I don't think you realize this when talking about these units, but most of those roles are assimilated into other units in the game(the smallest unit size in the game is a brigade, and that is for armored cars... The next biggest thing is a regiment). Spotter planes are just interceptors without machine guns, so they are not very cheap except that you don't need many planes... Machine guns are already incorporated into regular infantry(hence the higher defense vs attack). Patrol boats are an interesting concept, but are kinda already filled in by destroyers, and due to the size of it could easily have them already included.DecendedDemon wrote:
idea 3 some new units idea1 machine gun crew (dont think i have to explain what that is, its a anti infantry unit, now i know light tanks serf that role too but that doesnt apply in cities
2 spotter very cheap to produce, non combantant but has amazing viewing range, similar to a sub its not spotted to most units untill you run into it
3 patrol boat, naval unit moves very fast is cheap to produce and has good viewing range, can target ships if so choosen but does littile damage and loses 5 times over to any other ship, however its fast movement speed does give the advantage it can quickly reach enemy troops trying to land, and they cant fight back is the only viable target, so its a spotter for enemy ships but also provided they are unescorted a anti landing vessel
a few ideas i have
ok so i have a few ideas,
1 anti air radius, ok so you know how anti air doesnt do anything to air unless its specificly targetted or the planes is one patrol but doesnt do anything to planes passing over them, like actual Anti air would actually, so i propose a sort of targeting range (which expands as you level it up) starting at 30 miles of range while being 90 miles once maxed out, the idea came to me as somebody flew his 11 intereptors care free to my bombers hanging above my city with 9 AA and i went,"Thats nonsense!" it also isnt really a nerf to people that dominate their army with air, it just adds a biit of depth to using air as you cant carelessly go and bomb somebodies tanks if you arnt sure you wont be passing over enemy AA on the
2 defence modules, the idea is pretty simple, for every level of fortifactions you build, you can build a "defence module"
these are fortifactions that function as troops that cant be moved and cost steel for upkeep (not much tho) thus even when you dont have any troops the city still somewhat fights back, (1 miliia isnt gonne take your city) defence modules are affected by the damage reduction a upgraded fort yields,
example for defence modules:
1 pillbox/bunker (anti infantry) stats: hitpoint 40 Vs infantry: 6 vs armor:1.5 vs air 0.4 vs ship 0
2 Artillery camp (anti tank) stats: hp 30 vs infantry 2.5 vs armor 7 vs air 0.2 vs ship 0
3 flak cannon stats: hp 25 vs infantry 0.5 vs armor 0.2 vs air 6
Coastel cannon (can only be made on regions hugging the sea) is able to blast ships to the moon how ever because is its power it will take 2 slots for modules
stats: hit 130 vs infantry: 3 vs armor 5 vs air 0 vs ships 23
idea 3 some new units idea
1 machine gun crew (dont think i have to explain what that is, its a anti infantry unit, now i know light tanks serf that role too but that doesnt apply in cities
2 spotter very cheap to produce, non combantant but has amazing viewing range, similar to a sub its not spotted to most units untill you run into it
3 patrol boat, naval unit moves very fast is cheap to produce and has good viewing range, can target ships if so choosen but does littile damage and loses 5 times over to any other ship, however its fast movement speed does give the advantage it can quickly reach enemy troops trying to land, and they cant fight back is the only viable target, so its a spotter for enemy ships but also provided they are unescorted a anti landing vessel
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what do you think about my other ideas? i personally think the AI radius would actually make sense as actual AA would also fire om planes passing over them even if they arnt the target
I have 2 ideas that I think would improve CoW.
1. I would like to have a military units list, like the province list that opens from the right tab.
If I knew how many of each units I have, then I could better choose which research I want to complete next.
The units list might also tell me where each unit is, as surely every military HQ knows where their assets are and are going to!
2. I would like to have an air transport unit than can transport 1 infantry unit quickly from 1 airfield to another airfield.
I would find this beneficial to move 1 commando unit or regular infantry unit quickly from one side of Europe to the other side. This would add one more type of air units and periodic research updates.
Frequently requested, still waiting.IgnisFatuus69 wrote:
I would like to have a military units list, like the province list that opens from the right tab.
Other useful tools for warfighters:
Scales on the maps.
Mensuration tools.
Most AA used was light AA (20- and 40-mm calibre); only very few was heavy AA (like the famous German 88mm). Light AA would only be effective to a very limited altitude, so if planes wanted to avoid it, all they needed to do was keep their altitude high enough. This wasn't possible for many planes when actually performing an air mission (like bombing a target), but when flying TO a mission (or returning), planes would keep up to their maximum altitude and be untouchable for all light AA.
ohh ok that makes sense actually, then i change my suggestion to adding "heavy Flak AA" that is of course more expensive does a bit more damage but its most helpfull feature being having a "target radius" as i mentioned before xD
The defence modules do it for me, I would have not lost many cities if they had those, and also the sea defences sound ideal too ![]()
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