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
12 Mar 2016, 11:33
Tubotron wrote:
I'm fighting in some huge naval warfare right now and I think some adjustments could be made :
- Naval bombers. They get killed by subs, even though they are supposed to be a good sub counter. Subs, which are already very cheap and powerful, should not be able to inflict severe damage to airplanes, especially naval bombers. Naval bombers also have a really hard time against destroyers. This makes the unit close to being useless. I also read at quite a few places that a lot of experienced players don't put much fate in naval bombers.
- Troops landing. It seems impossible to cover a landing with warships. The landing troops just get shredded by airplanes with ships standing idly one dot away. Also, artillery fire is just too devastating on landing forces. Its almost impossible to land against lvl 1 artilleries without a few battleships. Artillery damage to ships should at least come at higher levels, since it is a very effective and cheap way of slaughtering landing forces.
Agree with naval bombers, really just subs defensise should be lowered, but this not a major issue, as it is, I send a few naval bombers, and tear the subs outta the water
Troops landing,
uf u use ur BS u can maybe kill the bloddy art, once CVs come, u can clear the air
or land elsewhere, and try capture the airfirleds before u land ur main force
be creative
If Socialists understood Economics, they wouldn't be socialists -Friedrich von Haye
12 Mar 2016, 19:25
Upon further consideration,
I must agree with Tubo about the submarines ability to defend against aircraft.
I can NOT recall EVER seeing,or hearing of a sub equipped with AA guns.Some did have a deck-mounted gun,however,this was to attack merchant freight and could NOT to raised high enough to attack a plane in flight.
The means to defend a sub from aerial attack....was to submerge.
Then,we get into Anti-Submarine Warfare.Another debate entirely.
While on the subject of subs...I'd like to mention their ability to do hit-and-run attacks on shipping.Yeah,this is a Different sort of attack than your 'usual' military engagement as the attacker CAN slip away with little or no retaliation.
They aren't "locked in mortal combat until only one remains".
Yep,this would mean introducing NEW mechanics into the game for a Single unit.Turn subs into the High risk-High reward unit they Were.
I am,I'm me.
12 Mar 2016, 19:48
The single most important suggestion for this list:
Please, please, pretty please!: GET THAT 'SCUTTLE UNITS' OPTION DONE !!!
It is on the lists of suggestions and needed functions since ages....
Having been away for almost a week, my country is flooded with AA and other units I would never have build and which eat all my food and drink my oil...
13 Mar 2016, 16:23
OR: make a 'cotton-balling' option...
Click a button - just as barracks and harbours - to deactivate.
A deactivated unit is parked, can't fight or move, and as such does not consume.
13 Mar 2016, 18:58
_Pontus_ wrote:
make a 'cotton-balling' option...
Thought it was moth-balling?
13 Mar 2016, 21:06
ah ... yes... moth-balling it is. I am not a native speaker. thanks for the correction.
13 Mar 2016, 21:22
_Pontus_ wrote:
ah ... yes... moth-balling it is. I am not a native speaker. thanks for the correction.
No problem.
16 Mar 2016, 17:14
Ah Zee wrote:
Upon further consideration,
I must agree with Tubo about the submarines ability to defend against aircraft.
I can NOT recall EVER seeing,or hearing of a sub equipped with AA guns.Some did have a deck-mounted gun,however,this was to attack merchant freight and could NOT to raised high enough to attack a plane in flight.
The means to defend a sub from aerial attack....was to submerge.
Then,we get into Anti-Submarine Warfare.Another debate entirely.
While on the subject of subs...I'd like to mention their ability to do hit-and-run attacks on shipping.Yeah,this is a Different sort of attack than your 'usual' military engagement as the attacker CAN slip away with little or no retaliation.
They aren't "locked in mortal combat until only one remains".
Yep,this would mean introducing NEW mechanics into the game for a Single unit.Turn subs into the High risk-High reward unit they Were.
Most German U-boats had 37mm AA gun.
Das Reich!
16 Mar 2016, 17:15
Gen.Jamison wrote:
Most German U-boats had 37mm AA gun.
A dual AA gun!
16 Mar 2016, 17:23
Quasi-duck wrote:
Gen.Jamison wrote:
Most German U-boats had 37mm AA gun.
A dual AA gun!
Most if not all nations subs had AA guns, so i don't see why it wouldn't be in the game.
Das Reich!
16 Mar 2016, 17:31
Gen.Jamison wrote:
Most if not all nations subs had AA guns, so i don't see why it wouldn't be in the game.
I don't know why you're saying this, I know that. I'm backing you up. The German 37mm was two guns stuck together, so can qualify as two AA guns, like I said.
16 Mar 2016, 17:51
Quasi-duck wrote:
Gen.Jamison wrote:
Most if not all nations subs had AA guns, so i don't see why it wouldn't be in the game.
I don't know why you're saying this, I know that. I'm backing you up. The German 37mm was two guns stuck together, so can qualify as two AA guns, like I said.
I wasn't saying it to you i was saying to Ah Zee lol
Das Reich!
16 Mar 2016, 18:52
Gen.Jamison wrote:
Quasi-duck wrote:
Gen.Jamison wrote:
Most if not all nations subs had AA guns, so i don't see why it wouldn't be in the game.
I don't know why you're saying this, I know that. I'm backing you up. The German 37mm was two guns stuck together, so can qualify as two AA guns, like I said.
I wasn't saying it to you i was saying to Ah Zee lol
Just 'cause you quoted me, thought you were talking to me
16 Mar 2016, 22:54
I wish people would do more research in these things
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16 Mar 2016, 23:03
Ellio_98 wrote:
I wish people would do more research in these things
I think that tanks should have the same speed as ships because the Sherman DD could swim a little.
17 Mar 2016, 14:09
only close to the shorr
I wouldnt take the Sherman on a cruise around the Atlantic,
If Socialists understood Economics, they wouldn't be socialists -Friedrich von Haye
17 Mar 2016, 16:58
Quasi-duck wrote:
I think that tanks should have the same speed as ships
*Loads rifle* I dare you to say that again.1st not all tanks were modified to survive in (some) water like the sherman DD. Also those that were were not in anyway seaworthy and so would be loaded onto transports.
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17 Mar 2016, 17:12
Ellio_98 wrote:
*Loads rifle* I dare you to say that again.1st not all tanks were modified to survive in (some) water like the sherman DD. Also those that were were not in anyway seaworthy and so would be loaded onto transports.
It was a joke.... Now that I think about it, it does sound like a great idea. I mean, look the lvl 3 heavy tank, the Maus! That thing swam like a duck!
17 Mar 2016, 20:31
I see, i feel better now. Well they did create a system for the maus to cross a river, since it was too heavy for most bridges. Another Maus at shore would pump air to the maus crossing the river via a pipe and the maus would drive along the riverbed.
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17 Mar 2016, 20:32
Ellio_98 wrote:
Well they did create a system for the maus to cross a river, since it was too heavy for most bridges. Another Maus at shore would pump air to the maus crossing the river via a pipe and the maus would drive along the riverbed.
Exactly! It only makes sense that it should be able to cross that Atlantic! Just put on a snorkel and some lead pontoons (so it doesn't break when shot).
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