nice, now people can roleplay operation overlord. lol
i would ;D
I noticed that battleships are quite powerful in this game, perhaps this could make it a little more challenging to bombard coasts belonging to other players.
As previously proposed on Supremacy1914, this game needs Coastal Defences.
Even more so with every province having a entry way coming from the Sea.
Coastal defences should do the following:
could provide
Now it can take days to build Factories and ultimately set up artillery - even for players joining in Late.
This idea is based off of basic WW2 coastal defences idea, such as the Atlantic wall, and Channel Islands defences.
Here are some rough examples of image(s) of a Coastal forts for Call of War :





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nice, now people can roleplay operation overlord. lol
i would ;D
I noticed that battleships are quite powerful in this game, perhaps this could make it a little more challenging to bombard coasts belonging to other players.
This is the best that ever came out of a Call of War Forum Thread...Bionoman wrote:
IkrFenrir Ragnarok wrote:
This is the best that ever came out of a Call of War Forum Thread...Bionoman wrote:
*innocent bump* 
I think the anti ship idea is great, but a coastal defence building? This game is great for how simple it is, adding something that is confusing. landing forces? Convoys? That would ruin this game! Coastal defenses are realistic, but this kind of realism should not be a driving force.
What is needed is a railway gun and artillery buff. All Arty right now has a .3 ship attack and 5 health, and the weakest ship(convoy) has 5 health (17 hits to kill?), so the only way to really beat a ship is with a ship. If the unit in the convoy is an infantry(15 hp on land) one .3 hit will do almost 1 hp damage to that infantry once it lands, in other words, nothing.
Battleships should have power over arty, but not this much. The problem with increasing the anti ship damage of arty is that it will become unfair to convoys as the damage becomes reasonable. To navigate this problem and keep the game simple, I think boosting arty to above .5 but less than 1.5 damage is fair, and gives arty a good anti-convoy position. . This way arty can play a role in fighting naval landings, and can give some counter battery fire.
Rail guns are naval guns on a rail car, and so would do more damage. their expensiveness, slow speed and long build and research times will allow for this to be a fair weapon. Still no match for ships, this gun should do something like 4 or 5 damage, to completely decimate naval landings and force ships to engage the batteries.
I can see railway guns being used in places like Gibraltar with submarines or something
You may already use the existing fortifications for such purposes.Chickenus wrote:
I think the anti ship idea is great, but a coastal defence building?
Existing ground units may already be used for amphibious assaults.Chickenus wrote:
landing forces?
Already exist: ground units traveling by sea may already be combined with all existing naval units in a single stack for protection.Chickenus wrote:
Convoys?
Are you disabled? that post makes no sense what so ever? I cannot tell whether you think I want those thing are are you justifying them?
I say the things as they are what F. Marion said, and I disagree with them, as well as this idea for a separate unit/building solely for coastal defence?
Generally, making a statement that you believe another poster is disabled is considered inappropriate behavior.
MontanaBB has provided many a thoughtful and concise comment to these forums. I would give the benefit of the doubt if you are unsure of what he has said.
In regards to your reply to my proposal above, I do agree that these proposals will complicate a simple game.
I can assure you that I am sensitive to games getting complex. MontanaBB, myself and a few others spent our early gaming years playing games that make this one simple. A game is not complex until it starts looking like this one:
War in the Pacific, First Edition SPI
Having the computer keep track of whether or not your amphibious landing craft have made it back to a safe harbor is not complex. Having the computer keep track of whether or not your fortifications effect a beach landing is not complex. Having the computer calculate and track the supply status of your units is not complex. Doing all of that by hand is complex.
If you are looking for simple play-ability these proposals might seem scary. Then again, if your goal is to play simple games, I recommend checkers or tic-tac-toe.
Pardon me, but I like Streamlined games that dont smell like Total war. Instead of "realisming" up Call of War, why don't you play some other game? With this new update, a coastal defence is going to be a fort with a arty in it, how it should be, not some confusing new building or unit (i dont even know which) which fills only a niche roll.
Actually, if you had read the proposal, it added no new buildings or units.Chickenus wrote:
Pardon me, but I like Streamlined games that dont smell like Total war. Instead of "realisming" up Call of War, why don't you play some other game? With this new update, a coastal defence is going to be a fort with a arty in it, how it should be, not some confusing new building or unit (i dont even know which) which fills only a niche roll.
It allowed fortifications in a coastal province to be effective at the sea / land boundary.
That effectiveness was dependent on level of fortification.
This created the opportunity for a player to defend against an amphibious invasion, at the beach, instead of the current format of allowing the invading forces to land, arrange in parade formation, have tea, write letters home and then march off to the province center where the defenders were chilling in the fortification.
If this level of realism disturbs you, I suggest war gaming might be too much of a "trigger" for you. Perhaps "Chutes and Ladders" or "Candyland" would be less disturbing?
Which was my point above; that existing buildings, units and tactics could already be used to accomplish what was being requested. But you can't teach reading comprehension.F. Marion wrote:
Actually, if you had read the proposal, it added no new buildings or units.
"He said I was ugly and I couldn't read good!" - Dave Chappelle
If this is added into the game, I would ask if it could be a game creation choice, because I think it may be too in depth for some. And I assume it would be best for smaller games with 10 players or less.
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