Looking for replies, opinions and so on
Long term Overhaul (let's discuss)
As a player who has been active since early 2022, I have experienced a lot of battles and strategies. I am not a champion or in the top 100 chart but I value quality.
In the following paragraphs I will suggest some changes or features that I see fit for the game.
I. GRAND BATTLEPLAN TACTICS.
over 80% of the players that reach mid game and beyond do this: stack 2-3 powerful stacks (of 10 units) and march across the map, engaging other big armies or rushing to capture cities. This is not very realistic, and not efficient. It looks like some kind of Blitzkrieg tactic but with no upkeep (when rushing to take cities), or straight up Napoleonic wars when 2 armies engage for few hours at a set location, deciding the fate of the war.
Possible solutions:
An effective and realistic logistic chain which would prevent a top tier stack to be send to the enemy capital in a direct line (will explain soon)
more efficient defense planning/ entrenching of units. Higher value of provinces in strategic points terms
Economic and strategic overhaul (will explain later)
players should get used with various tactics and subtactics such as elastic defense, Blitz (properly explained), drone warfare, artillery barrages and so on.
II. LOGISTICS, TRADING AND ECONOMY OVERHAUL
The current economy system is rather simple, which is good to some extend but it plays a less significant role compared to the real life.
I will split this topic in 3 subcategories with solutions.
1.Logistics:
Instead of a daily upkeep each battalion/ division should have an allocated amount of resources. If the unit is idle, the consumption is almost 0. If the unit is active the supply and fuel rate decreases based on its activity.
Supply chains (buildings in cities and provinces) and Truck Convoys (units with little or no attack value but capacity to transport resources or haul units). Every city by default has a supply depot and Truck Convoys. Supply hubs can be upgraded up to lvl 5 in cities and lvl 3 in other provinces. Every supply hub level provides storage for a quantity of fielded resources. Trucks assigned to a division resupply the division from an assigned depot. More explanations later, but it seems easy to understand.
Penalties: units with 0% fuel cannot move (by default 100% is a 1000km range) Units with less than 30% supplies deal 50% damage. Units that reach 0% supplies cannot fight (retreat is only solution if the unit cannot be supplied) (by default 100% supplies means 5 attacks. This can be debated)
Aircraft, helicopters and drones have their limited range as always but the farther an unit is set to patrol the less time it does. Those units can push the range in case of emergency as they have a 15% fuel for non combatant actions (retreat, re-assignment to other airfield). Helicoptere can land anywhere on land in case of emergency and stay there for up to 3 days (they return to the airport afterwards). Helicopters can be aditionally resupplies by trucks from airports to further increase their range. Air-refueling aircraft can help aircraft reach farther areas.
Ships and submarines. Ships and Submarines WITHOUT a nuclear powered engine have a limited range.
New Supply ship: low hp, vulnerable, carries fuel and ammo for other ships. New feature: raid. An exposed supply ship can be raided instead of destroyed, the ship changes ownership and the resources are stolen.
Nations have a limited number of cargo ships at start, 3 for each port they own. Cargo ships in ports change ownership when the city is conquered. (Same rulr applies to air transport units)
That was logistics... now economy.
2.Economy
The current economic system feels rather simple and easily ignored.
Players increase their output mostly from conquered regions as the industry provides a bad price to growth ratio.
The overhaul would consist in changes of buildings, new buildings and mechanics.
Every progince and city produces something. Some provinces produce more than 1 resource. Every city produces one main resource and a secondary one.
resources are physically stored in depots in cities and and provinces and can be moved by trucks for logistic or defensive reasons.
Only the secret laboratory is destroyed when conquered.
Industry has a greater output for a larger resource amount.
Every nation, on any maps, getd a special building for resources- a mine, a refinery, an industrial complex (components or resources), etc
Production changes. The player produces the equipment, not the battalion. Manpower can be assigned to the newly created battalions with the set configuration (example: if the player had an MBT production finished he can select that and with infantry from stocks he makes an MBT battalion, but it requires some extra hours for training)
Recruitment posts no longer influence production speed. Industry does. Army bases create "fielded units" (or other name) which can be assigned to battalions. I was thinking of splitting this into ground, air and navy units but that would get too complicated.
Annexing works for entire regions surrounding a city, not just for the city. It is more expensive but the province production jumps to 75% and the city to 75% (morale matters)
Production factor change to achieve larger economies. The economy will also be more relevant for logistics rather than going all into production.
3. TRADING
international market works better. Players can see who made an offer
Players can sell equipment (tanks, ships, aircraft, missiles)
III. Military changes & Diplomacy
all I see is motorized infantry. Players should be encouraged to use more creative tactics. Starting nations should have 2-3 artillery battalions, one tank battalion, 2 helicopters squadrom, 1-2 aircraft squadroms, Anti air, some light ships.
+the logistics and trading should affect these.
