Research advancements

Excuse me as I haven't looked at the forums in a while but my idea is that with captured equipment, as you capture enemy territory and factories if there are units being produced that you haven't researched, it should speed up your own research on the unit or the preceding units as your nation now gets the knowledge of equipment by another nation, for example, A level 2 tank battalion captures a factory producing a level 3 tank, if you decide to continue the production of that tank it would then further assist in researching your own level 3 tank (Instantly unlocking the lvl 3 would be a little OP)

Please do add-on if you feel like it, or shoot it down if you like :D

10 Replies

Good idea. There have been several times where I have captured cities producing level 5 units while only having level 1 or 2 researched. This would certainly be nice. I feel like this would be difficult to implement(code) though.

Kind regards,
Donk
Bytro game addict and avid CoW player.
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yeah that's fair.

I mean, you still do get the level 5 unit after the production is stalled or still producing, so I don't really mind.

It would be very interesting IMO if bytro implemented some sort of capture troop mechanic. It would add a lot more variety to the game and also be a somewhat realistic feature. As for actually implementing it maybe after you destroy an enemy unit there could be a small chance for you to be able to capture and repair the enemy’s equipment (costing rss and time).

damn so all we need to do is write the code for bytro and boom we got em

Make HWW all in, a staple gamemode

randomperson0195 wrote:

It would be very interesting IMO if bytro implemented some sort of capture troop mechanic. It would add a lot more variety to the game and also be a somewhat realistic feature. As for actually implementing it maybe after you destroy an enemy unit there could be a small chance for you to be able to capture and repair the enemy’s equipment (costing rss and time).
I love this idea too. Capturing units at like minimal health but they get the chance to repair after time

I feel like a lot of people would be annoyed at having to pay daily resources on units that are almost destroyed. Maybe this can be balanced out by having damaged units pay less upkeep.

Kind regards,
Donk
Bytro game addict and avid CoW player.
"Þ" > "th"
Слава
Україні!

yeah that'd be a good idea

Donk2.0 wrote:

I feel like a lot of people would be annoyed at having to pay daily resources on units that are almost destroyed. Maybe this can be balanced out by having damaged units pay less upkeep.
the unit that was captured gains with every other enemy unit killed, so like assimilation

Also this is sorta unrelated but I gotta mention it...

You know when you capture a city and it's producing, let's say, a level 5 armoured car. Well, I found out that if you cancel the production (assuming the correct production building is still in place), that you actually gain those resources that would have been taken to produce the unit. Strange but very interesting way of looting. One of my favourite ways actually to gain resources (especially if it's also some useless unit, like level 4 militia or anti-tank.)

_Pyth0n_ wrote:

Also this is sorta unrelated but I gotta mention it...

You know when you capture a city and it's producing, let's say, a level 5 armoured car. Well, I found out that if you cancel the production (assuming the correct production building is still in place), that you actually gain those resources that would have been taken to produce the unit. Strange but very interesting way of looting. One of my favourite ways actually to gain resources (especially if it's also some useless unit, like level 4 militia or anti-tank.)

You can actually do the same with buildings.
Kind regards,
Donk
Bytro game addict and avid CoW player.
"Þ" > "th"
Слава
Україні!

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