If you lose one of your urban provinces in the early game in CoW 1.0 the same would happen, because also in CoW 1.0 you start with Industrial Complexes only in urban provinces. You often won't have the resources or the time to build a new fifth IC in a rural province for a counter attack. So I would say in both versions it is equally as difficult to come back from that situation, though it is possible. In 1.5 you will also always start with 5 urbans (some maps need to be reworked then).Tasmine wrote:
If freezy really want to import this feature. I'd want to ask you how defender against invaders if one of your urban province being occupied. If both sides has 4 urban area at the begining. You now only 3 provinces can produce units while enemy has 5. And if invaders occupy your rural provinces. You have try to take it back without losing other urban province at the time. It will become an advantage of map side because you only need to focus one direction to other nation. How about the centre of nations? Go to hell?What's the balance idea of yours? I really want to hear about that. Maybe this is the only way to make us accepted.
Ok maybe I was still not clear enough in that post. What I meant is that of the players currently being active in CoW you can imagine that ~half of them registered via smartphone to the game. So we already have a vast number of players exclusively playing CoW on the smartphone, and in terms of revenue and retention the mobile version is already equally important as the Desktop version. Of course there are also still alot of players only playing on Desktop, and also alot who play both versions.Hans A. Pils wrote:
That's clear. Of course the option to give orders with your smartphone whenever you want and wherever you are is very handy. It gives a huge advantage, so naturally almost all players make use of it. But that doesn't mean that it's very important that concepts have to be easily understandable on both platforms. CoW for the majority of players has always worked in a way that the desktop version is where you get your understanding of game concepts and mechanics (and also where you enjoy the game), whereas mobile you only use to give orders during the times you cannot play on a PC.I'm very sad to see that with 1.5 you're about to let game designs be dictated by the limited feasibilities that smartphones offer and thus let them be dictated by a (so far) minority - by those players who exclusively use smartphones. Sure: By dumbing down the game you'll be attracting more of such players. But it's still very sad, because so many dumb games for mobile already exist, whereas CoW1.0 is strategically challenging and realistic... or in one word great. And with units no longer upgrading automatically it can even be perfectioned in both these respects - if you had that goal.
In the News article on the interview with freezy it's said it was being tried to find a compromise between strategic depth + realism and gameplay. I don't see any compromise in 1.5 so far. There is a small number of changes that doesn't harm either one or the other and is objectively good (primarily units not upgrading automatically any more). But all others only serve to make the game easier to handle overall and easier visualizable on smartphones (in --> this post <-- I list a lot of them), while at the same time degrading strategic profoundness or realism or both. That cannot be called a compromise. It will make the game very unattractive for the current majority of players, who at least sometimes use a PC. Only exclusive smartphone users benefit.
That interview also refered to what we want to change in the upcoming versions of 1.5. So even if you did not see much compromise yet, we want to make more compromises in the next versions. One example will be the balancing in the next event.
Nice suggestion. We actually still have it on our plan to deepen the combat system itself while at the same time making it easier to understand, and to implement more combat features. Synergies like this could be one of such features. There are other ideas, too. We will certainly discuss these possibilities.Hans A. Pils wrote:
That's so very true. Infantry had no means to harm tanks, in particular medium or heavy tanks, unless getting very close and not only facing their front-sides. Which was impossible to achieve as long as there was opposing infantry escorting the tanks. For example carrying explosives and attaching them to a tank was suicide if there were a few men of the enemy next to the tank with guns in their hands. Even with bazookas you needed to get very close and ideally to the side or rear of a heavily armoured vehicle to have a reasonable chance to damage it.OneNutSquirrel wrote:
A few advancing tanks, as tough as they were, could easily be taken out by infantry if the tanks just attempted to punch through the infantry lines with no regard to infantry carrying explosives and anti tank hand weapons flanking them. While the same few tanks were greatly more efficient with infantry support and acted as moving steel walls for the infantry advance so they couldn't get flanked, and the infantry had protection for the advance.So now my suggestion that would make me live with SBDE per total stack size happily:
* Militia, regular infantry, paratroopers, motorized and mechanized infantry get a new characteristic "provides infantry support".
* All heavy armour get a new characteristic "requires infantry support".
* Militia, regular infantry, paratroopers, motorized infantry and Commandos get a new bonus +100% damage to heavy armour with "insufficient infantry support". Which would be defined as more units requiring infantry support than units providing infantry support in the stack.
Displaying a stack with insuffient infantry support could look like this (I bet you're able to design a way more beautiful icon and write a better text
Assumption I made in the above is that the basic damage that militia, regular infantry, paratroopers and motorized infantry does to light armour is less than they do to unarmoured targets and the basic damage they do heavy armour again only 50% of the damage to light armour. Which would result in heavy armour being able to easily overrun infantry, unless having insufficient infantry support.
