Very good idea. I like it.
It should be natural and logical option for the player to disband units that are no longer needed.
Please add a disband unit option!
Ok everyone knows how frustrating it is when you accidentally build a naval vessel in a land locked body of water, or you invested heavy into infrantry and light thanks but would like to build other units like heavy tanks but you don't have food or fuel to spare you could disband your other (weaker) units in order to afford stronger units.
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Very good idea. I like it.
It should be natural and logical option for the player to disband units that are no longer needed.
There's literally no reason for this not to happen.
Possible features of this functionality:
Version A β βDisband immediatelyβ (easy solution)
Version B β βRecycleβ (more complicated solution)
Well this is such a loogical option, but it still isn't implemented... so there must be a reason for it, which is prolly because it is not very easy from a programming point of view. And to be honest, it isn't very important either - sure there are some cases where it is usefull, but those are pretty edgy. Most of us don't build units to scrap them.
You know, I've seen this idea raised a number of times in the year and a half that I've been contributing to the COW Forum. I've never participated in those disband/recycle discussions (that I can recall), perhaps because I just haven't felt that strongly about it. That said, failing to properly budget your oil and food consumption and/or over-producing certain unit types are rookie mistakes and traps for the unwary into which many players are ensnared. (And sadly, it would seem many if not most players never learn to properly budget their daily consumables, oil and food.) There should be a logical solution that does not involve intentionally sacrificing your own units to balance your resource consumption and production, and achieve a better unit mix.petrorix_cz wrote:
It should be natural and logical option for the player to disband units that are no longer needed.
As for "recycling" resources used to produce disbanded units, I am open to it, but I would suggest that oil and food used to produce units would have been 100% consumed during the production process, so there would be no oil or food to reclaim. Some small fraction of goods might be reclaimed and re-used, perhaps representing uniforms, small arms, etc., but goods are rarely in short supply by the middle phase of the game anyway. The real potential for recycling resource inputs would be metals, which in a WW2 context would be principally steel, aluminum, copper and brass, as well as other metals used in steel alloys for armor and engines. Most of these were and are readily recycled, and I would support recycling of 50 to 75% of the metal inputs into disbanded units (further reduced, of course, by percentage damage at the time the unit is disbanded).
Manpower could be recycled at a much higher percentage ---- say 75 to 80%, representing healthy soldiers who were retrained for their new units.
I am under the impression that there is some sort of unit disbanding and resource recycling function incorporated into Conflict of Nations ---- is that correct?K.Rokossovski wrote:
Well this is such a logical option, but it still isn't implemented... so there must be a reason for it, which is prolly because it is not very easy from a programming point of view.
I fully recognize the programming complications that may be involved, but there may already be a how-to road map available to the developers.
i suggested it, only i said disbanding (or as i called it "scrapping") should give back resources, with the exception of infantry units
Sadly not, as far as I know.MontanaBB wrote:
I am under the impression that there is some sort of unit disbanding and resource recycling function incorporated into Conflict of Nations ---- is that correct?
I put the suggestion on our list, though it doesn't have the highest prio.
Any one who is against this idea needs to takeover a game as canada on day 30 from the ai, who has built the worlds strongest navy on the great lakes.
I saw that in a game last December. Both AI Canada and AI United States had 6 or 7 level 6 battleships each, plus cruisers, steaming back and forth on Lake Erie and Lake Ontario. It was late in the game when I was finishing off North America, so I just brought up the last 3 or 4 of my nuclear rockets . . . . those capital ships were sitting ducks, with nowhere to run. One of the stranger AI behaviors I've ever witnessed.Chickenus wrote:
Anyone who is against this idea needs to takeover a game as Canada on day 30 from the AI, who has built the world's strongest navy on the Great Lakes.
It is like -600 oil, and there is nothing you can do to solve the problem. There is not enough oil in the world to satisfy both the canadian navy and the army
Well, no, not when you build more powered units than you can afford the daily oil upkeep to sustain. Ditto overbuilding units you cannot afford to feed. Of course, that's why we're discussing a "unit disbandment" option, with or without some level of resource reclamation/recycling.Chickenus wrote:
It is like -600 oil, and there is nothing you can do to solve the problem.
Actually, Canada and the Northern States of America are natural allies. Canada has two oil provinces and the equivalent of three rare materials provinces (1 double, 1 single), but horrible food production (1 single). The northern States have two strong ocean-side food provinces, but mediocre oil production (1 land-locked single). Both have strong metals production. Collectively, they can produce a lot more resources as allies than either can by taking over the other, and thereby sustain a larger American-Canadian allied army for an invasion of Europe and/or Africa.Chickenus wrote:
There is not enough oil in the world to satisfy both the canadian navy and the army
That still requires the two allies to properly budget their daily oil and food production for unit upkeep, however.
That is -600 oil an hour solely caused by a massive landlocked navy. I don't know why this games allows you to make a landlocked navy, without a disband button
Seems like a good idea
I am a programmer and the Basic main code is already there in the form of what the program does when a unit is destroyed in combat it is removed from the game, it is copy past code and modify for the new setup.
Why does this still not exist?
My Idea:
When you can disband unit:
-When not in combat
-Has to be in a province controlled by you
-No resources returned
-Does not count as a unit loss
Reassign:
-Breaks the unit apart, but you get all your manpower back
-Ships you can get some of your oil and iron back.
-Only can be done in a province with moral greater than 40
-Unit can't have less then 10 condition points.
Seriously, why is this not a thing? Even if it returns nothing.
Ciladen W wrote:
Why does this still not exist?
Because, without this feature there is a greater strategic challenge - manage when, where and why you should build which units best, makes the game sophisticated - and, fortunately, most players still love a challenging game.Ciladen W wrote:
Seriously, why is this not a thing? Even if it returns nothing.
Let's look at history for a moment. During WWII many countries "recycled" units into new ones. Example, Germany took obsolete PzII's and made self propelled AT guns. Suggestion: Maybe the game designers could allow units to be "upgraded" rather than disbanded, although this is still an option. I think that AAA, AT guns and artillery should be allowed to be towed or "upgraded" early in the research process. Right now they move maddeningly slowly. Thanks
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