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Comprehensive Suggestion List

Hello everyone, and welcome to the Call of War unofficial Comprehensive Suggestion List.

The goal of this thread is to list everything that has been suggested on the forums, and categorize them based on what players want. For now, there will be a simple 3 category system, but in the future I may rank some items depending on how important they are, or the frequency of discussion.

Items in the "Positives" section have a general support from most players, and some are very likely to be added in the future. Items in the "Negatives" section have been discussed and have been found to be a feature that should not be added to Call of War. Items in the "Undecided" category have mixed reviews and probably need more discussion to determine whether the majority of players want them or not. So, without further ado...

List of Suggestions for Call of War:

Positive Reviews:

  • Aircraft no longer defending against ground troops when not moving on an airfield
  • Disbanding Units
  • Marines
  • Paratrooper (sorry Bill)
  • Trading technology
  • Larger amount of men per infantry unit
  • Pacific Map
  • Faroe islands
  • Tank Destroyers
  • Coastal Guns
  • Naval Bomber Buff
  • Railroad gun buff
  • Cancel all orders button
  • Radio operators
  • Breaking down buildings
  • Commando rebalance w/ stealth
  • Minelayers + sweeper ships
  • Cruiser variants
  • Corvettes/Patrol Boats
  • Escort ships
  • World Map
  • Kiel Canal
  • Group Conversations
  • Intelligence Station building
  • Ocean Zones (to incentivize island hopping)
  • Other Maps (America, Middle East, Asia, etc.)
  • Group Chat for nations
  • Healing buildings
  • Healing troops
  • Farms/food rebalancing
  • SAM (mix of bomber and fighter)
  • Dynamic view range in different terrain
  • Sort TRADE LIST provinces in alphabetical order
Negative Reviews:

  • Resource Sliders (like S1914)
  • Buffing Infantry
  • Less resource intake from building things (food, manpower, etc.)
  • Tanks/mech inf only using oil when moving
  • More specific types of bombers (subject to change)
  • Multiple ports
  • Old graphics
  • Police
  • Recruiting office
  • Non-core production penalty removal
  • Minimap
  • Super Weapons
  • play as small AI countries
  • Retreating
  • Renaming Provinces
Undecided:

  • Province detail page
  • Kicking active players for RP
  • Prize Wheel (like S1914)
  • Capturing planes
  • Music
  • Wonder Weapons
  • Supply line logistics
  • Different Monetization features
  • Tank destroying aircraft
  • Faster railroads
  • Bunkers
  • Limit on Nukes/Reactors
  • Naming Regiments
  • Province View
  • Weather
  • Encirclement debuffing troops/province
  • Medals for First/Second/Third
  • Choosing where to place airfields within provinces
  • Rivers
  • Gold-free games
  • Gold limits
  • Radar
  • Deconstruction

I'm sure there's plenty of things that I've missed here, so feel free to include any suggestions I may have missed.

689 Replies

Can we get more infantry unit variety? bazooka units (good against armor attacking and defending but defending is slightly better), marine units (marines disembark and embark time cut in half and have a slightly better over all stats than regular infantry), paratrooper units (can be dropped using a transporter aircraft would need a new air unit also along with paratrooper unit), sniper units (good against infantry attacking defending long range). Then add a transporter aircraft that could fit 5 paratroopers at a time and upgrade just increases defense against air units and makes it a longer fly range.

Rage wrote:

Can we get more infantry unit variety? bazooka units (good against armor attacking and defending but defending is slightly better), marine units (marines disembark and embark time cut in half and have a slightly better over all stats than regular infantry), paratrooper units (can be dropped using a transporter aircraft would need a new air unit also along with paratrooper unit), sniper units (good against infantry attacking defending long range). Then add a transporter aircraft that could fit 5 paratroopers at a time and upgrade just increases defense against air units and makes it a longer fly range.
3/4 have been suggested to a degree already, for the people who already have a good foundation on them, it'd be best to simply add to what is already existing
"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

Rage wrote:

Can we get more infantry unit variety? bazooka units (good against armor attacking and defending but defending is slightly better), marine units (marines disembark and embark time cut in half and have a slightly better over all stats than regular infantry), paratrooper units (can be dropped using a transporter aircraft would need a new air unit also along with paratrooper unit), sniper units (good against infantry attacking defending long range). Then add a transporter aircraft that could fit 5 paratroopers at a time and upgrade just increases defense against air units and makes it a longer fly range.
Agree with all of your suggestions except snipers.
The past is a foreign country.

