vveedd Posted February 11, 2007 Share Posted February 11, 2007 1.Option for swapping units: this game badly needs this option. I think that is no need additional explanation. My suggestion for solution of this is to have temporary force pool where player can put first unit until second is moved. 2.Aircraft defense in town should defend units in it too. 3.Option to select interception targets: we have discussed this in one of previous post. 4.Upgrade units while they are in production table: I see no harm to add this option. 5.Divide bombers to tactical and strategic: also discussed in one of previous post. 6.Speed up AI turn: “thinking” is too slow 7.Possibility to select and upgrade/reinforce/elite reinforce more then one unit by Ctrl + select units: it will be very handy option to my opinion. 8.Possibility to trade tech between allies: like to hear your opinion about this. It will sure effect on game balance but on the other hand it is a little bit stupid that Americans must research tech from level 1 for advanced aircrafts (for example) if British already has it. Link to comment Share on other sites More sharing options...
n0kn0k Posted February 11, 2007 Share Posted February 11, 2007 6.Speed up AI turn: “thinking” is too slow Already done 7.Possibility to select and upgrade/reinforce/elite reinforce more then one unit by Ctrl + select units: it will be very handy option to my opinion. I've suggested a "Full upgrade" button to Hubert already. It should save you alot of time. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 11, 2007 Share Posted February 11, 2007 How about a "Sleep" key. Very helpful for those using the 'n' scroll thru unit key. Let me "Sleep" garrison units. Link to comment Share on other sites More sharing options...
xwormwood Posted February 11, 2007 Share Posted February 11, 2007 Originally posted by jon_j_rambo: How about a "Sleep" key. Very helpful for those using the 'n' scroll thru unit key. Let me "Sleep" garrison units. Yes, very nice idea! Link to comment Share on other sites More sharing options...
n0kn0k Posted February 11, 2007 Share Posted February 11, 2007 Originally posted by jon_j_rambo: How about a "Sleep" key. Very helpful for those using the 'n' scroll thru unit key. Let me "Sleep" garrison units. Good idea And it could be easily implemented also by adding a boolean to each unit for the setting and let the next unit function check only those with it turned off. Link to comment Share on other sites More sharing options...
TaoJah Posted February 11, 2007 Share Posted February 11, 2007 It's a good list, except for two things : the already mentioned "sleep key" and point 4. It can make a big difference if you can upgrade units in the production queue. First oif all : you can build them faster since you only have to pay for the non-tech first and can pay for the techs later. Also there is a difference between having a full-tech unit to place on the map or a low-tech unit that you got to upgrade first before you send it to the front : you can place a full-tech unit right next to the enemy. I am not saying that it is a BAD thing that we can upgrade units in the queue, but it does make a significant difference in situations where you are defending and need those troops ASAP. It will favor the Russian defence the most IMHO. Link to comment Share on other sites More sharing options...
hellraiser Posted February 12, 2007 Share Posted February 12, 2007 the AA thingy is kinda weird indeed - AA guns fire only when they spot bombers ... fighters can hit an upgraded resource without being shot back at by the flak... as for the unit sitting on the resource, it has some inherent AA defence, so it should be ok. Take this scenario: UK starts airraids over the french mine but only with fighters (knowing that the AA defence works only against bombers) - axis' reply is to place a unit directly on the mine, so fighters will hit the unit instead of the mine. Not very realistic indeed to place a corps sized unit to defend a mine against enemy fighters To add the defensive bonuses (AA+unit's air defence) would make it impossible to attack for enemy air - not good. The way the AA works against bombers should apply to fighters as well (perhaps at half efficiency - a reason would be that fighters fly faster, making it difficult to hit with the flak). Big industrial facilities, ports, mines, things like these were targeted mainly by the bombers - fighters were providing escort duties, rarely participating directly at the bombing. But in SC2, hitting the a/m stuff with experienced fighters makes a lot more sense than hitting with bombers especially if the enemy has AA2. And if the enemy places a unit on top - even better, they've just wasted a unit needed elsewhere as garrison Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 12, 2007 Share Posted February 12, 2007 Good point HR, AA should be able to hit fighters at least some. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 12, 2007 Share Posted February 12, 2007 Ships in ports combat is weird. Even stranger is how subs worked differently relative to them. Link to comment Share on other sites More sharing options...
Edwin P. Posted February 13, 2007 Share Posted February 13, 2007 I would like to see your Intel Advantage (not your Intel Disadvantage) added to the strength of your AA improvement. This would reflect the fact that AA units are prepared for the enemy attack, and give players another reason to research intel. Example: AA Rating of 1 + Intel Advantage of 1 = AA Rating of 2. AA Rating of 1 + Intel Advantage of 2 = AA Rating of 2 , as the Intel Bonus can't exceed a city's/resource's AA improvement level. AA Rating of 2 + Intel Advantage of 2 = AA Rating of 4. Futhermore, I would like to see a sub's experience rating increase its dive percentage. This would better reflect the combat bonus of experienced submarine commanders. Example: 1 Medal = +5% Dive Bonus, 2 Medals = +10% Dive Bonus Link to comment Share on other sites More sharing options...
