Hans A. Pils wrote:
My feedback after reading the news articles and this cosy thread (missed the event signup timeframe
EXCELLENT:
* Units not upgrading automatically after new level is researched. This is both realistic and stops the need to hyperfocus on few units as in Current-CoW (which inhibits Current-CoW from reaching its full potential in terms of strategic diversity and - again - realism).
However, since additionally a progression in production costs, upkeep costs, production times and facility requirements was added, this positive effect is somewhat blurred. But basically it's a very good change.
Don't forget, that manuell upgrade will be implemented next test run.
Bad thing, upkeep for high level units is same, like for lowlevel units.
* Rockets can also damage own units and no longer ignore fortresses. Finally!
However, it would still be better if you additionally reduce the damage they can do to units and instead increase their usability as strategic weapon (increase damage they do to morale of target province; decrease upkeep and research costs).
Don't forget rockets are now mostly specializided for building damage and not for unit destroying.
* Fortresses no longer giving a morale bonus. Finally!
dont think that is exellent. It is ok, or even pity about it.
GOOD:
* Commandos having stealth ability instead of being a strong frontline unit. I proposed that several times, so of course you get my thumbs up for it. Also giving AC level 3 and fighter the ability to reveal them is - in spite of not being 100% realistic - a good addition (sidenote: I hope AC, fighters and mot. infantry level 3 now don't reveal subs as well? That would be bad)!
However whenever I uttered the thought of giving Commandos stealth ability, I always added they may then no longer be able to conquer provinces (but should be able to damage unguarded buildings). That this wasn't implemented might be critical.
And what does "ignore defence bonus" mean? The homeland def bonus or fortress def bonus or both?
both. that's why they get so "weak" fight stats. they would be overpowered with stats weaker then infantry.
* Commandos and paratroopers moved to infantry tech tree.
+
* The new interpretation of rare materials as a resource required by all units and by planes some more. Appreciate that.
++
BAD:
* Almost only urban provinces giving resources: As Chimere already said - neither realistic, nor good for gameplay, nor for strategy.
It is not realisitc, but it had to be changed because of huge amount ofnew buildings. So you have less provinces, where you need to build up. You can save ressources. And cumulated ressource in cities has better roi (return of investments) then distibuted on every province or even on.
It is good for strategy. Player have a choice defend whole country or only few core cities. Player have a choice, attack enemy and annex whole country, or cumulate attack on single core city and weak enemy as much, he is not danger any more. Single core city lost, mean 75% ressources of one kind are gone.
Production is stopped, or enemy forced change productionsline, change weapons. Or using market.
Or, did i said using marcet? Embargoes from AI are now more important. "right" art of war is now more important.
* Nuclear ships gone because of "role conflicts" and not fitting into the CoW timeframe: Sad to see them go. I really liked them.
I miss them, but it is ok. And they were really not from timeline CoW used to be.
* Each building having only one purpose. Pontus is right this decreases strategic depth in build decisions. It's OK you introduced production facilities for a single unit type. But these should come only as an addition to already existing industry. Industry and infrastructure must still serve both economic/civil and military purposes!
* Upkeep costs of buildings removed.
Since we have so much new buildings, it was only way to keep game playeble. It is good change.
* Morale malus from being at war removed + distance to capital malus increased + province upkeep costs removed. I strongly vote against these changes.
Yes. It is terrible change. It done for impatient new players. But it is ok. If we get more new players because of this changes.
* Reduction of melee battle tick to 30 minutes. Players who don't like the slow pace of classical CoW rounds already have speed rounds. This change only brings currently good relations out of whack.
Yes. It is terrible change. It done for impatient new players. But it is ok. If we get more new players because of this changes.
* The new interpretation of manpower as workforce instead of men that can act as soldiers. I like that better in Current-CoW. So I propose to remove the manpower costs for buildings and research.
No. It is good change and realisitic one.
* Morale bonus from unit production facilities. No need to comment on that.
Since moralbonus is so low for each level, and since moral penalties for distance from capitol a little bit high, it was necessary. It is good change also in look at new buildings and new moral penalties
And it is realistic: new factory, new jobs, less unempoyed.
* SBDE changed to 100% for stacks of <= 10 units of any type. Is no downturn to SBDE rules in Current-CoW, but still the wrong direction. I'll elaborate on this in my next post.
It is bad, but it is ok, since huge ammount of units has high defensive stats.
And new SBDE is broken, it is announced for 10 units and cap by 20, no. It is broken. Even 25 units same kind in 40 units stack has efficience 100%. Really weird. But it wiil be fixed to announced 10/20. Or even completly new SBDE with middle stats of old and new version.
NO GO(!!!
* All changes to unit attack/def values and hit points (there is practically nothing wrong with these in Current-CoW!!), progression in unit costs, production times and production facility requirements for higher research levels:
You are so wrong. It is one of best changes. It force players take care on attack. It open more facilities for diferent strategies.
All of that is completely unrealistic. This turns our beloved CoW into a fantasy game and we all know it can't compete with other fantasy games on the market.
And again: completly wrong. You misunderstood, what research and replaceing with new troops mean.
It mean new generation of troops, new training methodes, new formations, new weapons, new equipements, new taktiks. Even new personal morality of single soldier.
Generation of infantry 1932 are recruits while economic crisis, that were unemplyed, unskilled, uneducated rabble, with old weapons and low moral.
Infantry of 1942 is have already better firearms, better equipements, better fight moral.
Last generation is already almoast origin of modern infantry. And full indocrinated. Highest readyness to fight enemies. Best equipement, better aids, better support.
It is very realistic.
You can't fix this with balancing changes in 2nd test iteration - if you do them right,
There is nothing to fix. Only reballancing some units. (seatransports any way)
We don't want to play "Rock/paper/scissors online", but a WW2 strategy game.
No discussions on this point. Either revert that in the CoW 1.5 branch, or drop 1.5 completely.
It is your dicision, what to play. But believe me, you did not understand CoW 2015, nor Cow 2019 (really bad one), neither CoW version 1.5