I'm kind of confused by this. Was this made a long time ago as a unit suggestion, or is it an improvement? Because paratroopers already exist, but with different stats.bigboss_ironfist wrote:
PARATROOPER;Requirements; Barracks lvl. II
Airbase lvl. I
Infantry lvl. III
Can only land on visible terrain,
Load time, 30 - 60 minutes,
Range, 400 - 600 km
On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,
Cannot land on occupied ground
Just as I said, Units & Doctrines.
By now we should have noticed the introduction of COW 1.5, this includes unit differentiation and separate doctrines.
When it comes to the COW strategy gaming this sort of implementation should of been introduced a lot earlier, also that the espionage strategy needs more optimisations... COW needs more units and options,
we've said it...we will get it...
I have already put through how units should be implemented early 2019....These format types are viable and will work on any COW map. There is no need for a big debacle of the paratrooper useless unit here...it is just another condition of gamepley.
PLEASE READ...
Here is a list, of what I believe should be a introduced to alternative COW rounds.
Please fell free to leave any feedback.
MARINE:
Requirements; Barracks lvl. II,
Naval Yards lvl. I
Infantry lvl. III
Strength: 6 on any terrain except mountains (-25%)
Increased speed on coastal cities and water
PARATROOPER;
Requirements; Barracks lvl. II
Airbase lvl. I
Infantry lvl. III
Can only land on visible terrain,
Load time, 30 - 60 minutes,
Range, 400 - 600 km
On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,
Cannot land on occupied ground
GUARD;
Requirements; Infantry lvl. I & militia lvl. I
Strength at 2.0 capacity
Can only be stationed in cities
Decreased morale loss to the city stationed
% increase to counter spies/espionage
Only defends
RANGER UNIT:
Requirements; Requires motorized infantry lvl. II
% strength increase in forests, jungles, hills
% increase in health healing
STEALTH BOMBER; (1945 - 1954 era)
Requirements; tactical bomber lvl. VI
Ignores radar
RADAR BASE
Requirements; Research &
lvl. I Airbase
Decreases fog of war where built, can boost infantry morale at +%10
CAPITAL WORKS;
Attributes; lvl. I increase wealth 10%
lvl. II increase wealth 10%
lvl. III increase wealth 10%
Can only be built in capital city
HOSPITAL;
Attributes; Increased morale & healing
Population growth
GROUP I; ALLIED TYPE
Infantry; Increased HP, Marine unit
Increased HP motorized infantry
Decreased cost artillery
Faster production time, fighter wing
Armour; Increased HP, heavy tank
Increase HP, mobile artillery
Naval; Increased HP, Destroyer
Increased HP, Carrier
Air; Increased HP, strategic bomber
Special; Faster research time strategic bomber & radar.
GROUP II; AXIS TYPE
Infantry & anti air; Increased HP
Faster production time for infantry
Increased HP, paratrooper
Armour; Increased HP, light tank
Increased HP, armoured car
Naval; Increased HP, submarine
Increase HP, cruiser
Air; Increase HP, tac bombers
Increase HP, rocket fighter
Special; Increase HP, rail gun
Decrease cost, missile
GROUP III; SOVIET TYPE
Infantry; Faster time militia production
Increase HP, artillery
Decrease cost commando
Armour; Increase HP, medium tank
Increase HP. mobile anti air
Naval; Increase HP, Nuclear submarine
Air; Reduced research time, fighter wing
Special; Increased capacity for espionage (upgrade spies)
Reduced cost, atomic research & nuclear power research
GROUP IV; EASTERN TYPE
Infantry; Increased HP, infantry
Increased HP, anti armour
Increase HP, guard
Armour; Increase HP, light tank
Increase HP, tank destroyer
Naval; Faster production time, submarine
Increase HP, Battleship
Air; Decreased cost, fighter wing
Increase HP, Naval bomber
Faster research time, jet fighter
I hope that these ideas help to make resonate alternative formats for COW.
https://www.youtube.com/watch?v=l1Qy62Mp4wk
6 Replies
population growth? there is not population system in provinces
also stealth bombers in ww2?
Population I'm guessing as in manpower.
I would love to see a field hospital and radar added into the game. Would make things interesting.
As for the doctrine changes, I believe that some should be changed due to a historical perspective. (game balance is a whole nother story though)
I believe that the Allied HP increase for heavy tanks doesn't belong as the US never really sent out heavy tanks to the front lines outside of the M4A3E2. I suppose it may be because of the Churchill's but then the Axis doctrine deserves it more.
The Axis doctrine should also have added damage buffs to the AA and added HP bonuses to Mechanized infantry.
The Allied and Comintern doctrines should also have a decrease in tank build time due the standardization of Shermans and T-34s. The Axis should also receive a increase in tank (mostly the heavy tanks) build time due to the constant changes made due to the complexity of each machine.
The Pan-Asian doctrine shouldn't have a light tank HP buff as by the time the Allies arrived in the Pacific, the Japanese tanks were vastly outgunned and out armored by their counterparts. I agree with the infantry HP buff due to the tenacity of the Japanese soldier
And IIRC, the nuclear ships are getting removed in 1.5
Sorry for the disorganized list, I kinda rushed through it. May fix it in the future. Great ideas though!
DoctorDR1 wrote:
I'm kind of confused by this. Was this made a long time ago as a unit suggestion, or is it an improvement? Because paratroopers already exist, but with different stats.bigboss_ironfist wrote:
PARATROOPER;Requirements; Barracks lvl. II
Airbase lvl. I
Infantry lvl. III
Can only land on visible terrain,
Load time, 30 - 60 minutes,
Range, 400 - 600 km
On enemy ground landing strength; -25% mountains, -50% City, +%25 hills/forest/jungles,
Cannot land on occupied ground
This was made a long time ago...COW needs more units, I have supplied appropriate feedback. Good Day.
https://www.youtube.com/watch?v=l1Qy62Mp4wk
I don’t think hospitals should make population growth...If you haven’t noticed, population consumes food in CoW, so if hospitals make more people, then do you mean manpower growth, or do you mean opulation growth? Manpower growth is good, and population growth is bad in CoW.bigboss_ironfist wrote:
HOSPITAL;Attributes; Increased morale & healing
Population Growth
RiverWolf74 wrote:
I don’t think hospitals should make population growth...If you haven’t noticed, population consumes food in CoW, so if hospitals make more people, then do you mean manpower growth, or do you mean opulation growth? Manpower growth is good, and population growth is bad in CoW.bigboss_ironfist wrote:
HOSPITAL;Attributes; Increased morale & healing
Population Growth
Good point Riverwolf74;
It is that hospital systems will sustain population growth, they keep people within the confines of city limits, so as to receive health benefits appropriate. This means that if a nations economy is positive and that logistics in supply & demand is adequately balanced, ie. logarithmic scale, then population trend can be upwards and without the burdensome cost. People will be repaired whom are useful resources to statecraft(s).
The answer is yes, hospitals maintain and increase population standards, however burdensome the bureaucratic infrastructure becomes.
https://www.youtube.com/watch?v=l1Qy62Mp4wk
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