Strategic_Gamer wrote:
1. Paratroopers?2. Resource Production
3. More buildings!
4. Trade routes or something of the sort
5. Travel
I am personally against Paratroopers just because of the complexity it would add in large games. But this idea might work if there was another mode created. I guess there could be 3 modes: Classic (current), Custom (more options for creator for in-depth games), and In-Depth (which could include more detailed games with things like Paratroopers and what not). About resource production, if you could just add resource producing provinces anywhere, the game would lose its reasoning for a market entirely, so this idea doesn't sound like it should work. But, in reference to buildings, I would be okay with adding more buildings to help with this production (with limitations). For example, you can only have 5 level 6 industrial complexes, 3 level 4 infrastructure, and as many level 4 naval bases as you want. It wouldn't really add too much, and if it wasn't added, I wouldn't mind, but yes it would be nice to have some boost. Then again, whoever takes advantage of this would distance themselves farther and farther from the market. Now trade routes, while this may be realistic, I would either not add it or put it wherever the Paratroopers thing goes (like In-Depth mode). Now rivers would probably just over-complicate things even more than anything else stated so far. Again, it could be implemented in an In-Depth mode, but I wouldn't count on that one at all.
Strategic_Gamer wrote:
6. Defense7. Patrol
8. Healing
9. Training units
10. Core provinces
11. Scouts
12. Transport Planes
13. Naval Refueling
14. Subs
15. Naval Rockets
Now about Defense, if units could boost their defensive stats, it should also hurt their offensive, but not vice versa. Unless you want to have speed games or something. Um about patrol, this idea seems to be difficult to implement in this game where it is now, and then inactive players would be a bigger pain to take down with this endless patrol (if I picked that up right). Now healing sounds like a good idea, but in order for you to heal units, you should be required to have a level 5 industrial complex in the province and a hospital (add to buildings) also along with any other requirements to produce the unit. The repair/heal time should be 1.5 times longer than normal construction would be (minus the already working parts). If healing is not added, the option to recycle units should be added so we can at least replace units with healthy ones along with a slight return in resources. The pause of training units has flaws, and maybe there should be some building requirements there as well (like level 5 industrial complex, level 3 infrastructure, and level 3 barracks). Now to core provinces, I think there should be a limit to these core provinces if you can add more. Maybe you could change some of your original core provinces into non-core provinces and in return you could change non-core provinces into core provinces. Just to keep players from abusing this, a queue should probably be made for these changes. Scouts remind me of Paratroopers, a lot, but if they are ever added I would hope it was in an In-Depth version. Transport planes would be a great idea if Paratroopers were added and in order to use paratroopers you would need to use one of your transport planes. Of course research requirements and high costs should be implemented for this as well just to avoid overuse (recommended for In-Depth). But I would remove the resource transporting part. Now to naval refueling, couldn't you just add like an anchor function to avoid being moved by the water? Now with submarines, I like the idea of submersion, and considering the lack of water wars, this sounds alright. But I think they kind of already added this, maybe not officially but the statistics of submarines kind of reflect this idea of submersion. Now to naval rockets, I like the idea, but the torpedo stats should somehow reflect from the ship it is being sent or the best case scenario if it is a fleet. And it would be researched similar to how typical rockets are.
This is all my opinion, and I am sure others see things differently than I do.
"Know your enemy and know yourself and you can fight a hundred battles without disaster." ~ Sun Tzu, The Art of War
"War does not determine who is right - only who is left."