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

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Myth

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Disgustoid said:
Well, the numbers have to be there in some form or shape ... I'd just like keep them "under the bonnet" as it were ...

If the A.I. could actually be taught to act in terms of personality traits (i.e. a cowardly leader breaking of an attack earlier than a fool-hardy one), then I'd agree (RPG being a second hobby-horse of mine), but as long as we're only going to see some sort of combat-efficiency modifiers I'm not sure how these multiple traits would affect gameplay ...
A wide variety of traits would make leaders more unique, for one. At the moment Monty is a 4/9 logistics wizard, offensive doctrine, fortress buster. But with a plethora of traits he could get, say, 'neat' which gives combat bonii for desert and plain provinces and heavy penalties for hills, jungle and mountain provinces. He could also get 'supply stocker' which makes his divisions use half again as much supplies as normal but supplying them for an offensive makes them more effective. He could get 'charismatic leader' which gives his units a morale boost. These and other traits could then set him apart from the dozen other leaders who are currently virtually exactly like him, portrait and years notwithstanding.
 

Shadow Master

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I've got probably one of the whackyist wishes for HoI3.

I would like to see two things more than anything else.
1) A way for players to use the game engine to create new scenarios quickly and easily.

2) A way for historical "What If" concepts to be played out in/with the HoI engine.

My original intention for purchasing HoI2 was to see if one of my "What If's" could be worked into the game somehow. My thought was what if the Germans had developed the capacity to defeat the UK on the high seas, and thus stop the UK from getting raw materials and trade into their home islands, and reinforcements/resupply out from there to the rest of their empire, this could make for a very different war.

In addition, I would like to have the option to see "red" arrows turned on/off, showing me where an enemy is attempting to move into one of my provinces (if this is already available, shame on me, lol).

Also, having a defeated enemy division actually taking a province, and thereby cutting off my advancing divisions, is just annoying, dumb, and wrong. In HoI2, a defeated, retreating enemy division becomes unattackable, and can actually use this time to advance into an enemy province! Unthinkable! If an intact enemy division is not immune to being attacked this way, why in the world would a broken division be capable of doing this? Simple fix? Defeated ground divisions must retreat to a friendly adjacent province or be captured/destroyed. Even an empty adjacent enemy controlled province should be immune to being entered/captured by defeated/broken units.
 

Shadow Master

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Another thought, just remembered...

If the game is going to have severe penalties for night/foul weather attacks, then have an auto suspend/resume feature so that your divisions can stop attacking at night/foul weather, and then automatically restart their assault at dawn/weather clears.

If the defeated division taking a province isn't going to be fixed like in my earlier post, then at least build in some 'auto-cover your back' feature to have a part of your force counterattack-block this annoying glitch.

Also, how about naval aircraft? I never got HoI, but I have heard that all types of aircraft were being allowed to use carriers (bad idea) but not having a CAP to defend a CTF is kinda lame. Also, the ability to assign a 'to do' list of priorities for a strike as well as multi-task raids.

EXAMPLE: A CTF sends torpedo planes to strike at enemy naval vessels in port, fighters as escorts, fighters as CAP, fighters as airfield strafing, dive bombers for shipping, dive bombers for airfields, etc...

Also, how about setting up user programmable files for new unit names and such? Something I can do once and then use whenever I want the different name to go into effect, keeping me from having to micro manage the name changes all the time.

Also, once again on the aircraft...
When assigned to a mission one aircraft is damaged, that one aircraft only stops carrying out the assigned mission, and resumes once they have recovered enough strength, instead of the entire 4 plane group stopping as is currently in effect.
 
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unmerged(50397)

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Things I want in HOI3.

Here are the things I want in HOI3. If there are some things exist in current hoi2 or I made stupid mistakes, just ignore me. :)

0. There should be a method to let player select bunch of units in different places to do the same job. Maybe simply let player select units from the units list instead of find them one by one on the map.

1. I want an option to let player to save the game in binary format or text format. The text format file is too large and takes long time.

2. The AI file should provide commands to let AI stop building troops base on IC , supply or other variables. In HOI2, the AI will exhaust all population to build new units. That would slow down the game and make all those units in front can't get enough reinforcement.

3. The longer and stronger your fleet patrol in a sea zone, you get stronger control over this sea zone. The sea zone should be related with convey and transport more tightly. As long as you have dominant control of the sea zones between two points, both supply and troop can transport freely between those two points. Just like they are connected by lands. If your control is weak, you will suffer more supply and unit strength loss or can't move between those two points. In this kind of setting, a sneak attack on beach without strong fleet support is infeasible.

4. Islands and spies should help you know route of enemy fleet. The number of islands and spies decide how accurate the fleet information is.

5. I want to see the AI automatically change "core, target , base, ignore..." base on the key cities it took. I mean those things should be attached to key cities . You got Tokyo , then you will want Shanghai. Currently the AI will do nothing after it went through the preset events. An German with IC over 500 should develop ships and try to take over U.S. , right?

