jon_j_rambo Posted March 25, 2003 Share Posted March 25, 2003 How about a "Very Simple" thread for Hubert to capture the many ideas talked about for future gaming w/o all the detail. Please add your subject in "Bullet form". If you think of other ideas after posting, just edit your own post! Everybody post just once so we can keep all the good saved info for Hubert. 1) Paratroops 2) Weather 3) New Naval Supply Rules 4) New type of Naval ships: supply, admirals 5) Railroads 6) Bridges 7) New MMP's for USA 8) Choice for random event chits 9) modifying subs 10) Map: Atlantic 11) Map: Africa 12) Stacking 13) Retreat 14) Reduced Experience 15) Special forces: Marines, SS 16) Landing craft, beach-head counters 17) Beach hexes 18) HQ's for minors 19) Russia factories 20) Round-trip Suez canal 21) Differ carriers fighters to normal fighters 22) New carrier rules 23) Limited number of total units like 3R 24) Supply changes for cut-off units 25) Tank exploitation 26) Fighters can't wipe out ground units as much 27) Spying 28) Decoy units 29) Political events 30) Nukes 31) New sub rules Maybe we should put things in a priority order, then we could vote for our top changes. [ March 24, 2003, 08:08 PM: Message edited by: jon_j_rambo ] Link to comment Share on other sites More sharing options...
JerseyJohn Posted March 25, 2003 Share Posted March 25, 2003 Excellent idea. Link to comment Share on other sites More sharing options...
Edwin P. Posted March 25, 2003 Share Posted March 25, 2003 I agree, most excellent idea. 1) Fog of War Option: [ON] for Human, [Off] for AI 2) Improved AI 2.1 - AI selects different strategies for each game 2.2 - AI can be modded at the strategic level 2.3 - AI can be modded at the tactical level 2.4 - AI has library of opening tactics 2.5 - AI will consider Sea-Lion 2.6 - AI considers invasion of Norway/Egypt/Syria 2.7 - AI tech strategy can be modded. 2.8 - AI Reclaims Tech Investments when threatened. 2.9 - AI Reclaims Tech at higher tech levels - 100% at Lvl5, 60% at Lvl4, 20% at Lvl2 2.10 - UK AI will sometimes disband starting Bomber for MPPs and use to ? 3) Diplomacy Chits 4) Russian Post Surrender Rules for Partisans 5) Russian Scorched Earth affect on Plunder 6) Neutral US Lend Lease Program to UK and USSR 7) Selectable Merchant Ship Convoy Routes 8) Spanish Post Surrender Partisans 9) Free Brits Option 10) Levels of Neutrality 11) Naval Supply - Ship must return to a port after X turns or gradually lose strength 12) New Techs/Investments 12.1 Intelligence/Espionage 12.2 A-Bomb 13) Selectable Government Ministers - Germany/Russia 13.1 Production Minister - Affects Production 13.2 Foreign Minister - Affects Diplomacy 13.3 Chief of Staff - Affects HQ Readiness +/- % 14) HQ Units with Strengths & Weaknesses 14.1 Gen. Lucus (Anzio) -1 attack/-1Movement 14.2 Gen. Pattion +1 attack 14.3 Gen. Eisenhower +1 Units Commanded 15) Oil limits on Movement of Oil Guzzling Units 16) Random Events affect by Diplomacy Chits/MPPS/Decision 16.1 Plane Crashes in Turkey with Troop Plans (1 in 10 games) - Use Diplomatic Chit (Remove FOW for 1 Turn) - Use Spies to Access Crash Site (5% to Remove FOW) - Offer Turks 50MPP to See Crash Site (50% remove FOW for 1 Turn) 16.2 German Sub Sinks Americaqn Ocean Liner - Use diplomatic chit (No increase in US war Readiness) - Tell American the ship was in a war zone (+5% US war readiness) - Stop all Merchant ship attacks for 1 year (+30MPP Bonus for UK while in effect, +15% US War readiness if Axis breaks agreement and attacks merchant ships) 17) Spanish Mobilizes if Axis builds up troops on Border 17.1 Turn 1- Sends Axis A warning 17.2 Turn 2- Mobilizes 1 5 str Corps per Turn (Max 4) 17.3 Turn 3- Requests MPP Assistance from US 18) Spanish Production can be used to reinforce Spanish units. 