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HQ Units in SC3; Patton, Lucas, Rommel,etc.

 
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HQ Units in SC3; Patton, Lucas, Rommel,etc. - 8/29/2016 3:46:02 PM   
EdwinP


Posts: 179
Joined: 2/20/2004
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SC2 had HQ units. These units; named after generals, had a supply rating that affected units attached to them.

It would add variety if selected HQ units had a bonus effect that was linked to the historical tactical strengths and weaknesses of the commanding general.

Example: US HQ Unit Patton - 25% per turn to provided attached units +1 mobility.
Example: US HQ Unit Lucas - 25% per turn for attached units to suffer a -2 movement penalty as Lucas was a cautious general. (Italy > Anzio landing)

In SC2 you always knew how good or bad a general would be when purchasing their HQ unit. In real life, the general's strengths were not revealed until they had their first major battlefield; not peacetime, command. For generals that had prior battlefield experience; Zhukov, I can see revealing their name and strength when purchasing them. For others perhaps their name and rating should be revealed only after they are purchased.

Example: You can purchase a known HQ unit: Zhukov for 300MPP or one of several HQs unit with a hidden name for a 250MPP. The unknown HQ unit might have a low, standard, or high rating. The actual name and rating is revealed when they are purchased. As the war progresses the names of available HQ units gradually become visible as their commanders exhibit battlefield experience and are promoted; 5% per turn with combat action, that the name and rating for an available HQ unit becomes visible in the available units screen. The MPP cost of available HQ units with revealed names is adjusted to reflect their actual value. Germany starts the game with the name of more HQ units in the available units screen revealed because German commanders have combat experience from battles in Poland.

Similarly, there are only Army HQ units available. What about Air,Naval or civilian focused HQs?. These air and naval HQ units would provide a bonus to that specific type of unit.

If the Axis wants a more effective U-Boat fleet then purchase the HQ unit for Admiral Donitz. Donitz might reduce submarine production time by 1 or reduce the cost of submarines by 20%, or increase the submarine's chance of diving by 10%. Purchase Albert Speer if you want to get a bonus to industrial productivity, or Wernher van Braun to get a reduction in the cost of building rockets.

The UK might purchase HQ unit for Air Chief Marshal Sir Arthur Harris. Purchasing Harris would reduce the cost of Strategic bombers by 20%.

Unlike research that reduces the cost of all units, a HQ unit; such as Donitz or Harris reduces the cost of only 1 type of unit. A player that wanted to focus on a U-Boat strategy could research subs to improve their attack and dive percentage. They would purchase the Donitz HQ unit to reduce the cost and production time of purchasing submarines. Historically, as the war progressed Germany adopted new manufacturing techniques that dramatically reduced the time required to manufacture submarines. During WWII this production time was reduced from months down to weeks.

< Message edited by EdwinP -- 9/3/2016 3:01:31 PM >
Post #: 1
RE: HQ Units in SC3; Patton, Lucas, Rommel,etc. - 8/30/2016 8:24:01 AM   
n0kn0k

 

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Joined: 6/23/2007
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Nice idea.

(in reply to EdwinP)
Post #: 2
RE: HQ Units in SC3; Patton, Lucas, Rommel,etc. - 9/2/2016 4:48:48 PM   
Benedict151

 

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Joined: 3/4/2016
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Agreed
I rather like that idea as well. Not sure if we would have time to add this to the initial release ... but maybe 'down'
the line'

regards
Ben Wilkins

(in reply to n0kn0k)
Post #: 3
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