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Unit Traits/Abilities in CoG2

 
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Unit Traits/Abilities in CoG2 - 8/8/2007 11:01:06 PM   
Khornish

 

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I did like the unit upgrades (traits and abilities) in FOF, but a straight port from FoF to CoG2 would be less than desirable.

Being that FoF is a brigade level game and CoG2 is division level, we're really not comparing the same functions.

Instead, why not allow traits and abilities based solely on unit type? Light infantry can earn the "woodsmen" trait, but line units can't. We can purchase "sharpshooters" for the light infantry as well, but not for line infantry.

Line infantry are eligible for volley fire upgrades (+10% dmg), but light infantry are not. Guard infantry would be able to get the "Heroes" trait and then perhaps purchase an ability that beefs up the trait.

The same format would be followed for allowing eligibility (for the traits and abilities)to cavalry, light cavalry, guard cavalry, foot artillery, and horse artillery.


Also, I'd like to see the Corps and Army containers have staff quality levels AND the ability to learn a trait or two. Container level traits should be limited to forage/supply benefits, and initiative benefits for strategic movement, and perhaps a training/discipline (quality increase to divisions)benefit.

I can definitely see where such a system would give a more historical flavour, especially when comparing the French III Corps to I Corps in 1806.
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RE: Unit Traits/Abilities in CoG2 - 8/9/2007 11:39:48 AM   
jkBluesman


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Why don't you post this in the FoF forum as well as most players shifted there attention there and Gil made a poll about the features from FoF that might be adopted for CoG.

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RE: Unit Traits/Abilities in CoG2 - 8/15/2007 8:48:06 PM   
ericbabe


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Any more ideas for unit special abilities in COG2?

We've started working on the draft for the design document just this morning.


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RE: Unit Traits/Abilities in CoG2 - 8/15/2007 10:07:08 PM   
Mus

 

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quote:

ORIGINAL: ericbabe

Any more ideas for unit special abilities in COG2?


Just that any ability that is the same as an upgrade (example wild from FOF and mixed order from COG) should stack somehow or if you have the upgrade you shouldnt get the ability randomly assigned to a unit that already benefits from the same upgrade.

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RE: Unit Traits/Abilities in CoG2 - 8/15/2007 11:09:37 PM   
ericbabe


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Abilities that duplicate the effects of upgrades probably won't be imported into COG2.

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RE: Unit Traits/Abilities in CoG2 - 8/16/2007 1:53:55 AM   
Russian Guard


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Will these special abilities be tied to Generals, as teachable special abilities are in FoF?

For example, Bagration and the flechettes (Borodino) might qualify Troops under Bagration with some form of defensive expertise (Diggers?)

If so, I'll dig (pun intended) into my memory for Russian generals - and list what I think these guys brought to the table, if anything.






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RE: Unit Traits/Abilities in CoG2 - 8/18/2007 2:26:44 AM   
Russian Guard


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quote:

ORIGINAL: ericbabe

Any more ideas for unit special abilities in COG2?

We've started working on the draft for the design document just this morning.



How about "Rear Guard" for a General's ability?

Quoting as regards Bagration:

British commissioner to the Russian army, Sir Robert Wilson, who met Bagration during this campaign and witnessed his rearguard actions, wrote in his Narratives:

"Bagration was by birth a Georgian, of short stature, with strong dark features and eyes flashing with Asiatic fire. Gentle, gracious, generous, chivalrously brave, he was beloved by everyone and admired by all who witnessed his exploits. No officer ever excelled him in direction of an advance or rear guard; nor had any officer's capacity in these commands ever been severally tested; especially in the retreat from Pultusk to Eylau in the last war - a retreat of 17 days, and as of many furious combats, in which his will, unwearying energy and daring courage were incessantly exemplified. They were indeed so many days of triumph for his fame…"

If a General with this skill is present at a quick battle and that Army retreats, he affects the "die roll" determining losses. In Detailed Battles, the Army he is assigned to "recoups" a percentage of the troops that are "killed" during the 3 turns after the retreat begins (or somehow reduces casualties taken by any Divisions, during those 3 turns).

Hey, I'm just having fun getting back into the spirit of CoG





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RE: Unit Traits/Abilities in CoG2 - 8/18/2007 5:59:57 AM   
jimwinsor


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I'm not really sure we need special abilities for CoG divisions (like brigades in FoF).  In foF, having such special abilities was kinda necessary in order to spice up the land units (in which there were really only three types...inf cav and art...with inf being overwhelmingly predominent).

CoG gives you such a wonderful variety already (Infantry, Lt. Infantry, Jaegers, Cossacks, Janissaries, Guards, etc etc etc...) that adding special abilities on top of this would be overkill, IMO.

Special abilities should be limited to leaders in CoG, IMO.

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RE: Unit Traits/Abilities in CoG2 - 8/21/2007 11:09:36 PM   
ericbabe


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If we do add special abilities, I think it might be neat if units would have a chance to earn them by doing the thing that the special ability gives bonuses to, so, for instance, every time a unit makes a charge it might have a 1% chance to get the "Chargers" ability.

I wanted to give a rearguard ability like this to Ney, 'bravest of the brave', but Bagration could have it too.


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RE: Unit Traits/Abilities in CoG2 - 8/22/2007 2:00:59 AM   
Russian Guard


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quote:

ORIGINAL: ericbabe

If we do add special abilities, I think it might be neat if units would have a chance to earn them by doing the thing that the special ability gives bonuses to, so, for instance, every time a unit makes a charge it might have a 1% chance to get the "Chargers" ability.

I wanted to give a rearguard ability like this to Ney, 'bravest of the brave', but Bagration could have it too.



"Earning" them - cool idea - and yes, Ney even more so than Bagration.

edit for spelling


< Message edited by Russian Guard -- 8/22/2007 2:01:57 AM >

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RE: Unit Traits/Abilities in CoG2 - 8/24/2007 3:20:41 PM   
Ironclad

 

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Another option (see upgrade proposals in the events thread) would be to have an upgrade which would allow a nation access to a particular attribute that could then be purchased for its units. If there was an enhanced version of the attribute - this could be linked to a second stage upgrade that would replace the first after the player met a qualifying requirement eg x number of units in the nation's forces equipped (by purchase) with that particular attribute and after a specified period of game time had elapsed.

For example, a reconnaissance 1 upgrade permits the scout attribute to be purchased for light infantry, light cavalry and irregular cavalry. After it is purchased for 10 units and after one year of game time has elapsed, the reconnaissance 2 upgrade automatically replaces the reconnaissance 1 upgrade for the nation concerned, this then allows that player to purchase a scout 2 attribute for its relevant units.

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