More diverse starting armies
Larger army capabilities
Units have to be manually upgraded with newer equipment. Units can stay at a set level even when technology advances. The player can recruit units with higher or lower levels based on what they have in stockpiles or buy. Example: in late game, for desperate defense, a player might deploy again old tanks, or a nation could show up with a lvl 4 tank unit among lvl 1 ones either from production or from market.
Doctrine trading. A bought unit has the doctrine of the seller. If Germany buys some F-16 then they have a squadron of western doctrine F-16 with their own buffs and nerfs.
Alliances can sell rights to allied to produce a certain unit. One player can focus on aircraft research, one on tanks research and so on, and they sell the units or the technology.
Extra: (needs to be debated) coalition units. Some units assigned by a player to the coalition. Everyone can move it, the player can take the units back with a 2 day notice
War limitations/justifications. North korea can no longer declare war on 63 nations because the player wants to quit anyway. Starting wars needs coalition approval, wars have greater impact on morale and production. Other nations can embargo someone they dont like if they are aggressive.
Rebels are more aggressive. Upring might take place in an occupied city at any time if there is no defense. National guards becomes more valuable to defend random occupied lands.
Peace treaties, surrender rate and puppet option. A losing nation can surrender automaticly, the player loses and everything is given to the aggressor. The aggressor can decide what he keeps, if he returns the nation, or if he makes it a puppet. No longer one last stand in a remote province. After peace is signed equipment can be taken by the aggressor, or leave it to the player. If a nation is conquered the player can become the puppet-leader if the country is puppeted, or (future planning) be the leader of the rebels and plan to take the nation back.
More to come...
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11 Replies
Sorry for mistakes. I meant increase in consumption*, and rule*
Yeah im not gonna replied to every bullet point here. so any left out is either unrealistic to implement or just not vibe with the game. overall, I can sum your suggestion up to breaking down the abstract for little to no benefit.
over 80% of the players that reach mid game and beyond do this: stack 2-3 powerful stacks (of 10 units) and march across the map, engaging other big armies or rushing to capture cities. This is not very realistic
I mean. it's the best way to end someone. destroy their homeland. the game doesn't favor large scale battle due to the nature of low resources. You can have unit everywhere is the major aspect of this game. You may not like it, but Static units are here to be the easy land protection option. it's not enough atm but we will add more for sure.
more efficient defense planning/ entrenching of units. Higher value of provinces in strategic points terms
yes, it called combat outpost, try it sometime. but lol fair, we do need static ground defense.
The current economy system is rather simple, which is good to some extend but it plays a less significant role compared to the real life.
Personally, I like that it is simple. We don't really need "meh but irl". Your bullet points on Logistic mechanic are entirely pipe dream, sadly. At best, probably an abstract building that give boost in a range. that's all. no convoluting truck and convoy. You reminded me when i start playing this game. I suggested the same but now i don't 😔.
Players increase their output mostly from conquered regions as the industry provides a bad price to growth ratio.
Yeah, agree somewhat, we buffed turtling gameplay many times in a few years now. still no one batting eye on them. most successful were actually static units promoting the nation development.
Production changes. The player produces the equipment
You are funny, no lol
TRADING
Yeah, I agree that trading need updates. hopefully we can tackle multi-acc issue first. right now, black market trading seems to be doing good. we could be expanded on that area, and it is impossible to abuse.
Units have to be manually upgraded with newer equipment.
again, breaking down the abstract for little to no benefit. there is risk-resources-benefit dynamic going on with upgrade. force upgrade is what keeping the dynamic exist. and it's what unique to the game so I won't support this personally.
Rebels are more aggressive. Upring might take place in an occupied city at any time if there is no defense.
Aggressive rebels were removed and it immediately help a lot on user activity. Not helping much when WWZ: evo also doing not so good. yeah, it not gonna comeback.
Peace treaties, surrender rate and puppet option.
Agree that we should have mechanic enforcing relationship for it to be possible. your suggestion of how it work are not my vibe tho. but i do agree we need something.
Yeah im not gonna replied to every bullet point here. so any left out is either unrealistic to implement or just not vibe with the game. overall, I can sum your suggestion up to breaking down the abstract for little to no benefit.over 80% of the players that reach mid game and beyond do this: stack 2-3 powerful stacks (of 10 units) and march across the map, engaging other big armies or rushing to capture cities. This is not very realisticI mean. it's the best way to end someone. destroy their...
Thank you for the information and clarification. I was day dreaming, indeed.
As a player who has been active since early 2022, I have experienced a lot of battles and strategies. I am not a champion or in the top 100 chart but I value quality.In the following paragraphs I will suggest some changes or features that I see fit for the game.I. GRAND BATTLEPLAN TACTICS.over 80% of the players that reach mid game and beyond do this: stack 2-3 powerful stacks (of 10 units) and march across the map, engaging other big armies or rushing to capture cities. This is not very real...
I can see real potential if the devs take a good look at your ideas. It's logical and definitely realistic.
