)

Sorta like Franco's army to Seville, except not abstracted, even if it requires more than one trip...

3. Kiel Canal. I was shocked, :eek: shocked, I tell you, to find that vanilla HOI 1 and 2 both neglected to include it. Kudos to CORE for including it in their 2 mod.

4. A much more abstract, complex and intelligently designed espionage system.
No sensible co-intel operation kills out of hand any spies it finds. More typically, the spy network would be surveilled with the intention of rooting out the entire network, attempting to turn or interrogate operatives or feeding them dis-information. If all else fails, then you do a big show trial to embarrass their masters and THEN you shoot them. In game terms, a big relations hit here.
A better system would be one that is fairly hands-off. You set a budget for the target nation(s) and let your agents (they hate being called spies - that's the other guys!) do their thing. Success or failure would be based on several factors such as relative technical expertise differences (think counterfeiting passports, spy cameras, radios, etc.), types of governments (open societies being generally easier to penetrate than closed), mission types, relevant ministers, dissent, funding, etc...
Nations seperated by water or by other countries should be naturally harder to penetrate, and very much more so when at war. Typically, many embassy employees would be actually intel operatives with diplomatic cover (and immunities) and you would lose this option once hostilities ensue.

Failures might entail reduced effectiveness of some or all spying in that country, or even in the country's allies, coughing up good intel, or to the extreme worst case scenario of having a spy turn double and actually disclosing YOUR secrets to them, all the while still working or pretending to work for you.
Successful ops may provide tech blueprints (the postwar KGB and GRU excelled at this), partisan group formation/support, sabotage ops, research interference, etc.
Military intel in the field should be a separate process, but possibly could be supplemented by espionage - troop concentrations, possible invasion/ defensive preparations, new unit types, etc...
There's really a lot of fun possibilities with this if done well. Spying is really rife with broad gray areas where you're just not ever sure about things - even if you have a government that likes to consider all the intel. (Ahem...)
Sorry if this is long, it just really stuck in my craw from the second I read the espionage section in the manual and I've been thinking about it a lot. That and I'm a big espionage fan. :cool:

5. TC should be divorced entirely from IC and depend entirely on infrastructure. After all, what is Transport Capacity but the ability of the infrastructure to move units and supplies? This would make infrastructure actually significant in the game. As is now, it's almost of negligible consideration. And possibly, IC should actually detract from TC. Think goods and workers needing transport to the factories and all.

6. Shipyards. I believe this has been covered fairly sufficiently, so this is just my seconding the motion.

7. I also agree with the idea of some specialization of industry, with the reminder that factories could be and were re-tooled. GM here in the states produced tanks instead of cars during the war. It took a bit of time to re-tool, but not too much since it was already in the bidness (yeah, that's a Texian word) of vehicle manufacture.

8. U-boats. By their very nature, subs are meant to be fairly independent. Too many in the same area could end up killing each other, especially without wolfpack tactics or good radio comm gear (and that doesn't work at all well underwater).
But even so, large groups of subs in a small area is a bad thing. I'd love to see Prien's penetration of Scapa Flow to sink the Royal Oak emulated. Subs were very powerful, and yet very vulnerable and I don't think the game currently captures this aspect well.

9. A much better command/unit structure. I find it very odd that a Major General commands a division only as long as it's operating independently. As soon as it's incorporated into a corps or larger, suddenly it loses its commander. Very unusual. I'd like to see the traditional Division/Corp/Army/Army Group structure implemented, while keeping unit commanders who can add their traits to battles for that unit. Sort of a cumulative effect, but not always one that adds. For instance, Guderian during the invasion of France wanted to exploit his breakthrough but was held back by his higher command.
Or the idea that some generals were more suited to a higher command than a lower, and vice versa. Patton would never have done as well as Eisenhower as Supreme Allied Commander. I realize this might be very difficult to work out, though, but like I said, wish list.
And especially, working out a way to issue orders to just the Army Group HQ's and letting them sort out the details, unless you really, really want to be like Hitler and tell everybody what to do, where to do it, how to do it and how long to do it. :rolleyes:
This gets back to that improved AI...

10 Food production in provinces. Scorched Earth Tactics. Improved resource production. (New oil well drilling, mining, and the like.)

11. Arms sales to minors. I know the Turks bought one German battlecruiser, the Yavuz Sultan Selim (ex-German Navy Goeben). Although this was in the '20's, they did buy some German subs and Italian destroyers in the 30's as well. CORE has plane sales to minors, but not naval. Both should be included.

12. Tactical air in very specific provinces. I know this is already been mentioned, so this is merely a 'Me too!'. Counter air missions, someone's already mentioned this as well, and the ability to destroy a/c on the ground. Since this really was a major German tactic, I'm surprised that it hasn't been included in the previous HOI's.