Desert Dave Posted February 13, 2007 Share Posted February 13, 2007 I would like... the EASY ability To use that fantabulous Editor, Ever evolving as it is, And must be, To... put LETTERING on any map. Well, Maybe some SC Graphics Cat Already knows HOW this can be done, Using "MS Paint" or some other inaccessible To most of us, sort of Fancy Graphics program. Cool for them. But, I'd prefer that we could do it Ourselves, as we please. Large maps, Middling maps, Small maps. Names of cities, Names of gulfs or bays, Names of regions, Or a whole mountain meadow Named after an old girl-friend From 1963. :cool: (... nope, my wife ain't up yet, still sleeping, won't read this commentary, ever... will she? :eek: LOL!) Link to comment Share on other sites More sharing options...
arado234 Posted February 15, 2007 Share Posted February 15, 2007 If a city is cut off from its regular supply you shouldnt be allowed to put troops there.Case in point south russia is cut off from the motherland.Axis own iran iraq etc.No way russia just builds troops into south russia.Surrounding should have more of an effect. Link to comment Share on other sites More sharing options...
ChrisND Posted February 15, 2007 Share Posted February 15, 2007 Why not? People still live there and equipment is still located there. That's all you need to form a combat unit. Also, that is the result of an industrial center - something that can be edited in the editor. Link to comment Share on other sites More sharing options...
arado234 Posted February 15, 2007 Share Posted February 15, 2007 Normal Dude people may live there but not trained combat troops.The ones needed to operate the tanks and other weapons that may be available.Also no spying or blocking with neutral units. Link to comment Share on other sites More sharing options...
ChrisND Posted February 15, 2007 Share Posted February 15, 2007 Well what about the force pools and support structures containing combat personnel that are unassigned or combat units not dedicated yet? Do they have to have a a straight line connecting them to their capital in order to function? Heck, capitals don't usually have much military function in terms of combat units anyways. Link to comment Share on other sites More sharing options...
arado234 Posted February 15, 2007 Share Posted February 15, 2007 Im talking about all at once(depending whats available at the turn in question)you may get seven or eight maybe more units pop up all at once,which means in the span of a week 350,000 plus troops become combat ready.I dont know if that would be possible.I see what your saying though.What do you think about there being a limit to the amount of troops that could be placed in a cutoff situation? Link to comment Share on other sites More sharing options...
arado234 Posted February 15, 2007 Share Posted February 15, 2007 Surface raiders should be allowed to attack convoys. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 15, 2007 Share Posted February 15, 2007 Surface raiders works for me, at a lesser damage rate? Link to comment Share on other sites More sharing options...
Guest Mike Posted February 15, 2007 Share Posted February 15, 2007 A lesser rate is not required - surface raiders sank a lot of ships! Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 15, 2007 Share Posted February 15, 2007 Maybe it would be cool to "Hide" the convoy route then? Allow Allies to change their path? Link to comment Share on other sites More sharing options...
Guest Mike Posted February 15, 2007 Share Posted February 15, 2007 German surface raiders: Between 1940 and 1943, the Kriegsmarine successfully deploy several raiders on all oceans: Orion (10 ships sunk, including 2 in collaboration with Komet), Atlantis (22 ships sunk), Widder (10 ships sunk), Thor (22 ships sunk), Pinguin (32 ships sunk), Stier (4 ships sunk), Komet (6 ships sunk), Kormoran (11 ships sunk plus the Australian cruiser Sydney), Michel (17 ships sunk).from Italian surface raider page Link to comment Share on other sites More sharing options...
Gavrok Posted February 16, 2007 Share Posted February 16, 2007 Surprise needs fixing for ports. I believe that if you move next to an unseen unit in port and are surprised by it the port defence is not included for the defender. Best way to kill a fleeing ship is to get surprised by it the turn after it flees. Link to comment Share on other sites More sharing options...
n0kn0k Posted February 16, 2007 Share Posted February 16, 2007 Originally posted by jon_j_rambo: Maybe it would be cool to "Hide" the convoy route then? Allow Allies to change their path? I'd find it more interesting to add convoy units to the map That way you could really escort them to safety. They should be disbandable in a friendly port to get the represented MPP's That way you would get alot more action at sea. - So basicly add a very weak convoy unit. - Let that pop every 4 turns or so. - Make it disbandable in a friendly port. - Do a check on the "owner" of the port. - Add the disband amount to the MPP's of the owner. Link to comment Share on other sites More sharing options...
arado234 Posted February 17, 2007 Share Posted February 17, 2007 Subs can go truely silent.If the allies ignore sub hunting tech. uboats should be able to pass right through(travel underneath) and have allied ships move over top without being detected.Or have it that with each level of sub hunting tech the odds of detecting a sub go up not just run into him and you automatically find him.I know the sub may still dive but the allied ship still found him. Link to comment Share on other sites More sharing options...
xwormwood Posted February 19, 2007 Share Posted February 19, 2007 -withdrawal (one tile after, as combat result) -landing into enemy occupied tiles ("the german human wall prevented our operation overlord, sorry, Monty, that was bad luck, eh?"), for which we would need the ability of automatic withdrawal as seen befor in Clash of Steel / SSI Link to comment Share on other sites More sharing options...
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