19)Sweden mobilizes if Axis buildup on border 19.1 Turn 1 - sends Axis a warning, shares FOW view with Allies 19.2 Turn 2 - Mobilizes standing militia - Add 1 Corps Str 5 19.3 Turn 3 - Mobilizes standing militia - Add 1 Corps Str 5 20) New Sub Rules 20.1 Surface ships can only see subs if they move into a sub occupied hex. Carriers can see in a radius of 1 hex. 20.2 Greater dive percentage 21) Production Delays to reflect Training/Production Time 21.1 Infantry Units Appear in 1 Turn 21.2 Armor Units Appear in 2 Turns 21.3 Air Units Appear in 3 Turns 21.4 Naval Units Appear in 4 Turns [ March 25, 2003, 10:55 PM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
POP-UP Posted March 25, 2003 Share Posted March 25, 2003 Random Japanese-German Strategic Cooperation 1. little or no cooperation (historical) 2. moderate (like Siberian War option, US MMPS randomly may also drop - Pacific theatre getting more resources) 3. heavy (Siberian front heats up - Russian player at risk of having to give up MMPs and to transfer units away, US MMPs drop - more effort spent in Pacific, UK MMPs drop some - due to threat to India/Burma) Link to comment Share on other sites More sharing options...
Valadictum Posted March 26, 2003 Share Posted March 26, 2003 1)Recruitable HQ's with variable or random stats 2)HQ's phased into game at more appropriate points so that Rommel and Montgommerie (sic) arn't immediately available. 3)Global game 4)New terrain types (E.G French Boccage). 5)Axis supply convoys that allied subs can interdict (Africa - Italy)(Sweden - Germany). 6)Stacking on HQ's only 7)Designate which units come under an HQ 8)Maintenance cost per unit in addition to purchase cost 9)Delayed entry into service of purchase units to reflect training. 10)Instaed of the one "Army Corps" have a range of more unique corps types (Infantry, Artillery, AA - for garrison, tank etc) 11) Decrease sub impact on fleets (these are fleets not single ships or small flotillas) Link to comment Share on other sites More sharing options...
Codename Condor Posted March 26, 2003 Share Posted March 26, 2003 0) Production Queu - Limited Units 1) Paratroops 2) Weather 3) Naval Zones - Convoys - Sub warfare 4) Admirals (raeder) & Sub (doenitz) & Air (Goering) Leaders 5) Choice for random event chits 6) Stacking only in anphibious op. 7) Retreat 8) Special forces: SS 9) Beach-heads 10) HQ's: Spain, Finland - better Italian HQs - HQs with strengths and weaknesses 11) Round-trip Suez canal 12) Bombers warfare 13) Carriers less powerful than Airfleet 14) Intel as another research area 15) Nukes 16) Pops up windows with events 17) Special abilities for troops: blizkrieg... 18) New Troop: Garrisons 19) Mobilizations of nations when they sense too many armies around 20) Political Pressure to other nations Link to comment Share on other sites More sharing options...
santabear Posted March 26, 2003 Share Posted March 26, 2003 I really like Edwin P's list to which I would add: 1. Nations with "movable capitals" (Britain, Russia): Capitals can be moved to a city of the player's choice. The game would notify both players of the new capital city. Britain has the option of moving its capital to Canada ("...until the New World steps forward to rescue the Old...") 2. Germany could have a random chance to move its capital to the mythical "Alpine Redoubt" or some other (fixed) location, depending on location of Allied armies when Berlin falls. (Maybe Eisenhower wasn't so crazy after all...) 3. An Allied invasion of Italy could have a random chance to cause a palace coup removing Mussolini and converting Italy to neutral or Allied (before the fall of Rome). [ March 26, 2003, 04:01 PM: Message edited by: santabear ] Link to comment Share on other sites More sharing options...
