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Suggestions for game improvements for next patch or expansion pack (SUMMARY)


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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.

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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.

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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 smile.gif 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.
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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.

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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 smile.gif

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 smile.gif

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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

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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. smile.gif

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!)

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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.

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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?

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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
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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.

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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 smile.gif That way you could really escort them to safety. They should be disbandable in a friendly port to get the represented MPP's :D 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.

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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.

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-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

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