Various improvements suggestions
Posted: Thu Aug 14, 2014 8:11 am
				
				Greetings,
I would like to suggest various improvements. Some are only very cosmetic changes, but some are complete reworks. Please consider these suggestions as separate, because they are not necessarily related.
1 - Before each battle in the campaign show geographical map with the location of the conflict. This information is present for scenario maps, but is missing for campaign maps.
2 - "kills" in the unit details window does not show actual kills, but rather total sum of unit strengths it destroyed during attack. The actual kills can be viewed in the unit leaders tab. I suggest to rename "kills" in the unit details window to "hits" and also count suppression, not only decreased strength of enemy units. Currently, units like artillery or strategic bombers are penalized when it comes to gaining leaders for no good reason.
3 - I would suggest to completely redesign the system how leader bonuses are earned. Current system is too random: you can end up with ridiculous units (5 range artillery) or almost useless bonuses (scouting bonus on artillery). My point is to make the system less random and disallow extreme combinations.
-> rules specifying how you get a unit gains a leader remain unchanged
-> when you gain a leader instead of gaining ability, you'll get 5 command points
-> you can purchase ability for command points, here are the prices (cost raises for attributes that can be improved multiple times):
cost | bonuses
-------------------
1/2/3 | attack +1 (max 3)
1/2/3 | defense +1 (max 3)
5 | movement +1 (max 1)
5 | range +1 (max 1, ranged units only)
1/2/3 | initiative +1 (max 3)
1/2 | spotting +1 (max 2)
1/2/3 | ammo +1 (max 3)
4 - Unit transport should be sold separately and it should be possible to attach and detach them from units (only during the deployment phase). Also, when you are forced to abandon transport, you should be able to use it in the next battle. The main idea is to allow greater flexibility for units that use a transport.
5 - Special units such as bridge engineers and paratroopers are rarely used, because it's really not worth to have a slot occupied just for that reason. I would like to have a feature for infantry units to remember their previous training when they switch between infantry classes (light, heavy, paratrooper, bridge eng). So for example if I have a basic infantry and then I change them to paratroopers (which costs me prestige), if I change them back to light infantry and then back to paratrooper I pay the same as they were already paratroopers (which is 0 prestige if it's the same unit, or only upgrade fee if it's a better version of the paratrooper unit). The main idea is to add the ability to efficiently switch some infantry units to specialized roles with the necessity to pay only the initial investment. The goal is to have for example 10 infantry units, of which 3 can be changed to paratroopers and 1 to bridge eng for no or very small cost after the initial investment has been made.
I'm looking forward to your feedback.
EDIT (adding suggestions from feedback):
6 - leader bonuses could be added to unit details window, the display format could look like "attack: 10 (+1)" for example
7 - add an option to view unit details during the deployment phase. Sometimes I need to find a quick tank (that has movement bonuses) during the deployment, so I could place him ahead of other units
			I would like to suggest various improvements. Some are only very cosmetic changes, but some are complete reworks. Please consider these suggestions as separate, because they are not necessarily related.
1 - Before each battle in the campaign show geographical map with the location of the conflict. This information is present for scenario maps, but is missing for campaign maps.
2 - "kills" in the unit details window does not show actual kills, but rather total sum of unit strengths it destroyed during attack. The actual kills can be viewed in the unit leaders tab. I suggest to rename "kills" in the unit details window to "hits" and also count suppression, not only decreased strength of enemy units. Currently, units like artillery or strategic bombers are penalized when it comes to gaining leaders for no good reason.
3 - I would suggest to completely redesign the system how leader bonuses are earned. Current system is too random: you can end up with ridiculous units (5 range artillery) or almost useless bonuses (scouting bonus on artillery). My point is to make the system less random and disallow extreme combinations.
-> rules specifying how you get a unit gains a leader remain unchanged
-> when you gain a leader instead of gaining ability, you'll get 5 command points
-> you can purchase ability for command points, here are the prices (cost raises for attributes that can be improved multiple times):
cost | bonuses
-------------------
1/2/3 | attack +1 (max 3)
1/2/3 | defense +1 (max 3)
5 | movement +1 (max 1)
5 | range +1 (max 1, ranged units only)
1/2/3 | initiative +1 (max 3)
1/2 | spotting +1 (max 2)
1/2/3 | ammo +1 (max 3)
4 - Unit transport should be sold separately and it should be possible to attach and detach them from units (only during the deployment phase). Also, when you are forced to abandon transport, you should be able to use it in the next battle. The main idea is to allow greater flexibility for units that use a transport.
5 - Special units such as bridge engineers and paratroopers are rarely used, because it's really not worth to have a slot occupied just for that reason. I would like to have a feature for infantry units to remember their previous training when they switch between infantry classes (light, heavy, paratrooper, bridge eng). So for example if I have a basic infantry and then I change them to paratroopers (which costs me prestige), if I change them back to light infantry and then back to paratrooper I pay the same as they were already paratroopers (which is 0 prestige if it's the same unit, or only upgrade fee if it's a better version of the paratrooper unit). The main idea is to add the ability to efficiently switch some infantry units to specialized roles with the necessity to pay only the initial investment. The goal is to have for example 10 infantry units, of which 3 can be changed to paratroopers and 1 to bridge eng for no or very small cost after the initial investment has been made.
I'm looking forward to your feedback.
EDIT (adding suggestions from feedback):
6 - leader bonuses could be added to unit details window, the display format could look like "attack: 10 (+1)" for example
7 - add an option to view unit details during the deployment phase. Sometimes I need to find a quick tank (that has movement bonuses) during the deployment, so I could place him ahead of other units