Hueristic Posted March 27, 2003 Share Posted March 27, 2003 started this in January and never finished it but i doubt i will and this looks like a s good a place as any to put it. MY wish list for 1.07 patch (Note some of these ideas are stolen, if yours is here I stole it And agree with you ) 1. Fix SUB Bug 2. Fix Siberian Bug 3. Units from minors on an ally's territory should not surrender if thier contry surrenders especially if they are in England or sitting in a cap or city. 2. Bidding system ( I believe a Pool system would be best so as not to give an initial Boost to one major) 3. Allow Unit Switch (in other words 2 units that are within range of each other should be able to switch positions in one turn not 2). Now it is a third variable needed type of setup. I.E. to change X and Y Z is needed. Z=X,X=Y,Y=Z 4. Allow Fighter wings to choose whether to intercept. 5. Allow subs to Disappear Therby Emulating Complete Defensive posture (obviously they could not interdict nor move in this mode) 6. Ships in port take extra damage from naval attacks! Look at the french navy sunk by the brits look at pearl harbor. Ports do not give a ship advantage in Naval battles. As far as land attacks on ports, The naval unit should have the option to disengage or actually to move out to sea therby not recieving damage. It is impossible For a land unit to "Sneak up" on a Naval unit. 7. Option to turn Chance off or lower it's effect. 8. Change editor (thereby allowing better mods) a. to allow control over city/oil/mine Size b. Allow Activation/DeActivation of countries c. Maybe allow different or Editable Triggers for All Minors. (would allow for Greece never invaded Yug go pro axis scenerio in addition to others) SC2 Improvements that prob can't be implimented easily into SC1 Persistant seed for tcpip and pbem Random Map Generator Compression: Bitmap/Jpg Wav/Mp3 .sav/zip?rar?tar? whatever just cause Sc doesn't take half a gig there is no reason for it to take 10 times the space it needs. Instant Messenger chat (Allong Trillian lines) There is open source avaiilable for this! VCR Component. Replay battles from either side with FOW or Both without. Option to choose route piece will take to stop "Surprise" contact that is no surprise. Link to comment Share on other sites More sharing options...
Jeff Gilbert Posted March 27, 2003 Share Posted March 27, 2003 Quick question. I see we are discussing SC2 however, I have not seen [or can't find] any identified design criteria or scope from the maker. Obviously, I missed it somewhere ... can someone point me toward it? Link to comment Share on other sites More sharing options...
KDG Posted March 27, 2003 Share Posted March 27, 2003 Many great ideas guys. I'd just like to add: 1) Planes can't eliminate ground units(can knock down to 1, no further). 2) Random starting positions when entering the war (majors and minors) 3) Full editor(allow units, research, mpp values, etc to be modified) 4) Random events 5) Planes don't see subs as well 6) Eliminate a couple researches and replace with better ones(or improve least used ones) 7) Weather effects Link to comment Share on other sites More sharing options...
SeaWolf_48 Posted March 28, 2003 Share Posted March 28, 2003 Good job Jon. My wish list: 1. units retreat instead of stand and die. 2. units retreat toward supply 3. units retreat after up to 33% damage 4. units retreat unless told to stand and die 5. units retreat unless no where to go 6. units retreat if 7. units retreat when 8. units rtreat 9. units 10. units surrender if French! Well, I guess you see what I would like to have in SC. Let's have SC get out of World War I tactics. [ March 27, 2003, 06:13 PM: Message edited by: SeaWolf_48 ] Link to comment Share on other sites More sharing options...
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