most of this is speculation.
Scenario 1: You draw a complex battleplan with a billion different operations. It takes you an hour to draw it. You're proud of yourself and you know, this plan will be great. You click "execute" and the AI skrews up everything, because that's what AIs are known for. Now you need to do everything yourself anyways. You get penalties, because you intervened. Battle plan was useless. 1 hour work for nothing.
Scenario 2: Just like the first one, but this time the AI doesn't suck. You watch the AI, look after them (enough Panzers and rifles for them) and that's the game. Well, that wasn't fun.
Scenario 3: You draw a battleplan in 1 second (basically: Assign all, arrow to Moscow, done). Your plan is crap and the AI skrews up. You now need to manually control your units anyways.
Scenario 4: Just like the third scenario, but this time the AI is good enough to break the enemy, despite the fact, you're a terrible general with terrible battleplans. Where's the game? Fun factor: -17.000
Is there any scenario I forgot about? I just don't see how battleplans can be fun & useful at the same time.
I fear that Scenario 1 and 3 are the most reasonable to expect. I fear that battleplans will be as meaningful as in HOI3 or a way of removing the "war part" from this game... Well, that's rather unfortunate for a game that's about a world war.
And just to be clear: I love Paradox and I don't think, they are dumb, mean or evil. I think they love their games at least as much as their fans love their games, but I have a bad feeling about this. And I don't like having a bad feeling about HOI4, because I love this series.
Nah, people that can't behave will just be kicked from the thread.My bet is that you're about to get this thread closed. Please don't!
..... and once that plan is being executed the player must avoid interfering with it.
So the best result for the player in HOI IV is that when the actual and I stress actual combat is taking place they do not need to do anything, people must admit that is a little strange.
This is exactly what I am wondering about, its all nice and well to draw a battle and great if it goes according to plan but its based around the idea that the player creates what are essentially the future movements of Divisions but not the actual ones and once that plan is being executed the player must avoid interfering with it.
So the best result for the player in HOI IV is that when the actual and I stress actual combat is taking place they do not need to do anything, people must admit that is a little strange.
This is exactly what I am wondering about, its all nice and well to draw a battle and great if it goes according to plan but its based around the idea that the player creates what are essentially the future movements of Divisions but not the actual ones and once that plan is being executed the player must avoid interfering with it.
So the best result for the player in HOI IV is that when the actual and I stress actual combat is taking place they do not need to do anything, people must admit that is a little strange.
Very well put DrRansom! I tried to make the same point in another post, but not as well as you have described it.
Which leads me to a second problem, one which raises the dreaded counter topic. How well will Paradox's 3D models and division numbers handle a huge number of divisions? When you have 150+ division across an entire map, will the models still be understandable? Or will it make players work hard to find the specialty troops they want.
Yeah, it is a little strange. So strange that it is not at all how the system was proposed. In the stream the devs explicitly mentioned a situation in which the player might have to take the helm themselves (such as to prevent their units to being encircled). I don't know why you guys seem to think the battleplan system will be completely non interactive. The goal the devs seems to be going is that the players should make a plan ahead of time and let the units move themselves to accomplish that, but always keep a close eye to figure out if something need to be changed part ways.
Of course I do not believe that a plan will fully go according to plan so the player will need to intervene that being the case why penalise the player and if you do how great should that penalty be?
The only penalty that I can see you could realistically apply is an attack delay so units operating within a plan face no attack delay while those that are ordered to do something outside of a plan will face an attack delay.
In fact, it is not very well put, because his (and your) concern are based on pure speculation that finding the important troops will be a pain in the behind. First of all, it should be quite easy to identify your tanks (on the map!) by their counters/markers. In HoI3, when zoomed out, you could not identify tanks easily, especially when stacked. you were kind of forced to go through your OOB. In HoI4, it seems, all units are easily identifiable, because the markers will stay and even group when zooming out. There are also different ways to organize groups outside of putting up a huge OOB. What about the traditional grouping with STRG+1,2,3...? This way the player could, let's say, group all the defensive forces (tanks, inf, mobile units, AA,...) together, have all the
spearhead forces for one initial push concentrated and so on. But again, this is pure speculation and my purpose is to demonstrate that you guys are hallucinating about stuff, we don't know much about. I am pretty sure PDS will find a way to quickly and easily select units you need, even without an OOB.
This was also difficult in HoI3, the counters could not deliver any information when zoomed out. It looks much better now under HoI4.
This merging of counters when zoomed out appears to create less clutter on the map and allows the player to see and access a list of Division types within an area .
But knowing you have 40 Infantry,10 PZ and 5 Mot Divisions in Southern Russia is of little benefit unless you know exactly what provinces they are in and what they are doing.
You are in effect zooming out to an out-liner much like the out-liner you have in HOI III except that the means to access this out-liner is the merged counter. Not sure if the benefits of doing this outweigh the benefits of seeing where you Divisions actually are as opposed to having them merge into a counter where they are not.
In fact, it is not very well put, because his (and your) concern are based on pure speculation that finding the important troops will be a pain in the behind. First of all, it should be quite easy to identify your tanks (on the map!) by their counters/markers. In HoI3, when zoomed out, you could not identify tanks easily, especially when stacked. you were kind of forced to go through your OOB. In HoI4, it seems, all units are easily identifiable, because the markers will stay and even group when zooming out. There are also different ways to organize groups outside of putting up a huge OOB. What about the traditional grouping with STRG+1,2,3...? This way the player could, let's say, group all the defensive forces (tanks, inf, mobile units, AA,...) together, have all the
spearhead forces for one initial push concentrated and so on. But again, this is pure speculation and my purpose is to demonstrate that you guys are hallucinating about stuff, we don't know much about. I am pretty sure PDS will find a way to quickly and easily select units you need, even without an OOB.
This was also difficult in HoI3, the counters could not deliver any information when zoomed out. It looks much better now under HoI4.
... and punishing the player if he wants to play the game (moving troops around manually), is just silly btw...