General Traits Ideas

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FunPolice749
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
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General Traits Ideas

Post by FunPolice749 »

Of all the things PzC 2 has added to the series, I believe the commander traits picked at the start of each campaign is the single best thing added. I love how much customization it can give to various breakthroughs and I really hope we see more done with it. I think the best thing was simply adding more to that list! So I'm starting a thread where everyone can start giving out ideas for more commanders traits whether that's positive or negative. I've had several so I'll start.

Urban Specialist - Positive Trait
2 points - All Friendly units get +3 close defense.

Allows people to improve their city fighting power, especially useful in the major city combats such as Moscow or Stalingrad in the base campaign.

Stockpiled Munitions - Positive Trait
1 point - All units have +1 ammo

A small trait that can help units with low ammo count (like rocket artillery) could benefit greatly for providing support fire or could be useful on those rampaging tanks that keep over running enemy units.

Recovery Crews - Positive Trait
2 points - Whenever friendly units take damage gain a small amount of prestige and occasionally recover some equipment.

So this would be another prestige making perk but mainly helps to offset losses. I would assume this is a small percentage of the base units cost based on how much damage is taken. Plus anytime a captured equipment under your control takes damage you have a chance to get some of that added to your supply (this helps in keeping captured units a bit more usable even with a limited stock). The main idea is to help

Shock and Awe - Positive Trait
2 points - Enemy units don't fully recover from suppression at the start of their turn

A pretty powerful effect that can help make enemy units a bit less of threat after you suppress them. I would say enemy units would keep around 20% of their suppression (so if you suppress 5 points of enemy unit then 1 would remain suppressed after the start of the AI turn but this could be adjusted to be better/worse as needed).

Overworked Transports - Negative Trait
+2 points - Transports cost +1 core slot

This would be a pretty massive change as it suddenly makes all units that rely on transports to be mobile to cost at least 1 more core slot. Artillery, AA, AT, and Infantry would all be affected by this.

Poor Coordination - Negative Trait
+1 Point - Mass attacks are less effective.

Mass attacks can be pretty important in getting good attacks so making these less effective can make it hard to really beat up those scary units like heavy tanks or well dug in engineers.

Poor Morale - Negative Trait
+1 Point - Units under half strength are much more likely to retreat unless in green entrenchment.

Could cause serious problems in a frontline being broken for people that try not to replace their forces as much as possible.

Limited Heroes - Negative Trait
+2 Points - Units can only have 1 hero assigned at a time.

This is a sort of compromise between people looking to still use heroes but don't like the uber units that can come around from that.

Anyway those are my current ideas I'm probably come think up more of them but I also want to hear other peoples ideas. There are surely some awesome ideas I haven't thought of yet.
If anything hopefully this could inspire the devs to look into adding more traits because I think those are so awesome and I would hate to see them left to die.
Last edited by FunPolice749 on Mon Sep 14, 2020 7:55 pm, edited 1 time in total.
Scrapulous
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 235
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Re: General Traits Ideas

Post by Scrapulous »

To the End - positive trait
2 (?) points - Units never surrender
Mojko
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 580
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Re: General Traits Ideas

Post by Mojko »

Very nice ideas :D. Here is my take on it:

Rivals - Positive Trait
2 points - Each time you get a random hero at the start of a scenario you get to pick one from three random heroes instead.


Has no impact on heroes awarded during scenario.
Author and maintainer of Unit Navigator Tool for Order Of Battle (http://mfendek.byethost16.com/)
FunPolice749
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 148
Joined: Thu Apr 30, 2020 11:52 pm

Re: General Traits Ideas

Post by FunPolice749 »

Only 2 comments? Come on everyone, I know there has to be more ideas out there than that! Here’s another couple from me but I hope more people post there own ideas :D

Diverse Training Positive Trait
1 point - Units don’t lose experience when switching unit types.

Allows a greater flexibility of an army to adapt what it needs when it needs it. Makes getting those elite Tank Destroyers with Overrun way easier to get going among other things :P

Denied Spoils Negative Trait
+2 Points - Players don’t get prestige or equipment from surrenders.

A pretty large prestige loss for players while also denying them sometimes useful upgrades. It can be said this is kinda the opposite of Europe on a Shoestring but likely less extreme than that
sebb81
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
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Joined: Fri Dec 21, 2018 10:43 pm

Re: General Traits Ideas

Post by sebb81 »

Veterans - Positive Trait
2 points - Every new bought unit starts with 1 star experience
sebb81
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
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Joined: Fri Dec 21, 2018 10:43 pm

Re: General Traits Ideas

Post by sebb81 »

WW I Veteran - neutral trait
Tanks loose 1 movement point, infantry gets 1 movement point
Stormchaser
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 263
Joined: Mon Sep 07, 2020 1:38 am

Re: General Traits Ideas

Post by Stormchaser »

Oversized Army
Positive Trait
Overstrength Units gain -1 Slot Size. -4 Points
Not sure how to phrase the skill description properly, but basically counters the first +1 Slot Size your units get from Overstrength, allowing the player to take more advantage of that mechanic.

Understrength
Negative Trait
Maximum base Strength of Units is reduced by 2 (IE Infantry at 13 and everything else at 8 Strength). +3 Points.
Can be compensated for somewhat by Overstrengthing, but doing so naturally increases unit Slot Size.
Last edited by Stormchaser on Mon Sep 21, 2020 5:23 pm, edited 3 times in total.
Tassadar
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
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Re: General Traits Ideas

Post by Tassadar »

Stormchaser wrote: Mon Sep 21, 2020 4:35 pm Oversized Army
Positive Trait
Overstrength Units gain -1 Slot Size. -2 Points
Not sure how to phrase the skill description properly, but basically counters the first +1 Slot Size your units get from Overstrength, allowing the player to take more advantage of that mechanic.

Understrength
Negative Trait
Maximum base Strength of Units is reduced by 2 (IE Infantry at 13 and everything else at 8). +2 Points.
Can be compensated for somewhat by Overstrengthing, but doing so naturally increases unit Slot Size.
I wonder how viable these are with the costs, but also exact interaction with game mechanics. Oversized Army seems to be somewhat overpowered in terms of how many slots it actually saves - I dare say it's worth even 4 points. On the other spectrum Understrength seems hugely limiting and worthy of at least one point more.
Stormchaser
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 263
Joined: Mon Sep 07, 2020 1:38 am

Re: General Traits Ideas

Post by Stormchaser »

Tassadar wrote: Mon Sep 21, 2020 5:17 pm
Stormchaser wrote: Mon Sep 21, 2020 4:35 pm Oversized Army
Positive Trait
Overstrength Units gain -1 Slot Size. -2 Points
Not sure how to phrase the skill description properly, but basically counters the first +1 Slot Size your units get from Overstrength, allowing the player to take more advantage of that mechanic.

Understrength
Negative Trait
Maximum base Strength of Units is reduced by 2 (IE Infantry at 13 and everything else at 8). +2 Points.
Can be compensated for somewhat by Overstrengthing, but doing so naturally increases unit Slot Size.
I wonder how viable these are with the costs, but also exact interaction with game mechanics. Oversized Army seems to be somewhat overpowered in terms of how many slots it actually saves - I dare say it's worth even 4 points. On the other spectrum Understrength seems hugely limiting and worthy of at least one point more.
I admittedly couldn't remember if the Point Costs went higher than 1 or 2 points, so just set them to the highest I remembered. I can change them pretty easily though.
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