New Expansion

Moderators: Hubert Cater, BillRunacre

Post Reply
dhucul2011
Posts: 425
Joined: Wed Sep 12, 2007 7:32 pm

New Expansion

Post by dhucul2011 »

OK, I assume that there is a great new expansion in the works...knowing Hubert.[;)]

I am hoping that we can expect some of the following:

1. Mulberry Harbours.
2. A true oil feature with synthetic oil. (probably most needed new feature)
3. A true manpower feature.
4. Atomic bombs and poison gas. (Basically WMDs...)
5. At sea supply of ships.
6. Pacific campaign with Kamikazes.
7. Mine fields and the ability to lay and clear mines.
8. Air fleet HQs.
9. The ability to turn DEs off and on. "I said yes in 1941 but I want to say no in 1943"
10. Stacking....just kidding. But maybe be able to stack one land and one air?
11. Airfields/Military installations that provide some supply and are able to be built (and destroyed) by engineers.
12. New units? Mountain divisions, auxiliary cruisers, supply ships, kamikazes....
13. The ability to evacuate land units from coastal hexes by having a naval unit next to them but be expensive.
14. Tiles....just kidding.
15. The ability to destroy railroads and rebuild them with engineers.

Just some fanciful thoughts.
User avatar
rjh1971
Posts: 5119
Joined: Tue Dec 13, 2005 3:33 pm
Location: Madrid, Spain

RE: New Expansion

Post by rjh1971 »

Well thought, except 10 and 14 [&o][:D]
Image
GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI
User avatar
nnason
Posts: 530
Joined: Fri Mar 04, 2016 2:47 pm
Location: Washington DC Metro Area

RE: New Expansion

Post by nnason »

All these ideas are great but in a strategic game like Start Cmd in my opinion except adding Pacific Theater integrated into Europe War these ideas make game unnecessarily complicated. These kinds of ideas are more for Operational Art of War 4. Just my two cents
Live Long and Prosper,
Noah Nason
LTC Field Artillery
US Army Retired
Titan
Posts: 493
Joined: Mon Aug 28, 2000 8:00 am
Location: new Zealand
Contact:

RE: New Expansion

Post by Titan »

Well if i could pick two out of that lot and i certainly think its applicable in this being a Grand Strategy game would be oil and Manpower. Commander Europe at war Modeled them both very well and infact i think they made the game much better than would it could of been. And it would certainly give the Axis player another thing to think about...just cant charge an armoured horde around the map without a cost....Also as manpower reserves get low so does the quality of new and untried units. Personally just those two things alone would make a very good game into a great game or perhaps a classic
User avatar
sPzAbt653
Posts: 10041
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: New Expansion

Post by sPzAbt653 »

9. I think you can do that already in the Advanced Options, or maybe you mean that you can't do it for Multi-Player.

Agree with Titan on 2 & 3.

Agree that some sort of Sea Supply would be nice, but probably quite complicated to implement.

4. Even mass murderers didn't use gas during WWII , and I'd rather have fun running an Operation Olympic than dropping A-Bombs on Japan [no fun].

8. Air Fleet HQ's might be nice. Since the new Air Unit/HQ rules have been implemented I've seen some cases where the computer doesn't do such a great job with its' assignments.

10. Everybody please forget about stacking, it is too complex to code and not worth the effort.

11. Airfields are whacky things, sometimes created overnight with little infrastructure, sometimes so complicated as to be inefficient and ineffective. Good luck coding them.
User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: New Expansion

Post by xwormwood »

Oh, is it already christmas?

Dear Santa Hubert, these are my humble wishes this year:

