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Suggestions, units, tech, and more


Panzerwerfer42
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I’ve been saving ideas, some my own, some are other’s suggestions I like. For the most part these  ideas are simply and don’t require a lot of explanation.

1. Tech/ability - Escort, whether this is native to fighter units, the airman class or a bf tech, doesn’t matter. Fact is, this should be a simple add. Click the blue button at the bottom, it prompts a target, pick any allied non-fighter unit. That fighter now matches speed and course of the target unit until a new move, patrol, attack or enter command is given. 

2. Waypoints - like every other war game in the history of war gaming. This should merely be built into the move interface. After clicking move, then a destination, it would ask for 2nd destination and offer an “end movement “ button. End movement causes the window to close returning to the unit menu in map like happens now. Maximum 3 destinations or something. Simple way to allow units to make a simple move or complex move without more clutter.

3a. Weather - hourly, 4hrs or daily, whatever works. A small icon in the corner, offer a forecast for the next several whether periods. For now, start with clear, rain or snow. No need change map graphics. Clear, no effects, 25% of cloudy, 25% chance rain/snow, 50% chance clear next period. Cloudy, no effects, 25% of cloudy, 25% chance clear, 50% chance rain/snow next period. Rain/snow - negative impact on air power effectiveness, negative impact on ground troop morale, 25% chance clear, 25% chance rain/snow, 50% cloudy next period.

3b. Ground conditions - exapanding on above. Again an icon, no need to affect map. Dry, mud, frozen. Happens after three continuous periods of weather. Default is dry, 3 periods of rain turns to mud, 3 periods of snow turns to frozen, 2 periods of dry/cloudy turns to dry. Dry - no effects. Mud - movement penalty, perhaps non-road movement only. Frozen - increased rate use of food and fuel.

3. Above. For those of you that played Panzer General, this will be familiar, and very similar.

4. Railroads. Double movement bonus of roads. Available level 4 CC. Have a tab in CC under transport function. Button named “build”. Clicking it lists available cities with matching lvl 4 CC or higher. Player must also control all territories between the two cities.  Cost of railroad determined by distance. Computer determines shortest available route, player can not choose which roads are and are not converted. The gray road turns black after building, to indicate road+railway. A railway can only be used by allies, never enemy. Rail road is destroyed if a city it is connected to or a zone it passes through is captured and pacified by the enemy. Railway movement bonus not impacted by weather/ground conditions.

5. LC “long range” fighter unit? P-38 or Me-110 skin, attack between scout and fighter. But increase food, fuel, ammo capacity. Available lvl 2 LC. Something needs to counter strats before they are available.

6. National skins. All the unit values stay the same, but upon creating account or passing cadet map, player chooses skin set. Assault guns (German-stug, Russian - su-152, Brits - Churchill AVRE) light tank (G/R/B, pz III, bt-7, crusader) anti-tank (pak 38, m3, 76.2mm) you get the idea... now true students of wwii can use their skills to identify units and players that don’t care to learn, have to click to identify whether light, medium or heavy tank for that nations skin set.

7. City morale, impacts resource production and or population growth. Affected by troop kills/loss in territory. Also impacted by uso freature. Gives more use to the feature of uso by doing this.

8. Tanks should not have a cross country penalty. This will help them just be a little more useful.

8a. Expanding on tank movements. It’s called tracked movement. Vechiles are soft targets, tanks hard targets, but they can also be classed as tracked or wheeled. M40, whirly, stug are all tracked soft targets. At, rockets, aa, Jeep’s are all wheeled soft targets. 

9. Continuing from 8a. A new unit - armored car. Like a Jeep, wheeled movement but considered a hard target, uses repel same as a light tank would.

10. Trucks, like gigs, but not an LC unit. A wheeled soft unit, has Troop capacity, can load wheeled - towed units or infantry only. Capacity 4-6. Units are dispatched the same as in gigs. LC unit would be half-track. A soft tracked unit. Can not be loaded into gig or c47 unless empty.

That is all for now. Many details I left out so discussion can be had as too modifiedinv the idea to make it work the best way possible.

 

 

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1 hour ago, Panzerwerfer42 said:

I’ve been saving ideas, some my own, some are other’s suggestions I like. For the most part these  ideas are simply and don’t require a lot of explanation.

1. Tech/ability - Escort, whether this is native to fighter units, the airman class or a bf tech, doesn’t matter. Fact is, this should be a simple add. Click the blue button at the bottom, it prompts a target, pick any allied non-fighter unit. That fighter now matches speed and course of the target unit until a new move, patrol, attack or enter command is given. 