13. Rail guns. I dunno why, I just like the idea. They existed, and they're cool. But they do bring to mind the problem of the different rail gauges used in Russia and Germany that precluded their employment in the east until the tracks were re-laid to accomodate the German rolling stock. Heh. That'll be a bit of a nut to crack in game terms. Probably not cool enough to justify the work by themselves.

14. The SAS, Devil's brigade, Rangers, and all the other special forces used. I mean, we got commando commanders, already, right?

15. R & D should be based largely on money, I think, and relatively less on IC. The Manhattan project worked out for the US mainly because we threw so much money at it. Even though it did require building quite a few facilities, these were out of the norm for R & D work and even then really didn't require that large of an IC commitment, compared to say, building a carrier or an armored div. It was having enough brainiacs in one place that was the essential element. So maybe manpower should have some effect? That and the educational system, which might be hard to put into play. But still, the IC required should probably vary as well as cost, depending on the tech involved. Also, in relation to espionage, why not have stolen (or traded) blueprints give a variable benefit instead of 50% always? I'd almost think traded techs should be 100% anyway, but I guess that could be negotiable...

I kinda liked HOI 1's tech tree scheme a little more than 2, but it was way hard to figure out the prerequisites for the techs if they affected other fields. So maybe 1's tech sheme with some nice pop-ups with info or something?

16. Re-do the victory points for the US. Really. Much as it pains me to say it, New York really oughta be worth a lot more than New Mexico or Utah or Montana or Alabama. Most of the points should be in NY, Washington DC, LA (Horrywood! Heh, sorry. 1942 - John Belushi movie...), Seattle (Boeing), St. Louis, Fort Worth (Vought), Houston (awl), Massachusetts/Connecticut, Norfolk, Va., Detroit... (all major population/industrial/military production centers). Not meant to be a real comprehensive or even accurate list, just off the top of the head.

17. And lastly, could we get progress bars or some indication of work done on units in production?



I think I could think of more, but my brain hurts so I'll stop. For now, at least.


D'oh! I knew I'd remember one more thing just when I thought I was done.

Sliders. I hate having to wait on the various production sliders. MOO3 has a nifty feature I'd like to see in HOI. Click once = 1 point. Shift + click = 10 points. Alt + click = 100 points. Something like that. ;) And also maybe being able to just type in the number you want in addition to mousing the sliders?

R.
 
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jmschaub

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One thing I'd like to see in paradox games is multiple resources per province. These resources would still be quantified, but it's rediculous that a province can provide only one strategic resource.

Also spys that can be planted in a province to gain intel (limited fog of war)

Keep the nice complex research tree... it's awesome. Maybe a little more detail would be nice. After all we have a restricted time frame.

Since we know that there will be expansion packs (Extend to Korean war with that)
 

RoboCzar

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blue emu said:
If you wish to discuss those banned topics... or to complain about Paradox's position on them... I suggest that you move to a different Forum and to a server that is NOT funded and operated by Paradox.

Excuse me? Since when is it ok to threaten paying customers in public? I hope that wasn't a ban threat because it sure sounded like it. Normally I would have sent a PM about this, but since you don't feel like you need to use them, I won't either.

If you have a problem with my posts, identify them in a PM and ask me to stop. It's basic courtesy and good customer service.
 
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jmschaub said:
One thing I'd like to see in paradox games is multiple resources per province. These resources would still be quantified, but it's rediculous that a province can provide only one strategic resource.

Also spys that can be planted in a province to gain intel (limited fog of war)

Keep the nice complex research tree... it's awesome. Maybe a little more detail would be nice. After all we have a restricted time frame.

Since we know that there will be expansion packs (Extend to Korean war with that)


I would like more porvinces actually have a purpose. There are so many provinces in HOI2 that are literally WORTHLESS.I'm not saying make them have unrealistic amounts of resources but have more province actually be worth it.
 

Bullfrog

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RoboCzar said:
Excuse me? Since when is it ok to threaten paying customers in public? I hope that wasn't a ban threat because it sure sounded like it. Normally I would have sent a PM about this, but since you don't feel like you need to use them, I won't either.

If you have a problem with my posts, identify them in a PM and ask me to stop. It's basic courtesy and good customer service.
Geez man you really are from Massachusetts. What are you driving right now?
 

Darth Tracid

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posting here is a privilege, not a right. If you have a problem with somebody, I suggest you solve in through private channels, especially with moderator action!

also, spam warning number 1 for this thread (for your reference, number 2 gets the thread closed). keep to topic please.
 

Devout

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I would like to see Front-specific graphic options. I'm thinking about a situation where I like to see the diplomatic world view, and only turn on weather/terrain for the eastern front.
 

daemonofdecay

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Ruisert said:
13. Rail guns. I dunno why, I just like the idea. They existed, and they're cool.

It took me a minute to realize you meant a railway gun and not a rail gun. There is a difference, but for a moment all I could think of was German stormtroopers rocket jumping and playing capture the flag. :rofl:

Railway gun:

300px-French_Railway_Gun_27627u.jpg


Rail gun:

railgun-8.gif


Sometimes I can be a bit thickskulled. :D
 

unmerged(78432)

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Hi! I have some ideas.

