1st option won't come (It has been suggested a thousand times)
2nd one sounds cool, maybe it can be added.
3rd one, this sounds too realistic to be implemented.
4th, this is terrible, should not come, it will ruin the game.
1. the game needs a hospital building to heal units with a more frequent rate
2. we need to be able to capture planes instead of destrying them (when capturing an airfield or truck)
3. weather would be an interesting idea to add as a new system, that has a chance to add a weather effect on a province (slower movement in rain for example)
4. add premium units to the unit tree (the flamethrower or amphibious tank are not in the skill tree for example)
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1st option won't come (It has been suggested a thousand times)
2nd one sounds cool, maybe it can be added.
3rd one, this sounds too realistic to be implemented.
4th, this is terrible, should not come, it will ruin the game.
mhm -_-
Like a lot of players, the poster confuses military units with the icons used to represent them on the map. An airplane can't be captured and reused. Because it's not an airplane. It's all the pilots and officers and maintenacne crew and military police etc. etc.
The closest the game comes to capturing units is when you find a partially build unit in a damaged factory. And to be honest, I'm not a fan of those. It would be more useful if those things turned into resources I can pillage. And it adds unnecessary complexity to the game. I'd prefer if the effort to build and maintain that feature went into other aspects of the game.
Well, you can turn those partially built units into resources, just cancel their production and you get a fraction of their original price.z00mz00m wrote:
The closest the game comes to capturing units is when you find a partially build unit in a damaged factory. And to be honest, I'm not a fan of those. It would be more useful if those things turned into resources I can pillage
I am aware 
My comment stands. Needless complexity. Give us more exciting features.
The hospitals/healing feature.
To me it is simple.
Land units and aircraft must return to a home base for complete repair/healing which is achieved by using resources as per the original construction less what residual is left.
Such units can return to a coalition facility and receive say a third to a half repair. This is more representative of real life.
It is nuts that an aircraft/regiment can take about 15-20 days to be fully healed.
Similarly navy vessels must return to a home/coalition base for full/partial repair.
So an arty regiment must return to an artillery factory for repair etc.
This process is much better than the use it and run it into the ground approach currently adopted.
That might work. Repairing on coalition territory would be trickery since you can't bring up build screen. But with your own cities a 'repair' option could be added. So if you captured a city with a level 1 foundry in it and you moved three level 3 artillery into it you would have to repair them one at a time with the low moral pace of that city. Upgrade the factory and moral to speed up but it would take a while but still faster then the weeks to heal up it normally takes.BladeFisher wrote:
The hospitals/healing feature.To me it is simple.
Land units and aircraft must return to a home base for complete repair/healing which is achieved by using resources as per the original construction less what residual is left.
Such units can return to a coalition facility and receive say a third to a half repair. This is more representative of real life.
It is nuts that an aircraft/regiment can take about 15-20 days to be fully healed.
Similarly navy vessels must return to a home/coalition base for full/partial repair.
So an arty regiment must return to an artillery factory for repair etc.
This process is much better than the use it and run it into the ground approach currently adopted.
So if you capture a city with a level 5 foundry that would be a good forward healing base even though one at a time. Makes the idea of being able to raze your own cities before capture a good add as well.
Having units is about using them in combat, not about going through complicated procedures to heal. Moving to some special place to wield the magic wand, spending time there in retreat, then going back to the front... the front is already a thousand miles away after that. They'll just be another group of stragglers trying to find an enemy to fight.ender611 wrote:
That might work. Repairing on coalition territory would be trickery since you can't bring up build screen. But with your own cities a 'repair' option could be added. So if you captured a city with a level 1 foundry in it and you moved three level 3 artillery into it you would have to repair them one at a time with the low moral pace of that city. Upgrade the factory and moral to speed up but it would take a while but still faster then the weeks to heal up it normally takes.BladeFisher wrote:
The hospitals/healing feature.To me it is simple.
Land units and aircraft must return to a home base for complete repair/healing which is achieved by using resources as per the original construction less what residual is left.
Such units can return to a coalition facility and receive say a third to a half repair. This is more representative of real life.
It is nuts that an aircraft/regiment can take about 15-20 days to be fully healed.
Similarly navy vessels must return to a home/coalition base for full/partial repair.
So an arty regiment must return to an artillery factory for repair etc.
This process is much better than the use it and run it into the ground approach currently adopted.
So if you capture a city with a level 5 foundry that would be a good forward healing base even though one at a time. Makes the idea of being able to raze your own cities before capture a good add as well.
A thousand miles !
No when you capture a city it is the front line no? I didn't mean send the unit all the way back to your homeland. Now that would be a bit tortuous. Now it depends if you build the appropriate facility of whether you repair or not.
One advantage of my suggestion is that it would allow repair to a higher level unit than the facility can currently build.
I mean if a Lanc or Spit was shot up, they just repaired at the airfield. They didnt send it back to Avro at Stockport or Supermarine at Eastleigh. Be a bit of a pain sending a B-17 from Europe back to the US for a repair!
CoW is a game. CoW is not a simulation.
But it would help if it had some semblance of reality.
How fast should the heal be? If I took 2 artillery into a low moral forward city with leveled up foundry and they were at 50% and had option of produce or heal, and issued order to produce new artillery, I would end up with three at 2/3 power which would have the power of two at 100% ( though a touch slower and future combo to form 10 is weakened ), should it take the same time to repair the two instead or did you want it to happen quicker?BladeFisher wrote:
The hospitals/healing feature.To me it is simple.
Land units and aircraft must return to a home base for complete repair/healing which is achieved by using resources as per the original construction less what residual is left.
Such units can return to a coalition facility and receive say a third to a half repair. This is more representative of real life.
It is nuts that an aircraft/regiment can take about 15-20 days to be fully healed.
Similarly navy vessels must return to a home/coalition base for full/partial repair.
So an arty regiment must return to an artillery factory for repair etc.
This process is much better than the use it and run it into the ground approach currently adopted.
If I moved 10 in, I still probably would rather for time cost and expense produce 5 new ones instead of heal. I think the heal would have to be faster to make it at all worth while and if added, the ability of opponent to raze his own cities should be allowed.
Maybe heal could occur twice as fast but should be double the cost.
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