6. After 1945 , the game could be very slow. One reason is there are too many units. Maybe we can improve it by a). let the elite leaders take as many units as possible b). Instead of let units move to specific province for garrison, we can set up a garrison pool. The garrison strength will be distributed to provinces proportional to preset weights. Player can change the weights.
 
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unmerged(48627)

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lionliy said:
6. After 1945 , the game could be very slow. One reason is there are too many units. Maybe we can improve it by a). let the elite leaders take as many units as possible b). Instead of let units move to specific province for garrison, we can set up a garrison pool. The garrison strength will be distributed to provinces proportional to preset weights. Player can change the weights.

I like the "abstract" garrison solution. Treat the garrisons just like the pool for escorts/convoys and let the AI manage them. Regular units could still be used to supress partisans locally in important areas, but this would reduce a lot of micromanagement and late- game lag.
 

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A suggestion for improved diplomacy:

Give the ambassador to a specific country a budget (0.3 money/day, or whatever) and a goal (NAG, GI from them, Blueprints, buy goods, alliance, etc) and allow him to do the endless influence/ally?/influence/ally? clicks instead of you...
 

Ithron

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I would like to see possibility to have process of diplomatic talks. So diplomatic events wouldn't be one by one, seperated, but a process of talks. For example, finnish-soviet talks of 1938 and 1939 - with no results, so the chance for soviet attack rised. Maybe diplomatic talks could be kind of similar to how battles were in hoi2, abstracted, with a progress bar that goes there and back. For example talks of Finland and SU that happend in 1939 October-November would be best showed by this. Fins, managed to talk talk, talk and talk, and delayed Soviet attack by month, which was more then enough to mobilize as good as possible - which is what they did. None of the Baltic countries imagined that they could, do the same - act as proud, independent and cunning country and spend weeks on delaying talks. (similar like usrnme_h8er said)

Units firepower would lessen with more of its soldiers killed.

Realistic and historical destructions in Europe, after the war and realistic rebuilding and establishment of postwar Europe.

Nations would have the possibility to push a button "Grant rights of exiled government to our embassy in ..." Good thing would be if there would be such embassies IG, but if not, the button should still be in. The example of Polands government in exile shows that route of escape for government officials is also important, though embassy that has rights of exiled government, can actually function without them and there are many examples of that. Poland's officials escaped through Romania, and wanted to establish government in exile already there. Romania wanted to stay neutral, though it also could have given those polish officials to either of aggresors, but they were allowed to pass through. So the country, in which the target embassy is located, have to accept or reject that, depending on relations to great powers, which would definitely be influenced by this decision. It also should decide what to do with finansial reserves, that all countries had, for example, in london. For most of exiled governments, London, and Washington decided to not give full access to former countries financial reserves, only give income, that those deposites earned.

Possibility to mobilize historical mobilization reserves in historical time frame - week at most, even during peace time, if threat level is high enough. Newly mobilized units could arrive with few days delay, not all at once. Partial mobilization would also be great. And if enemy has invaded and conquered some areas, less troops should get the chance to be mobilized.

Possibility to reinforce existing divisions during mobilization process, it would work well if partial mobilization would be possible.

Impossibility to have unrealistic trade, like Germany - Japan in 1943 or at least impossible to keep it for longer then a few days. Thus many countries would be forced to have as good relations as possible to historical trade partners - like Germany with Balkans. Thus importance of trading partners would rise rapidly, as their number would be less.

Possibility, though small, for major sides to also get peace through talks, not just annex or events.

Possibility to organise and support partisans like Soviet Union did in lost lands, without necessity to be exiled government.

Possibility for Soviet Union to de-centrelize de facto, not just de jure in 15 Soviet republics, if gone too far in democratic slider (or whatever will be in its place).

Change of flags and maybe name for any country, that have gone too far from its original ideology (Germany-Weimar, Soviet Union-Russia, Italy-NSI, etc).
It would also be great to have the real country names of the period, if not in all places, then in domestic policy screen. For example, there was not Soviet Union, but Union of Soviet Socialist Republics. Thus, it would be easier and more historical to distinguish for example Kingdom of Yugoslavia from Socialist Federal Republic of Yugoslavia, etc.

Coups should be in, but should depend not on chance, but on the logistical possibility to do that.

Chance to make spy "centers", for example Stocholm, Lisabon and Riga (untill 1940) were full of spies from all sides. Thus, they were points of buying, selling, finding info, making informational diversions, intercepting enemy missions, etc.

And, the most important, Liberia was never, well, maybe only in 1820ties, puppet of USA :) Instead, it was the only source of natural rubber for all allies, after fall of Singapore (millions and millions tons of rare materials..), it also was to be initial staging ground for invasion of Europe, so long live to the then-not-so-backwards-country-Liberia!

