Colin I Posted February 27, 2011 Share Posted February 27, 2011 I like 2D old style wargame counters. I think they can look very good with the right colour scheme and can be easier to understand. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 27, 2011 Share Posted February 27, 2011 I like 2D old style wargame counters. I think they can look very good with the right colour scheme and can be easier to understand. The Legend uses 2D also without the borders, the plainest possible Only change I'd like, put some room for advertisements on my units, sort of a like NASCAR. I'd like to put the name on the unit, so it's visible, like to know who I'm fighting & which unit is which. Link to comment Share on other sites More sharing options...
Sharkman Posted March 3, 2011 Share Posted March 3, 2011 I would like to see Italy as a separate power, similar to the USSR, the Axis player could move their units prior to entry, but Italian units must be built with Italian MMP's and Italy must develop their own technologies, maybe with the option of Germans sending them some money. I think the Italian units are far to good, they should be similar to the Chinese (completly worthless), in reality Italy was Germany's worst nightmare. Link to comment Share on other sites More sharing options...
Sharkman Posted March 13, 2011 Share Posted March 13, 2011 As far as I can tell, it is impossible to see if a unit can move into an occupied square once it becomes unoccupied. That makes planing attacks and advances difficult. It would be nice if occupied squares that can otherwise be moved into be highlighted just like the unoccupied squares are, that way you can see which unit can advance into the vacated square before moving or attacking. Or is there a function that I don't know about? Link to comment Share on other sites More sharing options...
Hubert Cater Posted March 14, 2011 Author Share Posted March 14, 2011 Sharkman, if you look at the upper left hand corner of the game screen, i.e. once you've selected a unit, it will show your movement costs for any reachable tile... including those that are currently occupied by your own friendly units. Hope this helps, Hubert Link to comment Share on other sites More sharing options...
Gronq Posted March 14, 2011 Share Posted March 14, 2011 Following on from my previous suggestion re minor countries. A random element in unit placement and/or strength and/or tech level would add a bit of 'spice' to the game. For example, a well executed para drop on Norway always results in a surrender because the Oslo corp is always 3 strength. It would be a bit riskier for Germany if that corp could be, for example, of any strength between 2 and 5. Link to comment Share on other sites More sharing options...
Sharkman Posted March 14, 2011 Share Posted March 14, 2011 I think a good idea would be several setup possibilities, maybe 3 or 4 when the country gets invaded, one is randomly picked and thus setup, this would produce an element of risk, Norway is a good example, the Germans got very lucky in Norway, it was a major land-air-sea operation, but in this game it requires very little planing or risk to take out Norway, get 2 free corps and the money. Another possibility could be an inteligence investment prior to invasion, success resulting in being able to see the setup. Link to comment Share on other sites More sharing options...
Gronq Posted March 17, 2011 Share Posted March 17, 2011 Another possible new feature (I hope it's not been mentioned). Let strategic bombers slow down the building of new units (particularly ships?). For example, the UK decides to heavily bomb German ports as a result new subs/ships will be delayed by two turns. Link to comment Share on other sites More sharing options...
Sharkman Posted March 27, 2011 Share Posted March 27, 2011 Sharkman, if you look at the upper left hand corner of the game screen, i.e. once you've selected a unit, it will show your movement costs for any reachable tile... including those that are currently occupied by your own friendly units. Hope this helps, Hubert Yes it does for the tiles my units are in (I hadn't noticed that), but not those occupied by enemy units, it would also be nice to know if a unit can move into an enemy occupied tile, or am I not seeing somthing again? Link to comment Share on other sites More sharing options...
UFC Addict Posted March 31, 2011 Share Posted March 31, 2011 I purchased the WW1 version about two weeks ago. It is great, but I already have my eye on this one "Global Conflict" because the WW 1 version is so awesome. Anyway, as you can see, I also think it would be a huge enhancement to show the movement costs for ALL tiles. It prevents huge mistakes. There does not seem to be a need to guess at how the movement works on enemy positions. Link to comment Share on other sites More sharing options...
