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unmerged(29647)

Corporal
May 26, 2004
37
0
Hello!

Here are the suggestions we've received so far through the competition we have at Finnish Hearts of Iron community.

I hope at least some of these make sense.


My own ideas:

Railroad system (also includes my ideas about supply & intelligence & strategic redeploy)
  • Railroads and railway stations visible in the map.
  • Supply efficiency affected greatly if there is a railway and/or railway station link to the units location. (Rail station used as "supply depot" to shorten supply route distances).
  • Railways and railstations could be bombed and attacked by partisans for negative supply effects. (Attacking railway would result in bad supply efficiency, attacking rail station would directly destroy some supply).

Supply system
  • Rail stations would act as "supply stations", troops supply distance and supply route is to the nearest rail station.
  • Supply efficiency greatly affected by uninterrupted railroad link.
  • Supply efficiency greatly affected by vicinity of rail stations.
  • If railroad or rail station gets bombed / attacked / sabotaged by partisans supply effiency would take a noticeable hit. Also some supply/oil would be lost, depending how big the attack is.
  • I would like to be able to order my troops to destroy infrastructure / railways / rail stations when I retreat. The troops under such command would destroy infrastructure at a speed of certain % per day. Under such command troops could suffer a small combat penalty if they are attacked.

Land convoys
  • Land supply should have similiar "convoys" as naval supply.
  • Land convoys would require players to build "land freighters" (these are train cars, trucks and such)
  • Land convoys could be bombed or attacked. This would result in loss of the supplies and freighters.
  • Land convoy route with a railroad link from station to station would be much more efficient than normal road link with trucks.
  • Able to see the exact supply route on map, both land and sea routes.


Improved intelligence
  • Detecting enemy supply routes (especially land) with traditional intelligence and air reconnaisance.
  • Finding enemy ships and fleets with aircraft without engaging them into combat (to perform surprise attacks).

Strategic redeploy
  • Should utilize the railway system. Instead of disappearing from map, becoming unattackable and teleporting to another location troops would be moved on train.
  • Troops under strategic redeployment still move a lot faster, dont use the normal amount of supplies for movement but remain visible on map (or railroad).
  • Troops that are being transported in trains would be vulnerable to air attacks and/or partisan attacks.



Improved Supply System (vilPRO)
  • Long supply distances should have more drastic impact on armies.
  • Infrastructure between main supply base and army's current location should have a more visible effect on supply.
  • Winter, mud and such should have a more visible effect on supply efficiency.


Mine fields (jdoe)
  • Mine fields for both land and sea areas
  • Mine fields should slow advancing armies and possibly give increased organization loss from moving into province with a mine field.
  • Mine fields could give a (very small) strength loss for armies moving into province with mine field.
  • Mine field could have different levels, similiar to land forts (1-10). Higher level = more effects.
  • Engineer brigades (inc. mine clearing vehicles and tanks) and minesweeper ships would help to negate mine field effects.


Better targeting for bombers (Elladan & Temppa)
  • Players should be able to select if they want to bomb certain Army, Province or an Area.
  • This way players could target ie. dive bombers against certain army or battle, tactical bombing to a province and strategic bombing to whole area (or single province if they choose so)


Improved Morale System (Moolle)
  • Morale should have a bigger impact in combat (forces lose organization faster or retreat faster)
  • Losing continuously should lower troops morale.
  • Winning should boost troops morale.
  • Certain commander feats could boost or drop troops morale.
  • Troops with low morale would be in risk of surrendering to enemy.


Improving new division experience with longer training times (Savakka)
  • Players could choose longer production times and get more experienced troops.
  • Production of special troops, such as NKVD, Rangers, SS


Easier control for sliders (pikku-punikki)
  • A 100% button. Checking this would always keep the wanted slider at exactly 100%.
  • A field for supplies where player could define amount of supplies wanted, slider would adjust automatically to produce this amount.


