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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

Yea, but you're screwed if the engine breaks down midway. Also the pressure would crush the maus causing it to implode which would be quite funny to witness.


Forum Gang Divine Entity

Taking over the Forum 1 post at a time.

Ellio_98 wrote:

Yea, but you're screwed if the engine breaks down midway. Also the pressure would crush the maus causing it to implode which would be quite funny to witness.
*ahem* Lead pontoons.

*ahem* 188 tonnes. Gonna need big pontoons mate


Forum Gang Divine Entity

Taking over the Forum 1 post at a time.

Ellio_98 wrote:

*ahem* 188 tonnes. Gonna need big pontoons mate
Lead pontoons. Lead.

ah...lead is not well known for floating. I see


Forum Gang Divine Entity

Taking over the Forum 1 post at a time.

Ellio_98 wrote:

ah...lead is not well known for floating. I see
You catch on quick...

I still think my suggestions would be nice

  • Rocket Submarines
  • Cargo Planes
  • Paratroopers
  • Cavalry

yea I was only joking about cavalry hehe


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

Maybe expand the "Commando" line in the 'special' menu to include the other special forces units (ie.,marines,paratroopers,etc.)

Or a 'special barracks' that trains inf. to be paratroopers or whatnot.(ie.send in an inf.unit,they train for x hours,are converted into new unit)

I am,I'm me.

There are some great suggestions on this list.

One that I was thinking about the other night was coastal fortresses or some sort of anti-ship guns that should be a building option for coastal provinces. It could be a fortress like building that shoots at hostile ship.

Love your game! Thanks!!

SPIES :

Spies are great. They can give you very crucial information about your enemies positions and about their secret diplomacy with that treacherous neighbor of yours.

However, spies can be circumvented pretty easily by changing troop orders right after the day change or by talking through others means than the diplomacy menu. They can also become annoying when it comes to managing your daily budget with that huge end of day paycheck you must hand them over. Counterspying is also boring, as you cannot try to track enemy spies. You only know of their position once they have bombed something or at day change, and the enemy has an entire 24hrs to move them.

It can also be annoying when an opponent shows up right after day change and you need to wait an entire day to spy on him.

Some issues cannot be corrected, such as diplomacy. None can prevent facebook or Skype from existing... But other issues could be adressed. What if spies could act at any moment instead of acting at day change?

For example, spies could be active on a real-time basis instead of a turn-by-turn basis. Spies could be paid the same way as units, slowly over time, a few dollars every second. This would make the budget more easily manageable. Every 6-12-24 hours (whatever the devs would decide), the spies could have been paid enough and they could be allowed to act. Should the timelapse between each action be shorter than 24 hours, the spies could have a chance of "aborting a too dangerous mission", meaning they did not act but did not get noticed either. Also, a few actions could be limited to 1 per hour, like troops positions and bombing.

This could also make counter-spying much more interesting since offensive spies could report about enemy spies and this could give a chance for the player to catch them before the enemy blows up something or before he moves them at day change. Counterspying could become more strategic than just piling up spies on key territories.

Just a constructive suggestion.

NOTE : I have not read all the forum threads, as there are so many. If such proposal has already been made and turned down, then plz direct me to the thread so I can read about the reasons for turning it down.

@Tubotron I quite like your ideas. It would be great to have them in game, because right now espionage is too simple. They need to add some complexity into it.

The past is a foreign country.

For the creator of the thread, could we have a link for each suggestion or at least a spoiler explaining each suggestion? Would be very helpful @salbalkus, thx

We may create an official list someday.

Season Zones - ["Frozen", "Mud/Rain", "Dry/Clear"] I know...this opens a "can of worms" regarding in-game time scale that could lead to debates about "realism" and balance. Nevertheless, I think it would be interesting to have alternating time periods (ie. every 4-7 days) in which certain provinces have a seasonal terrain modifier for movement; maybe for attack, defense, and air/sea operations.

My first guess, in how to implement such a thing, might be to program a toggle switch at the servers so that all games are synched to the same "season" on a given calendar day and the impact of the season be handled using the same mechanisms that are already available via the espionage and/or morale mechanisms.

For Example:

"Frozen" = all units in a Winter Season Zone get a -10% morale hit (either -10% at the beginning of that season or -2% to -5% per day)

"Mud/Rain" = all ground units in a Spring/Fall Zone have their movement rates halved (-50%) for just that season & in that zone and all air/sea combat values are halved (-50%).

"Dry/Clear" = no impact

I Patton wrote:

"Mud/Rain" = all ground units in a Spring/Fall Zone have their movement rates halved (-50%) for just that season & in that zone and all air/sea combat values are halved (-50%).
Bit of a problem then, that means in a city tanks are super slow and have lost all strength, even though streets would be paved and rain won't do much in a city. In the mountains, they would halt altogether which would be realistic, just not fun. Especially if it lasts a week.

Quasi-duck wrote:

I Patton wrote:

"Mud/Rain" = all ground units in a Spring/Fall Zone have their movement rates halved (-50%) for just that season & in that zone and all air/sea combat values are halved (-50%).
Bit of a problem then, that means in a city tanks are super slow and have lost all strength, even though streets would be paved and rain won't do much in a city. In the mountains, they would halt altogether which would be realistic, just not fun. Especially if it lasts a week.
You're not thinking too hard, there, are ya, lol? That's okay.

For everyone else: Cities simply wouldn't be selected to be in the Spring/Fall Zone (but all Quasi-duck's tanks would have their movement rates halved anyway).

I Patton wrote:

You're not thinking too hard, there, are ya, lol? That's okay.
What? Tanks lose half their strength in cities and are slower then snails in mountains.

Interesting thread!


"I came, I saw, I conquered" Written in a report to Rome 47 B.C., after conquering Pharnaces at Zela in Asia Minor in just five days; as quoted in Life of Caesar by Plutarch; reported to have been inscribed on one of the decorated wagons in the Pontic triumph, in Lives of the Twelve Caesars, Julius, by Suetonius.
"Alea iacta est" Gaius Julius Caesar.

You keep adding suggestions in this thread? @salbalkus


"I came, I saw, I conquered" Written in a report to Rome 47 B.C., after conquering Pharnaces at Zela in Asia Minor in just five days; as quoted in Life of Caesar by Plutarch; reported to have been inscribed on one of the decorated wagons in the Pontic triumph, in Lives of the Twelve Caesars, Julius, by Suetonius.
"Alea iacta est" Gaius Julius Caesar.

Now that we have carriers, I have been experimenting with them a bit. In general I like them a lot. I do have one suggestion though. At some point on the tech tree, upgrading aircraft carriers should allow one to use rocket planes on carriers. Maybe carrier 4? Whatever people think is right.

PS the only complaint I actually have with carriers is a mechanics issue with combining them into fleets. Trying to move a destroyer into a fleet with a carrier will result in a message saying only naval aircraft can join the fleet. Destroyers are not even a plane! You can get around this by instead joining the carrier group to the destroyer, but it is annoying in certain circumstances.

Redd Baron wrote:

Now that we have carriers, I have been experimenting with them a bit. In general I like them a lot. I do have one suggestion though. At some point on the tech tree, upgrading aircraft carriers should allow one to use rocket planes on carriers. Maybe carrier 4? Whatever people think is right.
The only problem I have with this is just how terrible and weak RINT are. The German one blew up very easily and landed on skids while US and Soviet ones never made it into service or production.
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