I think there should be another upgrade for motorised infantery implemented. The latest changes to the resource distribution on the 100-player map opens up using infantery. Mechanised infantery has armored armor class. Not infantery armor class as every other infantery unit has. The tank destroyer has joined and this thing is a beast, but lacks a bit of speed (thank god). It's defence values can stop armored units and infantery units. Only bombers and artillery can handle this thing. Protection from bombers is easily accomplished, against artillery is a little harder, but havng artillery means adding lots of units to your artillery (5 hp or 10 hp only) for protection, or the tank destroyer (30 hp) will just attack and kill it, epecially if it has some tank supports, or bombers, or anything else.

I feel that giving the motorised infantry 1 more upgrade will make it an interesting lategame unit that can be a possible alternative for mechanised infantery. It will also be the only unit belonging to the infantery armor class that will be usable lategame. It won't have the speed and damage values as the mechinsed infanery unit, but maybe it can get a nice damage increas at lvl 6 and also have +5 hitpoints and it will be a usefull addition to your army if fights vs enemies with a lot of anti-tank units and help you to take cities. Belonging to the infantery class and not armored class it will be more vulnerable to most units that are in this game anyway, so giving it another 5hp is a must if we want this unit to be used lategame.

As Bytro continues to add more units to this game, and thus giving us more research options, I think that at a certain moment it should be reconsidered to open up the discussion about a third research slot, so players can use more different units and try more different strategies. The third research slot should not be available in the beginning of the game. This will only lead to confusion in 95% of the community and they will spend to many reasources in (unnessecairy) upgrades that they had better spend on economy. I think like day 30 for the worldmap is a good moment. Allowing a third research slot allows players to devellop 2-3 more research lines. I think this will benefit naval warfare a lot and make the researches in the special tab more used.

I have a few (in fact i have a heap) of suggestions for later updates or sequels ive been meaning to post for a while, so i thought id put down a few.

I have to say great job to the creators first, I've been waiting for this game for a long while, almost like a TW campaign in multiplayer format. Awesome, if somewhat life draining.

1. Id like to suggest a more comprehensive characters system. I.E. id LOVE to see characters like diplomats, spys, assassins, generals, admirals and country leaders brought onto the main map. It could make the diplomacy and espionage part of the game soooo cool. You could also then add them into the tech tree. Players would have to send diplomats all around the world and set up embassies before communicating and starting alliances and assassins could be sent to stop them. Players could set up massive spy rings in order to find out who knows who and would have to set up counterspy networks, it would also open up the need to set up check points in strategic locations and loads of other possible buildings as well. You could have generals with your main stacks adding buffers to your troops, even having a traits system within them would be wild. Country leaders could be campaigning building national pride and moral, they cold become great generals or diplomats , But would also have to be well protected and kept safe from master assassins. All up this could add firstly a whole new dimension to the strategy and realism of the game and another level of micro management that could make those quiet periods between wars much more interesting.

2. How about a style of game play that is all about gold(you should like this). Make a style of game play where the winner takes a percentage of the gold spent in game. Ie you guys get 50% of the gold spent and the winner/s get the rest. This would mean that players would be encouraged to spend more gold knowing that they potentially would win it all and much more back. It would start fierce spending wars at times as players that have already spent gold will not want to lose it. It would also open up a challenge for real serious strategy gamers who don't like to spend to win, if you go into one of these games and win without spending gold you stand to win big. You could also set a gold buy in on these games, this could then lead to a gold spend limit, setting a more even play on the game. players with less gold would go into a cheaper buy in game and would be limited to a small amount per day, but a wealthier player or a player who has won more could choose to go into a higher priced game where the stakes are higher. Good players could start with nothing and build their way up through the buy ins. This style of game would create HUGE competition and basically open up a kind of betting on your own strategy ability, especially if you bought back gold... Worth MASSIVE $$$ to the creators this could be huge opening up many possible advances, making the pay to win scenario that people don't like into something very different. It would draw in huge amounts of players who are keen to try and make money themselves and make things way competitive.

3. Lastly a much more comprehensive tech tree could create a huge amount of diversity in countries strategies. By giving a much larger range of tech advances you open the way to greater country tech specialization. it also could make secret tech quite interesting, if you had a large range of tech specialty branches you could make it that you had to finish two or three branches to get a particular secret tech, similar to how you have the nuke tech set up. Also domestic tech involving manufacture and scientific research capabilities as well as population growth and moral boosters. Then diplomacy and spy tech, a player would have to research how to spy on communications or to disrupt manufacture or research, or to create a particular diplomatic relationship. Add this with the first suggestion i made and you could have countries nearly totally dedicated to espionage working alongside countries who are military focused, manufacture focused or scientifically focused. And a good solo player will work out their own balance of power and strategy.