Jollyguy Posted April 7, 2011 Share Posted April 7, 2011 I think intelligence should be limited on the open seas. I.e., an invasion force shipping out from U.S. ports would okay, as the major belligerants attempted to place spies in ports of embarcation. But once at sea, absent naval units or long range air, that invasion force should be a mystery of where it's headed. Specifically, let's say the Germans have taken England, Ireland, Iceland, Spain, and West Africa, but don't hold the Azores, and a U.S. counter invasion is expected sometime, somewhere. Once the American invasion force leaves U.S. shores it's unlikely that it's exact destination would be known before it approached its landing beaches...except if the Germans invested in subs or air to spot it. There's no satellites yet in WW II, so there's no reasonable way I can see that the Germans should be alerted to naval units in the open seas w/out the investment in the scouting platforms designed to trigger advance notice. I guess you could argue they might pick up some radio traffic, but the Allies would also likely be sending out bogus radio traffic, so that would cancel. Bob Link to comment Share on other sites More sharing options...
crispy131313 Posted April 8, 2011 Share Posted April 8, 2011 Couldn't some of the "spotting" be due to intercepting enemy intelligence, or other variables? Another example would be the American's use of Airships over the Pacific for spotting Japanese vessels. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 8, 2011 Share Posted April 8, 2011 How about intelligence on enemies technology efforts and political moves? Link to comment Share on other sites More sharing options...
Sharkman Posted April 8, 2011 Share Posted April 8, 2011 I would like Intelligence to be separated completly from the other technologies, allowing more options, like being able to invest heavily in counter-intelligence, spying, or concentrate on military intelligence, or even propaganda, possibly even includiing sabotage, partisan activities and commando units, more decisions more fun. Link to comment Share on other sites More sharing options...
Sharkman Posted April 23, 2011 Share Posted April 23, 2011 Some Naval warfare suggestions: new naval unit types: Modern Battleship (BB's made durring the war which are better than the pre-war BB's), Modern Carriers (better than older Carriers, or maybe the older CV's only get 1 air strike), Battlecruiser (Faster but a lower def.value than pre-war BB's), heavy cruiser (for ship to ship combat), light cruiser (fast for escort, anti-sub, anti-air), and a true escort-support role for cruisers: cruisers could lend surface and Anti-air defence to adjacent ships, destroyers possibly doing the same against subs (this could be done using a function similar to the defensive artillery fire). I think the stealth mode for subs could be more effective too allowing them a ??% chance of not bumping into enemy ships if they wish to avoid combat, possibly even giving subs a ??% chance of remaining unseen even when adjacent to enemy ships, then a sub could sneak into position, change mode, strike and then run (there could be 3 varibles when subs attack escorted ships 1: sub is attacked by escorts then attacks target, 2: sub attacks target and then is attacked by escorts, 3: sub attacks target and avoids combat with escorts alltogether. I think that might spice up the naval combat part of the game a bit. I really like the naval battles, but it seems kind of strange when the Bismark and the Strassbourg have the same combat values, or even stranger the CV's Bearn and Enterprise. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 23, 2011 Share Posted April 23, 2011 Some Naval warfare suggestions: new naval unit types: Modern Battleship (BB's made durring the war which are better than the pre-war BB's), Modern Carriers (better than older Carriers, or maybe the older CV's only get 1 air strike), Battlecruiser (Faster but a lower def.value than pre-war BB's), heavy cruiser (for ship to ship combat), light cruiser (fast for escort, anti-sub, anti-air), and a true escort-support role for cruisers: cruisers could lend surface and Anti-air defence to adjacent ships, destroyers possibly doing the same against subs (this could be done using a function similar to the defensive artillery fire). I think the stealth mode for subs could be more effective too allowing them a ??% chance of not bumping into enemy ships if they wish to avoid combat, possibly even giving subs a ??% chance of remaining unseen even when adjacent to enemy ships, then a sub could sneak into position, change mode, strike and then run (there could be 3 varibles when subs attack escorted ships 1: sub is attacked by escorts then attacks target, 2: sub attacks target and then is attacked by escorts, 3: sub attacks target and avoids combat with escorts alltogether. I think that might spice up the naval combat part of the game a bit. I really like the naval battles, but it seems kind of strange when the Bismark and the Strassbourg have the same combat values, or even stranger the CV's Bearn and Enterprise. Very nice points indeed. Basically, more "stuff" can happen during naval combat. Right now, it's rather predictable. Try to get first strike, hide your ships, block, etc. Here's another idea: How about more types of combat results? Instead of the plain old system with predictable odds and 33% chance of +/- role, how about something new? 1% chance of a super kick ass results? Every 1 in 100 rolls results in a complete body slam. 1% your troops won't move at all. Orders screwed up, units don't move. Then after a "hit", extra factors can happen. 5% chance you do some more "morale" damage. How about ground units lose 1/2 unit of supply per attack. Basically, change up the combat a little on both land/sea. I still think victory conditions need changed too. A "current score" would be awesome. Link to comment Share on other sites More sharing options...
