Engineer suggestion (Full Version)

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swdw -> Engineer suggestion (7/26/2020 3:48:59 PM)

Engineers in this game are only useful on a defensive campaign or as cannon fodder. This shows a very limited understanding of engineers in war.

Engineering units were useful for MUCH more as they often rebuilt infrastructure when needed. I thought maybe that was taken into account in this game, so I parked an engineer in a port city I'd captured, expecting to see the port repaired faster.

Nope.

Do some historical research on the Sea Bees and other units. You'll find out they assembled prefab port facilities, repaired docks and piers, and in some cases made floating versions, roads, bridges, rail yards, and many other functions.

You should add 2 more options to engineers:
1. Repair port- halves the time for port and port city repair up to level 6
2. Repair town- halves the time to restore the supply value of a city up to level 6. This would represent repairing the infrastructure like clearing and repairing roads in a town, fixing the rail yards, etc.

Why a limit of 6? after a certain point it took bringing in much more equipment and manpower to completely repair things in a large port or city. But historically, enough functionality could be restored that getting adequate supplies and replacements in was very much achievable.

It's obvious why I've seen people complaining about major amphibious invasions failing. It takes too long to get supply rebuilt, as there is no taking this function of engineers into account.




Elessar2 -> RE: Engineer suggestion (7/26/2020 5:08:43 PM)

I'd also give them double de-entrenchment on the attack, something that can be done in the editor (and for my baby will be).




ElvisJJonesRambo -> RE: Engineer suggestion (8/5/2020 8:04:42 PM)

Correct, they behave more like "Construction workers" than combat "Fighting Seebees" of the John Wayne era, which well, is losing the airport name.




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