I have many more ideas on how to improve this game, and much more detailed ideas within the three I've already outlined, I've spent years thinking about something like this being put together and really look forward to seeing it advance.

What about adding ballistic missile subs?

mallorian wrote:

What about adding ballistic missile subs?
ehhhh, latest thing I've seen in this game is the Leopard 1, which was 1965. I believe the ballistic missile subs came in 1969-1970? Bit too late for my tastes

Oops, just reread up on it, the timeline does indeed fit

"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

kitanga_nday wrote:

oceanhawk wrote:

kitanga_nday wrote:

O
I like your signature :) :thumbsup:

purplepizza117 wrote:

Me too!
Well thank you. like your signatures too :D Google "Infantry Attacks by Erwin Rommel" and you will learn a lot!
eehhh

guys I have been recomending this for a while

have done suggestions twice on it

take a look

it actually does fit into the timeline

nazis had V2s on their u-boats


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

oceanhawk wrote:

kitanga_nday wrote:

oceanhawk wrote:

kitanga_nday wrote:

O
I like your signature :) :thumbsup:

purplepizza117 wrote:

Me too!
Well thank you. like your signatures too :D Google "Infantry Attacks by Erwin Rommel" and you will learn a lot!
eehhh

guys I have been recomending this for a while

have done suggestions twice on it

take a look

it actually does fit into the timeline

nazis had V2s on their u-boats

yep, edited my message already
"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

Just a quick thought, Mine fields to add to your defensive bonus, once it's tripped, you have to rebuild it. Pill boxes for Infantry to use a temporary defensive structure, but once you initiate it, you have to build a fortification on the province and if one exists then you get like 12 hours or something like that. Also pill boxes and trenches to add to defense. Also would it be a possibility to bring down the unit cost for militia to 500? If it's supposed to be more a dense unit, then please make it more readily available for production instead of having the same unit cost for infantry.

A couple of small suggestions.

1. when you select a unit to march, a time appears so you know how long it will take that unit to get there before you tell it to start. Example...you want an infantry to march from point A to point B but don't know how long it will take. You select the unit and as you move the cross hair the approx. arrival time appears. I believe aircraft already has this.

2. It would be nice to be able to cancel a march after it has been ordered or at least stop the march at any point with a command.

For some future BytroLabs game theme: STEAMPUNK (think: Jules Verne, H.G.Wells, etc.)

Idea to address the "Gold Spammer" issues I have seen in a ton of games! I understand that Gold is essential for this games existence. A way to address this is to be able to create a game that does not allow any "in game" gold usage. In order to make this a viable option, to create/join this game, it would cost an upfront amount of gold. That amount of gold would be determined, enough to were it is worth it to Bytro to still host. Easy solution to a big problem.

Thoughts?

Can we get some anti navy land weapons? The only thing that can go against navy is navy units itself basically. Navy bombers too but they die easily since they are airplanes. Like what you guys did with the tank destroyer make something with good health like the tank destroyer and have it be good against navy and weak against infantry and air units. Something like an artillery unit that's main purpose it to attack navy ships and subs

iceman604 wrote:

Idea to address the "Gold Spammer" issues I have seen in a ton of games! I understand that Gold is essential for this games existence. A way to address this is to be able to create a game that does not allow any "in game" gold usage. In order to make this a viable option, to create/join this game, it would cost an upfront amount of gold. That amount of gold would be determined, enough to were it is worth it to Bytro to still host. Easy solution to a big problem.

Thoughts?

Idea to address the "Duplicate Post" issue. Charge 500 Gold for new threads & 100 Gold for every Forum post (but make them both free for HC Members). lol.

Require ridiculously large signatures to be placed within SPOILER tags.

I Patton wrote:

Require ridiculously large signatures to be placed within SPOILER tags.
Or, prohibit forum postings that take up less space than the signature (make the signature be the guage on how short the post can be).

LOL where'd my post go?

I Patton wrote:

I Patton wrote:

Require ridiculously large signatures to be placed within SPOILER tags.
Or, prohibit forum postings that take up less space than the signature (make the signature be the guage on how short the post can be).
But I kind of see what you mean. I don't really like the idea, though...

expand?

kinda confused


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye
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