Sharkman Posted April 24, 2011 Share Posted April 24, 2011 Catastrophic hits, that would be cool: Bomb penetrates flight deck and explodes in Hanger or ammunition explodes, there could be variable damage effects like 1 turn dead in the water, reduced movement values, or loosing fuel which makes a ship easy to locate. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 24, 2011 Share Posted April 24, 2011 Catastrophic hits, that would be cool: Bomb penetrates flight deck and explodes in Hanger or ammunition explodes, there could be variable damage effects like 1 turn dead in the water, reduced movement values, or loosing fuel which makes a ship easy to locate. Love it. Any hit, then has a chance for a "critical hit". 1) "Yorktown on fire", will lose 1-strength point per turn until taken to port. 2) Bomber crew scores refinery hit, city takes x2 damage. 3) Russian Army in Stalingrad goes fanatic on defense roll, instant +1 elite status. 4) German Panzer leader Piper steams ahead, take another attack Also, the reverse: 1) Bomber crew gets lost, mission aborted 2) "Green" Yankee corps freak out, retreat one hex 3) German troops with too many old man & hitler youth, 3-strength surrender. NEXT: WHERE ARE THE KAMAKIZES? Seriously !!! WHERE ARE THE KAMAKIZES? Japs can put their planes into that mode, just ram stuff. Link to comment Share on other sites More sharing options...
Sharkman Posted April 25, 2011 Share Posted April 25, 2011 A kamikazi option for the Japs would be interesting, but should be tied to the desperate wartime situation that they were in, I doubt they would have done it if they were winning the war. Link to comment Share on other sites More sharing options...
xwormwood Posted April 25, 2011 Share Posted April 25, 2011 In a way most torpedo bomber attacks were kind of kamikaze attacks: flying with a very slow plane straight into the fire and lead of the defenders AA guns, hoping not to get hit before and after the attack. Link to comment Share on other sites More sharing options...
xwormwood Posted April 25, 2011 Share Posted April 25, 2011 Love it. Any hit, then has a chance for a "critical hit". 1) "Yorktown on fire", will lose 1-strength point per turn until taken to port. 2) Bomber crew scores refinery hit, city takes x2 damage. 3) Russian Army in Stalingrad goes fanatic on defense roll, instant +1 elite status. 4) German Panzer leader Piper steams ahead, take another attack Also, the reverse: 1) Bomber crew gets lost, mission aborted 2) "Green" Yankee corps freak out, retreat one hex 3) German troops with too many old man & hitler youth, 3-strength surrender. NEXT: WHERE ARE THE KAMAKIZES? Seriously !!! WHERE ARE THE KAMAKIZES? Japs can put their planes into that mode, just ram stuff. All very good ideas. Would be nice if some of them would be in the next release. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 26, 2011 Share Posted April 26, 2011 I'm all in favor of changing the combat rolls. This +1/-1 33% thing is boring. Link to comment Share on other sites More sharing options...
Sharkman Posted April 26, 2011 Share Posted April 26, 2011 A little chaos might be interesting, varible chance events: -Hitler assanated, German units unable to move or attack for 1 turn. -Paranoid Stalin purges again, all Soviet units loose 1 strength point. -Raving mad Führer fires Manstein, Manstein replaced by Kuchler -Hitler interferes in Jet research, level 5 aircraft not available till 1945 -Kitchen fire out of control, Ark Royal takes 5 points of damage. Historical or not I'm sure there could be many more, it would make each game different and unpredictable, and if it bothers anyone, it can of course be turned off. As far as I'm concerned they can be a little funny, a good laugh now and then is healthy, and with my playing record I could use a few smiles . Hey wow! I just noticed I've been promoted from junior member to member! Are there any financial benefits? Do I get my own office? Fireworks? Do I get to pick on the lowly junior members now? Link to comment Share on other sites More sharing options...
Sharkman Posted May 29, 2011 Share Posted May 29, 2011 A suggestion for the next patch: I think operational movement costs should depend on the distance of the movement. Link to comment Share on other sites More sharing options...
Gronq Posted June 6, 2011 Share Posted June 6, 2011 More decision events in general is a good thing as it tends to spice things up. Maybe even allow certain research to make certain decision events more likely is another option. I second Sharkmans suggestion re operational movement cost. Also, (and I think someone has suggested this in the past) perhaps limit the distance allowed per turn. Link to comment Share on other sites More sharing options...
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