Edit. And please, stop seperating 300 Luxemburgian volunteers (army historically prohibited) in 4 divisions :rofl:
AI should retreat from battles that are impossible to win, if there is still place and other troops to manuvour, and if better defencive positions are available, though this should defend on political or event policy too, as Germany, SU, China, Japan, have on some no-win occasions even attacked.
 
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unmerged(63275)

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supply lines

there should be an option for were you want to supply your units.

Japan for example should have lots of factories in korea so why shold they ship all supplies to the mainland for their mainland campaing ?
 

Fgorginator

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Viffe said:
there should be an option for were you want to supply your units.

Japan for example should have lots of factories in korea so why shold they ship all supplies to the mainland for their mainland campaing ?
Good point, or be able to set up places to produce supplies on islands.
 
Aug 25, 2008
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This might have already been mentioned somewhere but if not - I think that the ability to strip a conquered country of some of its factories would be good.

Historical example would be the USSR dismantling German conquered factories and sending them to Russia at the end of the war.

Perhaps give the dismantling a lengthy time; maybe half the time it would take to build a new factory completely and just give a relocate option, the same as with a garrison unit in HOI2.

Thoughts? :confused:
 

Fgorginator

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compaq1234 said:
This might have already been mentioned somewhere but if not - I think that the ability to strip a conquered country of some of its factories would be good.

Historical example would be the USSR dismantling German conquered factories and sending them to Russia at the end of the war.

Perhaps give the dismantling a lengthy time; maybe half the time it would take to build a new factory completely and just give a relocate option, the same as with a garrison unit in HOI2.

Thoughts? :confused:
Sounds like a good idea.
 

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First of all, it's about time HOI3 is under development! :)

What I would like to see in coming game:

- Detailed gamemap; many regions! I do miss some islands in caribbean, northsea, pacific... more territory in eastern Suomi-/w. Russia... and ofc more areas everywhere.

- expanded gameplay; okay, 1930-1991. Perhaps the Soviet Union unleashes an attack 1990 - a final power outburst...

- events; please, more historical events - and ofc 'fiction' ones (ex. alternative outcomes) - especially for Spanish Civil War, the Winter War, rebellions. It should be optional for the more extreme events - ex. 'death of Stalin in 1938...'
Rebellions should be stronger! I like the idea of guerilla warfare and 'government in exile'!

- Try to make it 'historical' (lmao, it's a game though... ;)) - I know there won't be anything of the listed things in first thread... but that can be released as a mod. (For us that want the game to be more 'historical').
I don't want to see än über Japan everytime (as in HOI 1+2) - they always control *ALL* of Asia by the end of 1939... Srsly.
And 60 divisions (Soviet Union) SHOULD 99% of the time beat 2 divisions of Estonian infantry...

- Improved AI... why does the allies (almost) never make a invasion if I play as Axis powers (Europe)?

- Improved Tech Tree! More units, more buildings, just simple: MORE! :D

- Better economic system - it's quite unstable in HOI2...
 

unmerged(79130)

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Another thing that I would like to have in HoI 3:

- Capitals
You should be able to move your capital city. You could chose which province you want to change it to as long as it is one of your national provinces. To change capital city should cost around 100 supplies, 50 money and give you around +3 dissent.
This thing could remove problems that can arrise when your capital has been sorrounded.
 

POemil

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I would like to see:

- A system that makes it impossible to spend ur 300 production ic on infantry, and when they are finished immeadiatly swap all the ic on building ships.

- An ai that knows better when to build factories (peace), and when to build up its military (preparing for, or at war).

- Dynamic resources; resources in provinces changing over time, by events, or by buildings.

- Supply depots on the map, in which ur resources and supplies are stored and can be captured

-...
 

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Feb 22, 2006
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I don't know if this has been suggested or not (sorry, no time to read 30 pages) but puppets with constant revolt risk would be nice as the population of HoI2 puppets were WAY too loyal. For example: If I release a puppet China as Japan or National Socialist Poland as Germany their population would be 100% loyal immediately to the new government that has been imposed upon. I'm sure if it did happen in real life there would be much resistance (maybe not as much as with outright anexation) to the new puppet government.

Also consumer goods and food resources to make the economy much more realistic.
 

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May 14, 2004
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Deus Eversor said:
i want to see my helicopter divisions to fly over small sea provinces
and more tech on them

Come to think of it, I'd like Air.Cav. to be removed :D

If they are to remain then I'd like them to be used like Paras, just with shorter range and lower Air.Assault penalties. have, Transp.Helis as short-range seperate airunit which does not reuiqre an airfield.
 

unmerged(52476)

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Jan 4, 2006
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I'd like to see partisans and logistics to have more severe impacts when large parts of enemy territory is occupied.

In HoI2 it works pretty decent when you start conquering territory and there is still a lot of combat going on. But once you broke the resistance, the effects of partisans and logistics are negligible, and world conquest is rather a matter of enduring dullness than anything else. That shouldn't be so.
 
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