1. Allow turn replay as often as you want to watch it
2. File the history of the game (which decision events were answered how, which city was won or lost when, which country surrendered or declared war, how did the map look like on date one, two or three (see the frontlines move on the strategic map, filled up with national colors)
3. divide the map into two parts (east / west, or north / south, or atlantic / pacific, or land layer / naval layer). the player does his turn, end his turn, and instantly sees what his opponent (AI or human player) did on the other part of the map. No more waiting for the AI to calculate etc. Just saves so much live time. And as a bonus the AI will have much more time to think about its moves when it can do so while the human player plays his turn.
4. Enhance the decision events in a "Twilight Struggle" kind of way.
5. Allow units do disband
6. Allow units a final push kind of movement or attack (when stuck in a no supply zone, which often are kind of prison camps of no return)
7. Allow all out attacks (now or never, we have to take this beach / this island, no matter the costs)
8. Introduce airdrop supply (bombers drop supply for encircled or unsupplied units)
9. Introduce training for units (enter for x turns the training mode -unit unable to move- to gain half a star of experience)
10. Introduce decision events in which units can gain or loose experience
11. Introduce a historical background info for all decision events, add whenever possible historical speeches, sounds, songs to all menus and end game reports
12. Improve the Game over part of the game. After so many hours of game play the winner and loser of a game need to get a worthy end for their efforts. A picture is not such a great end.
13. Install folders (for the player to fill up) for MP3s, pictures and movie clips, which the game uses to show random picture or play songs or movies in a menu, game phase or decision event, whenever the game might need some optional chrome (like if you are watching the AIs turn, or during the turn replay, or within a decision event, during a war declaration, in the end game phase etc.
:)


"You will be dead, so long as you refuse to die" (George MacDonald)
User avatar
sPzAbt653
Posts: 10041
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: New Expansion

Post by sPzAbt653 »

I like 8. Let's see - add a Supply mission to bombers, target a hex with a unit in it, initiate Intercept/Counter Intercept, if successful the target unit gets 3 or 5 supply depending on, something. I think the decision to switch bombers from combat support to supply missions was a strategic decision, wasn't it ?
rocketman71
Posts: 489
Joined: Tue Feb 20, 2007 8:43 pm

RE: New Expansion

Post by rocketman71 »

2. Inspiration can be drawn from DC:B which gives you a neat PDF summary file at the end of the game.
User avatar
ncc1701e
Posts: 10694
Joined: Tue Oct 29, 2013 7:50 pm
Location: Utopia Planitia Fleet Yards

RE: New Expansion

Post by ncc1701e »

ORIGINAL: dhucul

2. A true oil feature with synthetic oil. (probably most needed new feature)
3. A true manpower feature.

Agree, this would be fantastic. Unit consuming oil and manpower would renew the strategy.

ORIGINAL: dhucul

6. Pacific campaign with Kamikazes.

Perhaps, this could wait Strategic Command WWII War in the World... [:)]
ORIGINAL: dhucul

15. The ability to destroy railroads and rebuild them with engineers.

Yes, the strategic air war with this would be great. Germany had many problems in 1944 due to railroad destruction in France.
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
User avatar
sPzAbt653
Posts: 10041
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: New Expansion

Post by sPzAbt653 »

15 is already modeled by bombing resources below 5, thereby restricting operational movement.
User avatar
Christolos
Posts: 1002
Joined: Wed Apr 23, 2014 10:45 pm
Location: Montreal, Canada

RE: New Expansion

Post by Christolos »

ORIGINAL: Titan

Well if i could pick two out of that lot and i certainly think its applicable in this being a Grand Strategy game would be oil and Manpower. Commander Europe at war Modeled them both very well and infact i think they made the game much better than would it could of been. And it would certainly give the Axis player another thing to think about...just cant charge an armoured horde around the map without a cost....Also as manpower reserves get low so does the quality of new and untried units. Personally just those two things alone would make a very good game into a great game or perhaps a classic
+1

I think this would help in balancing the game...

C
“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-
User avatar
OxfordGuy3
Posts: 1242
Joined: Sun Jul 01, 2012 4:44 pm
Location: Oxford, United Kingdom

RE: New Expansion

Post by OxfordGuy3 »

ORIGINAL: Xwormwood


5. Allow units do disband

Units can already disband, and you get some MPPs back, as long as they meet the disband requirements and are not naval units
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
User avatar
Taxman66
Posts: 2279
Joined: Tue Mar 18, 2008 10:28 pm
Location: Columbia, MD. USA

RE: New Expansion

Post by Taxman66 »

Something I'd like to see, (MOD or part of the game): is the Nato motorized symbols for mobility upgraded units.
Since there is only a single level for the Mobility upgrade it would be removing the tiny '1' in the upgrade slot and adding the black circles to the bottom of the symbols.
Not sure what to do about the armor and mech units, as the black circles would look silly on those counters. Perhaps in that case just leave the tiny '1'.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Post Reply

Return to “Strategic Command WWII War in Europe Public Beta”