Jeffrey H.
Posts: 3154
Joined: 4/13/2007 From: San Diego, Ca. Status: offline
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Intersting ideas, I'm not able to devote any time to supporting the mod right now, but I do feel that these are some good ideas. I added some comments, I imagine these comments will spark some interest. quote:
ORIGINAL: kombrig The recent discussions encouraged me to move from theory to practice and I decided to edit the latest "new dawn" random game file. I made the following changes: 1) Cavalry combat detail stats are now exactly like infantry. When compared to infantry the cavalry has now simply better movement rates and better recon. How about adding a supply consumption increase for cavalry ? Horses + Men eat more than Men, lots more. quote:
ORIGINAL: kombrig 2) Recon stats Edited SFTs' recon points. Trucks, artillery, inf guns, AT guns, horses, flak, mortar, bazooka, MG, staff, katyusha, train - all have now 0 recon points. Cavalry and guerilla - 2 recon points Armored car and halftrack - 3 recon points Jeep - 5 recon points All the rest - 1 recon points Recon can not see behind 2 hexes. Landscape hide points increased. The amount of recon points needed for full information about enemy unit is increased. If you want better picture about enemy you actually have to engage him. What about aircraft and ships ? My best recon is ususally done with fighters. There really isn't a dedicated recon aircraft in the standard game, although there is a lineage of them in the Bombur mods. It also seems to me that units on high mountains can see better ? I know the game doesn't allow for LOS or even elevation aspects but is it possible to give a unit in "simulated" elevated terrain a bonus towards spotting ? The thought of observation balloons does come to mind, although out of use in WWII, they were a common artillery spotter in WWI I think. quote:
ORIGINAL: kombrig 3) Armor combat stats modified (decreased) when attacking in city or capitol. Armor combat stats modified (decreased) when defending in urban, suburban, forest etc tough terrain. You mean it isn't already ? Wow, that one is overdue. quote:
ORIGINAL: kombrig 4) Bazooka combat stats modified (increased) when fighting in urban or capitol. Ditto. quote:
ORIGINAL: kombrig 5) Research cost decreased for level III and IV (some items also level I and II). Not sure about this, but the research costs, time to produce the reseach and complexity of the tech level all should be tied together somehow. That's the balancing act. Atom bombs popping up after 3 months of research really shouldn't happen, (I know you don't intend for this to happen), ok a bit hyperbolic but you get my point. quote:
ORIGINAL: kombrig 6) Political points cost (when they are produced) reduced. See above. quote:
ORIGINAL: kombrig 7) Raw cost (when producing) reduced. Seems more of a mass balance and time rate of removal and refinement issue to me. 200,000 panzers take a certain amount of steel which takes a certain amount of ore, which takes a certain amount of time to extract, which folds back in to movement rates and game map scale. Or at least it should. IMO ! quote:
ORIGINAL: kombrig 8) Oil cost (when moving and fighting) reduced. <sigh> I think you get my drift from the other answers. quote:
ORIGINAL: kombrig 9) Supply cost (when produced) reduced. ... quote:
ORIGINAL: kombrig 10) Mortar attack against infantry significantly increased. Maybe someone will find the mortars now actually useful? These are not "front line units" and as such the combat model handles these differently from grunts. They are more like artillery. I used to use them quite a bit, they are more surviveable than front line units. I think they are undermodeled in terms of their ammunition usage and logistical trail. True that small mortars were part of the carry supply of many infantry in the WWII period but sustained fights lasting more than a typical planned engagement would quickly burn up any supply they had on hand. quote:
ORIGINAL: kombrig 11) Machine guns attack against infantry increased (nearly the same value as defense) Worth a look, the more lead thrown out there, the more casualties. Must break out the same, (now) tired points about the logistical tail and supply consumption rates. quote:
ORIGINAL: kombrig 12) Machine guns I-IV, Bazookas I-IV, Mortars I-II and AT guns I-II can be paradropped. Mortar II and AT gun II can be produced even if next level is researched. Neat ! quote:
ORIGINAL: kombrig 13) Every nation get rangers and guerillas. Guerilla fighting power decreased. Ranger cost increased. Cool ! quote:
ORIGINAL: kombrig 14) Readiness Unfortunately the rulevars seem not to allow to modify the readiness of arriving production. Also it seems that hardcore production is not very popular among ATG gamers. Therefore I made up the following solution. Readiness penalty when assigning a unit to another HQ - zero (no penalty. I always considered this kind of penalty not very realistic). Readiness penalty for strategic transfers - minus 20. Readiness penalty when transfering SFTs between units under the same HQ - minus 80. Readiness penalty when transfering SFTs between different HQs - minus 90. This means that players can reinforce their frontline units directly from the front line HQ but if they do it too much, then the readiness of the reinforced units will drop critically. Of course if the sector is without major action, one may risk to reinforce frontline units heavily in this way but it will not work if you want to go offensive next turn or if you are facing enemy onslaught. If a unit needs strong reinforcements, it is wise to pull it back and then reinforce it. After a couple of turns it is ready to return the frontline. Also player can choose to start to form reserve units. This means that such units will have at first 20 readiness. The cost of trains in raw and production points is lessened. So strategic transfers can be made more easily (and the readiness loss is only minus 20). 15) City production increased to 16 000, capital - 35 000. I'm looking for playtesters to see how these changes work. 1vs1 or 2vs2 game would be great (large of x-large map). Strat transfer to me represents a demobilization and packing up the whole unit to move it somewhere else. Very disruptive. Why penalize inter unit transfers within the same HQ ? A "temporary" reassignment as a result of combat was a necessity that was fairly easily carried out historically speaking, (IMO !). A simple HQ transfer shouldn't be so disruptive should it ? I guess it depends on the timescale of the turn but how long should it take to reestablish lines of communication and supply from one HQ to another IRL ?
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History began July 4th, 1776. Anything before that was a mistake. Ron Swanson
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