Suggestion: Motorized and Mechanized Variants

  • 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.

freejones912

First Lieutenant
31 Badges
Oct 18, 2017
208
401
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: No Step Back
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
In the base game, we can build anti-tank, SPG, and anti-air variants of any tank, bar the great war tank. This makes sense, as there are many examples of specially built tanks for these purposes. However, one thing that is not yet represented, alongside armored cars like the Sdkfz. 234 Puma or M8 Grayhound, are motorized and mechanized variants of the same kind. For example, the US had the M16 halftrack, with 4 .50 cal machine guns, or the M3 GMC, with a 75mm cannon. These could easily fill the AA or AT slot, and just fill in the rest for the sake of having all. Heck, you could even restrict it to just mechanized. Even an armored car could have a specialized variant, such as the 234/4 Pakwagen.
 

Shaka of Carthage

General
12 Badges
Sep 7, 2017
2.095
1.742
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Crusader Kings II
Let's not forget the scale of the game. The basic combat unit is supposed to be a division, with battalion level components that make up that division.

I agree we should have motorized variants for the base game (ie towed) artillery, anti-tank and anti-air.

Don't agree we need a mech version of the same. That's more or less what the SP versions cover.

And why do we need a armored car? What battalion had mostly armored cars? What the game calls Recon. The better equipment the Recon unit receives I believe reflects armored cars (along with tankeetes and light tanks). Point could be made some of the Engineer units had armored cars as well, though I believe that was more from a C3 viewpoint than a capability one.
 
M

Mr.Bajskorv

Guest
I think this only makes sense becouse they existed in reality and desiging divisions if kind of fun. But if you add more options but isn't really that different from the options you have, is sort of bad game design.

From a game perspective i don't think i adds that much value to add motorised or mech variants like Mech-ART or MOT-AA. Maybe if the timeline is extended. But overall I don't think so.

Though maybe a late 45' Motorised tech with some increased stats like better reliability or so would be fine.
Or just why not have mech variants as a nation only desing, sort of the Japanese torpedo boats.
 

halvorni

Captain
32 Badges
Jul 12, 2004
388
147
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II
  • Crusader Kings II: Way of Life
  • 500k Club
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I agree we should have motorized variants for the base game (ie towed) artillery, anti-tank and anti-air.
Indeed! Why only motorized rocket artillery? Since I use all five support slots for other stuff, I have to build light SPART for my motorized and light armoured divisions to be able to not slow them down, and large amounts of rocket artillery are really only relevant for the Soviet Union. I'd much rather have regular motorized artillery.

And while we're at it (although this is OT), currently most artillery upgrade starting from 75mm via 105mm to 155mm (or thereabouts), which really is a transition from light to medium field artillery. I'd rather have different paths for light, medium and heavy, just like tanks.
 

Shaka of Carthage

General
12 Badges
Sep 7, 2017
2.095
1.742
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Crusader Kings II
From a game perspective i don't think i adds that much value to add motorised or mech variants like Mech-ART or MOT-AA. Maybe if the timeline is extended. But overall I don't think so.

The value motorized adds is speed. The existing towed versions operate at infantry level speeds. Early motorized and armored divisions don't add aritllery (or anti-air or anti-tank) because it would slow them down. Yet they did have those units. Having a motorized version would solve that problem. Once I do get SP versions, then it's an issue of what is more cost effective.
 

Shaka of Carthage

General
12 Badges
Sep 7, 2017
2.095
1.742
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Crusader Kings II
And while we're at it (although this is OT), currently most artillery upgrade starting from 75mm via 105mm to 155mm (or thereabouts), which really is a transition from light to medium field artillery. I'd rather have different paths for light, medium and heavy, just like tanks.

Agree this is off topic, but ... I've given this a lot of thought. I think it's a better representation to view the existing artillery path as 75mm to 105mm, then 105mm improvements. To properly represent 150/155mm units, there should be a support heavy artillery unit (to restrict the division to only having one). If you would like to discuss this, create a new thread. Be happy to put my 2 cents in it.
 

mabus81

Major
27 Badges
Feb 7, 2013
576
216
  • Hearts of Iron III
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Semper Fi
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • For the Motherland
There are probably a couple of mods which address this. I'm certainly not missing this functionality in the main game. I already ignore most variants already now, so implementing wheeled and half-track variants would just mean ignoring even more features of the game.