2. Waypoints - like every other war game in the history of war gaming. This should merely be built into the move interface. After clicking move, then a destination, it would ask for 2nd destination and offer an “end movement “ button. End movement causes the window to close returning to the unit menu in map like happens now. Maximum 3 destinations or something. Simple way to allow units to make a simple move or complex move without more clutter.

3a. Weather - hourly, 4hrs or daily, whatever works. A small icon in the corner, offer a forecast for the next several whether periods. For now, start with clear, rain or snow. No need change map graphics. Clear, no effects, 25% of cloudy, 25% chance rain/snow, 50% chance clear next period. Cloudy, no effects, 25% of cloudy, 25% chance clear, 50% chance rain/snow next period. Rain/snow - negative impact on air power effectiveness, negative impact on ground troop morale, 25% chance clear, 25% chance rain/snow, 50% cloudy next period.

3b. Ground conditions - exapanding on above. Again an icon, no need to affect map. Dry, mud, frozen. Happens after three continuous periods of weather. Default is dry, 3 periods of rain turns to mud, 3 periods of snow turns to frozen, 2 periods of dry/cloudy turns to dry. Dry - no effects. Mud - movement penalty, perhaps non-road movement only. Frozen - increased rate use of food and fuel.

3. Above. For those of you that played Panzer General, this will be familiar, and very similar.

4. Railroads. Double movement bonus of roads. Available level 4 CC. Have a tab in CC under transport function. Button named “build”. Clicking it lists available cities with matching lvl 4 CC or higher. Player must also control all territories between the two cities.  Cost of railroad determined by distance. Computer determines shortest available route, player can not choose which roads are and are not converted. The gray road turns black after building, to indicate road+railway. A railway can only be used by allies, never enemy. Rail road is destroyed if a city it is connected to or a zone it passes through is captured and pacified by the enemy. Railway movement bonus not impacted by weather/ground conditions.

5. LC “long range” fighter unit? P-38 or Me-110 skin, attack between scout and fighter. But increase food, fuel, ammo capacity. Available lvl 2 LC. Something needs to counter strats before they are available.

6. National skins. All the unit values stay the same, but upon creating account or passing cadet map, player chooses skin set. Assault guns (German-stug, Russian - su-152, Brits - Churchill AVRE) light tank (G/R/B, pz III, bt-7, crusader) anti-tank (pak 38, m3, 76.2mm) you get the idea... now true students of wwii can use their skills to identify units and players that don’t care to learn, have to click to identify whether light, medium or heavy tank for that nations skin set.

7. City morale, impacts resource production and or population growth. Affected by troop kills/loss in territory. Also impacted by uso freature. Gives more use to the feature of uso by doing this.

8. Tanks should not have a cross country penalty. This will help them just be a little more useful.

8a. Expanding on tank movements. It’s called tracked movement. Vechiles are soft targets, tanks hard targets, but they can also be classed as tracked or wheeled. M40, whirly, stug are all tracked soft targets. At, rockets, aa, Jeep’s are all wheeled soft targets. 

9. Continuing from 8a. A new unit - armored car. Like a Jeep, wheeled movement but considered a hard target, uses repel same as a light tank would.

10. Trucks, like gigs, but not an LC unit. A wheeled soft unit, has Troop capacity, can load wheeled - towed units or infantry only. Capacity 4-6. Units are dispatched the same as in gigs. LC unit would be half-track. A soft tracked unit. Can not be loaded into gig or c47 unless empty.

That is all for now. Many details I left out so discussion can be had as too modifiedinv the idea to make it work the best way possible.

 

 

My humble thought:

1. God FINALLY. Jets and mustangs are to fast and if you want the game to be more historically accurate, let’s put that in!

2. I like the idea but I think that if such a thing were implemented, think about the lag. Every single troop has to register that command and think of and games. They’re like 1000 more troops in one area and such a command would completely burn the servers. It’s bad enough with the lag right now and I think that we should maybe focus on fixing the lag and then implementing it. But still a good idea.

3. To technical. New players  have enough to learn and I think that would just tip them over the iceberg.

4. Interesting idea but I think that the transport planes we have right now are sufficient.

5. I guess maybe in the future. We are getting new bombers though!

6. The historical part of me is loving it. But the practical side of me is not crazy about it.

7. True. Thanks for specifically built to be able to go faster over any terrain. But they may become Op though then (Think about a permanent blitzkrieg)

The rest I think are good ideas, but should not take priority over other things. Good suggestions!

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  • 3 weeks later...

Adding on to the national skins: The infantry should be affected by them. Americans would have more supplies, British would have no movement penalty while taking fire, Germans would take less time to cap areas, Soviets would have fewer supplies but significantly higher attack and base morale, and Japanese would have the ability to fortify a position on command.

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