At first, two types of cores.
1. Native cores. Like Finnish demands on Karelia.
2. Political. Like USSR and Besarabia.

Secondly, this cores should be only for dictatorships.
 
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Some optional flavor/polish:

A more detailed end game screen

More logging, for example when a general joins a new army it should say "formed XXX corp and was assigned commanding officer" or something - it would be cool if the general history had everything they did, or if it procedurally created an autobiography for them incorporating everything they did in game. It would be cool if you could piece together the game history by just observing ingame clues.
 
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i wrote this in another thread, but it seems this is the right place.
-------------

1. units moved with SR are no longer moved in an abstract way. we actually see them move on trains and can change destination while its moving.

2. AI not able to "cheat" regarding range on planes and ships.

3. resources are made into raw material. you have to choose how much each of your forces (naval, army and airforce) gets. which again governs what you can build/recruit.

4. better ai. preferably one that learns from past mistakes (many turing like algorithms out there).

5. better spy system.

6. option to focus on a single division to give it extra equipment if i want to

7. option to create my own supply depots. surrounded? no problem if you have a supply depot (with supplies) in your pocket

8. have the AI keep a history of last days resource flow so it will "remember" this and not cancel trades after a reload.
 

Ruisert

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daemonofdecay said:
It took me a minute to realize you meant a railway gun and not a rail gun. There is a difference, but for a moment all I could think of was German stormtroopers rocket jumping and playing capture the flag. :rofl:

Heh, we musta pulled up the same wikipedia article, I recognize that first pic...

However, it seems they were called both rail and railway guns, or sometimes rail artillery guns even. I knew at the time I posted of the existence of the other rail guns, but since I was in WWII mode, didn't even think about the possible confusion. But now you've got me wondering. EM Rail guns are seemingly well within the technological capabilities of some WWII era countries. Hmmmm....
 
Jan 9, 2005
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Vieras said:
Scrapping ships should give you metal.
Absolutely; not to mention the fact that there should be an incentive to do so. IRL, the Royal Navy (to use but one major example) was of course incredibly expensive to maintain, one of the two primary reasons it was - rather rapidly - scrapped (the other being fewer responsibilities following the breakup of the Empire). In HoI2, there is practically no reason whatsoever to reduce/scrap in order to modernise one's navy. Fleets - especially capital ships - should be expensive to maintain, and there should be incentive enough to reduce/increase the size of one's navy depending on the size of one's empire, and therefore the size of the fleet required to defend it.

Whilst the British, Americans and Japanese should spend a disproportionate level of resources on their respective navies, other nations (with the exception of perhaps Germany, wishing to challenge the Royal Navy's supremacy in Europe) should not, however. That isn't to say that they shouldn't be able to, though; it should just be expensive to do so. Certainly, an EU3-style maintenance system would be useful, but it would have to work a lot better, and vary from ship type to ship type.

A useful idea may be the concept of decommissioning ships (putting them into permanent - if needed - reserve). This would mean that, for example in the case of the Royal Navy's "Reserve Fleet," it could have an entire fleet of decomissioned ships - essentially in storage. They would cost only a minimal fee to maintain, but would have basically zero organisation/strength; but could be re-commissioned in say six to eight months notice. You get the idea.
 
Last edited:

King of Men

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I would like to do away with automatic recovery of IC and infrastructure from bombing. Instead there should be a slider 'Repairs' for IC use, like the ones for consumer goods, upgrades, and so on. And then it should be possible to prioritise which damaged provinces get repaired first. This, I think, would make strategic bombing and response to it more of a choice - you can try to pump fighters to keep your provinces intact, or just accept the damage and repair it as it comes. And blue emu will do three pages of calculation showing where the break-even point is, which as we all know is the real purpose of HoI features, anyway...

:D

Edit: And speaking of IC sliders, can we please do away with the ability to move them around every day, if you choose? Industrial output isn't changed by signing the Fuhrer's name to a piece of paper. Let us instead set targets for the sliders to reach, and the actual positions will move there slowly - slider movement speed could be a parameter to be modified by ministers, political slider positions, and so on.
 
Last edited:

daemonofdecay

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Ruisert said:
I knew at the time I posted of the existence of the other rail guns, but since I was in WWII mode, didn't even think about the possible confusion. But now you've got me wondering. EM Rail guns are seemingly well within the technological capabilities of some WWII era countries. Hmmmm....

Wunderwaffen ftw!

:rofl:

Whats the tech level for the sub-orbital Silbervogel bomber?

And can I have regiments of Landkreuzer P. 1000s? :D
 

torenico

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AI Gives you divisions after you annex them as "Bonus"...

You can capture ships like in HOI2...
 

Myth

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torenico said:
AI Gives you divisions after you annex them as "Bonus"...

You can capture ships like in HOI2...
And how many divisions actually changed sides like that? :wacko:
 
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