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HQ units idea

Posted: Mon Apr 14, 2014 2:22 pm
by dragos
While modding PzC does not allow adding new unit classes or unit special traits, I think from a role-playing perspective creating HQ units under infantry class would make the game more interesting. These units should have the attributes of a regular infantry unit but with much weaker offensive values (but higher defense?). Also they should have a very high prestige cost, with the following implications:

1) Modding GC scenarios to add enemy HQs on the map, placed fixed in some strategic positions. Then the player would have the choice to head directly towards objectives or try to reach enemy HQs in order to gain prestige by forcing them to surrender.

2) Player "house-rules" should make him weaken his core force and lower prestige by forcing him to field 1 HQ unit in 1939 DLC, 2 in 1940, 3 in 1941 and so on... Of course this won't work with the soft prestige cap rule.

I think this would make the play more interesting under low prestige difficulty settings.

Re: HQ units idea

Posted: Mon Apr 14, 2014 11:45 pm
by BiteNibbleChomp
An idea similar to this is being implemented in my new "The Path to Rearmament" Mod (viewtopic.php?f=147&t=49355). In this, if you have an HQ in the same zone as some armies, your HQ will heal them by 1, approx 1 in every 2 turns. Most major nations have 3 of them.

- BNC

Re: HQ units idea

Posted: Tue Apr 15, 2014 1:36 am
by iceFlame
BiteNibbleChomp wrote:An idea similar to this is being implemented in my new "The Path to Rearmament" Mod (viewtopic.php?f=147&t=49355). In this, if you have an HQ in the same zone as some armies, your HQ will heal them by 1, approx 1 in every 2 turns. Most major nations have 3 of them.

- BNC
I just commented in the other thread, (so I won't go into much detail here), other than to say the 'healing' aspect is interesting from the point of view of replacements filtering down from HQ. Good idea! :)