Penalties for stacking ground units (shadows)
  • Stacking too many ground divisions should give a defense penalty to all of the troops.
  • Or possibly simply restrict how many troops can be stacked in one province.
  • It is highly unrealistic to stack 500 division in for example Utrecht.


More filtering options for the map view (Rope)
  • Ability to filter what kind of units to show (ie. show only armor/infantry/mot infantry/etc)
  • Ability to filter with additional options (Show units with/without offensive supply, show only allied units under your control, show only your own units, etc)


Historical gameplay option (Kansleri)
  • With this option on, AI would ALWAYS take the historical option in events
  • This would make gameplay much better for players that want to play historically accurate game with minor nations.
 
Last edited:

Cpack

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Sounds good, especially the filter system!!

For seamines, if you implement them, you need also a new combat mission and a value like mine_sweeping for all naval units...and of course minesweepers :D But I like it.

I implemented seamines in HOI2 instead of the free slot for nuclear submarine, but they were treated like subs and are hard to implement with the existing possibilities
 

unmerged(49695)

General
Oct 23, 2005
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THE NKVD or THE SS were hardly any efficient combat units, and the ones that were any good are too few to be allocated into a brand new category type dont u think? I mean the max number SS ever had at one time wasnt much beyond the 200k mark, which is less then the 6th german army trapped at stalingrad for example, so is it really necessary?

Besides that, the only real use would be the "handling" of partisans and all that stuff which NKVD did and we should not say in the forum.
 

unmerged(29647)

Corporal
May 26, 2004
37
0
Colonel_General said:
THE NKVD or THE SS were hardly any efficient combat units, and the ones that were any good are too few to be allocated into a brand new category type dont u think? I mean the max number SS ever had at one time wasnt much beyond the 200k mark, which is less then the 6th german army trapped at stalingrad for example, so is it really necessary?

Besides that, the only real use would be the "handling" of partisans and all that stuff which NKVD did and we should not say in the forum.
I am bringing out all the suggestions I find somewhat reasonable. I believe Paradox has the talent to rank out features they dont see reasonable. But this is what people in our community would like to see in game.
 

unmerged(50037)

General
Nov 2, 2005
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I really liked that railroad + land supply system.. I'm sure, with automation, it wouldn't be hammered on by those who don't enjoy the enourmous micromanagement-style games ;)

And I think it would incorporate some new interesting strategies for any country and warfare would tend to focus more on destroying logistics than just moving your troops around (OK, that's not really the case even with HoI2, but I think this stuff would make it even better)

Just my two cents
 

coreymas

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This is just my humble opinion...

The overall theme i see in your suggestions is that the Rail system (with all of its derivitives be employed.

But the factors that your are not including that are even more important (if you include rail) is how that system effects production.

Which then leads to why there are no factories.....

If you want to include the Rail syste as modifiable/deployable/slightly managed factor then to complete the package you need to include a more detailed production system.

I am not sure that a much more complex production model is being envisaged. If so then your Rail proposals make sense....

IMHO of course.

Corey
 

Mardal

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I don't think the implementation of land mines would be necessary, since it is just another form of defensive tactics. You could argue that land mines is already represented by other defense modifiers like entrenchment, levels of fortifications or just base +%def modifiers.
 

Lord Strange

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I love the railroad system,an excellent idea, although the land mines less. And planes not engaging shiops when scouting is a good idea as well.
 

unmerged(29647)

Corporal
May 26, 2004
37
0
tp640871 said:
I really liked that railroad + land supply system.. I'm sure, with automation, it wouldn't be hammered on by those who don't enjoy the enourmous micromanagement-style games ;)

And I think it would incorporate some new interesting strategies for any country and warfare would tend to focus more on destroying logistics than just moving your troops around (OK, that's not really the case even with HoI2, but I think this stuff would make it even better)

Just my two cents
It would add more threat from partisans especially. I feel partisans are in a very trivial position in hoi1/2. If partisans would threaten real supply routes and cause actual damage.