Which would not only be fully realistic, but also give infantry a sense... a special power which it so far is lacking in CoW. And we would for example see some players build both tanks AND motorized or mechanized infantry in order to use tanks without insufficient infantry support and without slowing them down as the other infantry units would do. Which would be a nice strategical option and - again - very realistic.
We agree that certain features or info is still lacking especially in the mobile version and its also still on our plan to implement that missing stuff.EZ Dolittle wrote:
I do not know if that sort of adjustment (infantry support) is a priority concern at the grand tactical level of this game.I would not direct scarce design program time to it.
A much higher priority would be first to make the mobile and the computer version identical in features where currently there are significant differences between them.
But if you only have stacks of Tanks and maybe SPAA, one could counter that with Anti tank weapons. And in turn you can counter that with Infantry for example, which the other could counter with certain light armored vehicles, which can then be countered again with heavy armored vehicles and so on. I think we still have enough possibilities to have such counter circles that are still realistic enough. And if they exist, players are naturally forced to produce more than one unit type, and also to mix more than one type together to be safe.Hans A. Pils wrote:
See it this way: If nothing like either the "infantry support" feature or SBDE-per-unit-type is added to CoW1.5, then we'll end up with pure tanks (or tanks+SPAA) stacks steamrolling thoughtlessly over the board. And nobody who's looking for a strategic or tactical challenge or for a game with WW2 feeling can want that.
Yes if your enemy only has tank destroyers in one stack, you could counter that best with a stack of infantry. Nothing wrong with that and not a flaw in game design imo. But if your enemy decides to mix those tank destroyers with inf or light vehicles together for example, you are as well forced to mix your stack with the according counters. It is all in the hands of the players and how they want to mix their stacks, forcing others to mix accordingly as well.Hans A. Pils wrote:
If you have tanks and your enemy has tank destroyers, that would in CoW1.5 make you build a mere infantry stack next to your tanks stack (and then send the infantry stack against the tank destroyers). It still wouldn't make you mix your tanks with infantry in the same stack - which was an essential element in WW2 tactics... as you yourself and I already described.CoW1.5 with its SBDE-per-total-stack-size system promotes stacks containing very few different unit types. And I'm sure that nobody except for Bytro (for reasons that totally evade me) can want that.
You are right that both versions of limitations can still be avoided pretty easily in the current combat engine. Earlier in this post I mentioned that we still want to overhaul combat itself at some point. It is still not decided how, but one idea could be to have combat zones on the map, and then the army limits could be per combat zone.OneNutSquirrel wrote:
Yes.Hans A. Pils wrote:
I see it's your hobby to just criticize what other people write, no matter what. But in this topic, I'm on your side. So it makes no sense you criticize the options I describe for how it can be realized what we both want. You contradict yourself.That's how BETTER ideas are born.
Sometimes the criticism shuts that "idea" right down, and shows that it could never work past the glaring flaws. At other times, the criticism inspires reworking, adjusting and turns a mediocre idea into a decent one, then smarter people then me can make it into a great idea. The fact that there are 4 or 5 people "fine tuning" this one from different sides is a good thing.
-------Not to Digress
One thing to consider... SBDE (STATE Based Damage Efficiency) is a very misleading name.... Should rightly be STACK Based Damage Efficiency.
I could have 50 stacks of Artillery x 8 units, in a Province and firing at one target, all doing 100% of their damage without penalty. SBDE ONLY affected combat units that fought on CONTACT, not ranged or air. For it to have any meaningful impact on the game, any new limitations on number of troops in a combat zone would have to consider weather these limits are arbitrarily on Stacks or Provinces.
Results
STACK-BDE - Limit of 10 units per stack or X number of a Class of units per stack are only penalty to the Defender. Attacker can put 10 Stacks of Air units(5/5), 10 stacks of Naval units (3/3) to bombard, and 100 stacks or Artillery (
(Doesn't matter if it's Limitations on Unit Classes in a stack or total number of units in the stack, effects are the same) on same target without suffering any penalty while the Defender is handicapped from the start.
STATE-BDE - Only X Number of units in a Province fight at 100%.. All others suffer penalty.



(Doesn't matter if it's Limitations on Unit Classes in a stack or total number of units in the stack, effects are the same) on same target without suffering any penalty while the Defender is handicapped from the start.
. Unfortunately the russians forgot this lesson when they went down to Grozny. Their armour was slaughtered in the streets by infantry firing from upper floors or even basement windows.
. It is probably obvious that he does like something if we do drop the sarcasm here. But one question for other players maybe what parts of the game do you think needs the most improvement or implementation?