Although the developer that handles this page have already rejected your ideas and literally mock you to the end of the world. I see real potential in your trading ideas.
My trading ideas which is to use shipping ship is quite near your shipping truck idea. But maybe the developer is not going for a major update. Even though I'm my perspective that is what the game need the most.
I mean, this is not 2018 anymore. Mobile game have been significantly larger and highly advanced. As we can see in CarXRacing and Cod mobile. Not to forget some real high-end strategy game there are nowadays.
Mobile game is reaching GBs. Not MBs anymore, and so this game have look very "cheap" and low quality despite it's real good mechanic and design.
By comparison, the game itself have poor graphic that's pixelated, and too small is size to become even better.
It's very complex indeed, and so it needs a better graphics and design to sustain it's advance mechanic.
Your ideas are very great and I LOVE it. But if the devs wanted to do it. They have to rebuild the game inside out. Making it highly more advance and they will take a much more larger step then they have every before.
Looking at the devs team. It's a small office. Looking at their reply that somehow your ideas are "too big" to do, and somehow hard to programed. I guess they are very much new to the game industry and does not know how to create highly advance game.
Their reply is quite harsh to me. Saying that you are daydreaming. Even though every game must listen to their players. Since that is their main income. And without players....well...you know what will happens....
I don't know. I don't program anything. But for me they should take these ideas really seriously and actually works to make them actually happens. I don't know what they want right now.
That's pretty much all, loves your idea. Hate it being rejected.
Sorry I takes days to reply to forums. I am quite an introvert and doesn't like to communicate instantly.
William R. Addams wrote:As a player who has been active since early 2022, I have experienced a lot of battles and strategies. I am not a champion or in the top 100 chart but I value quality.In the following paragraphs I will suggest some changes or features that I see fit for the game.I. GRAND BATTLEPLAN TACTICS.over 80% of the players that reach mid game and beyond do this: stack 2-3 powerful stacks (of 10 units) and march across the map, engaging other big armies or rushing to capture citie...
Thank you for the kind words. I am actually aware of the fact these are all far fetching ideas, that's why I said "long term" in the title. This game has 2 great advantages at the moment which are also its curse... it has kind of a monopoly over this game style, and the goal is to keep things simple and neat. Overcomplicating something when there is little to gain often leads to more bugs and eventual disasters, so I 100% agree with the mod who replied.
Its just that big dreams like those are what keeps something truly unique and immersive, so I still hope one day I will see such updates in a way or another
Hi.
First thanks for this long post. Shows you enthusiasm in the game.
I ll do short :
I believe too many peoposals in a same post, will cause to be not fully considered.
i Like to be able to build units at lower level. It increases possibilities. Ex: a player with not so many territories can continue to play with cheaper units and do clever tactics with less.
Give example on how some of your proposals can contribute to something else than frontal 1 big stack invading territories and have the rest empty ?
Hi.First thanks for this long post. Shows you enthusiasm in the game.I ll do short :I believe too many peoposals in a same post, will cause to be not fully considered. i Like to be able to build units at lower level. It increases possibilities. Ex: a player with not so many territories can continue to play with cheaper units and do clever tactics with less.Give example on how some of your proposals can contribute to something else than frontal 1 big stack invading territories and have the res...
Hello! About the last point, on how to prevent big stacks:
I consider that there are several ways to prevent such attacks by either creating a supply chain mechanic that ensures every stack needs to be supplied (ground, or air) from a depot on the map. This would create an elastic effect just like stretching rubber -> the farther the unit pushes, the more force, or in this case, the supply chain needs to be stronger.
In real combat offensive is limited by supplies, to keep things safe. This has a double benefit if we look at how this would function -> offensives have to be better planned, and defense becomes easier to sustain, making the player in defense more motivated to hold his nation.
Units with no fuel cant move, units without ammo cant fight. Simple as that.
Another way to tackle this would be morale system for units and "capitulation". This would create a more immersive battle tactic rather than just army vs army combat. Tactics like encirclements, flanking and so on could be used to cut supplies, destroy morale, and eventually make entire armies surrender without fight. This is an extreme case, meant to prevent dumb all-in attacks where someone just targets the capital.
Another thing would be the rebel system. If a city with high morale gets conquered, then no units stays to hold it, the city rebels and turns again to the de-facto owner instead of a rogue which fights both nations.
Thank you for viewing my reply! :D
How the morale works?
A well supplied army has good morale
An army that has other groups around it, anti air coverage and is healty has high morale.
Victories increase morale.
Armies that advance in enemy territory with no support, or surrounded by 3 regions of the enemy lose morale
Defeats damage morale
Long artillery fire damages morale of the attacked army, same with air strikes
As a player who has been active since early 2022, I have experienced a lot of battles and strategies. ..
yeah sorry tldr
As a player who has been active since early 2022, I have experienced a lot of battles and strategies. ..
yeah sorry tldr
What?
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