Specialties
Posted: Wed Dec 18, 2019 2:23 pm
Considering how smooth and streamlined many things in the game are, the mechanics regarding specialties strike me as somewhat odd. Say you have a number of Specialties points to spend and desire to attack across a river. By spending a point your unit gets an attack bonus to aleviate the effect of the river. Fine.
It's when the situation has passed that the peculiarity appear – the engineer battalion has glued on to the parent unit and will stay there for the duration of that parent's life. I have difficulties seeing the Specialties as something intrinsic to the unit; rather they should be army assets that could be diverted to any spot needed: engineers, commandos, artillery regiments, etcetera. My main concern is that I never really play with the Specialties. Except for the attaching when they are first made available, and that's only in the whim of the moment, I never care much about them as they always seems to be to far from the spot where they could be used anyway.
Of course, it's not a patching matter, rather some pondering for upcoming versions of the game, but I would like to get this thought out of my head.
What about if the system worked as now up to the point where the Specialty becomes available. At that point the player chose wich type to aquire. But instead of attaching it to a unit, he places it in a pool. A drop-down meny tells him his options and the number and types already in said pool. If he wants to use the Specialty immediately, he goes to the unit in question and chose it the same way as it is done now. There should be one difference, however: the unit chosen will need the same critera as a unit to be rail transported (full MP) and will forfeit all it's MP's for the rest of the turn.
If the player, at a later stage, like to free the unit from the Specialty, an Alt-shift click on it (or some such), will send the Specialty back to it's pool. In order to get some "distance reality", it will take at least 1 turn before it is again avaliable, an additional turn if there's any body of water between the unit and that country's capital, and an additional turn if the distance between the unit and the capital is more than 20 hexes or so.
Imagine now that you're to invade Normandy. You have saved up a number of Specialties, and the turn before D-Day you attach Elite status to the units first to go ashore. Or maybe there's some Market Garden-like operation in the wind. You put elites in the paras and bridge crossing capabilities for the ground armour. Yes, maybe you have to wait a number of turns, because some of the assets must be taken from Italy, but that's all in the strategies of war.
Whith such system, the Specialties would be much more playable.
No idea what the AI will do, however.
It's when the situation has passed that the peculiarity appear – the engineer battalion has glued on to the parent unit and will stay there for the duration of that parent's life. I have difficulties seeing the Specialties as something intrinsic to the unit; rather they should be army assets that could be diverted to any spot needed: engineers, commandos, artillery regiments, etcetera. My main concern is that I never really play with the Specialties. Except for the attaching when they are first made available, and that's only in the whim of the moment, I never care much about them as they always seems to be to far from the spot where they could be used anyway.
Of course, it's not a patching matter, rather some pondering for upcoming versions of the game, but I would like to get this thought out of my head.
What about if the system worked as now up to the point where the Specialty becomes available. At that point the player chose wich type to aquire. But instead of attaching it to a unit, he places it in a pool. A drop-down meny tells him his options and the number and types already in said pool. If he wants to use the Specialty immediately, he goes to the unit in question and chose it the same way as it is done now. There should be one difference, however: the unit chosen will need the same critera as a unit to be rail transported (full MP) and will forfeit all it's MP's for the rest of the turn.
If the player, at a later stage, like to free the unit from the Specialty, an Alt-shift click on it (or some such), will send the Specialty back to it's pool. In order to get some "distance reality", it will take at least 1 turn before it is again avaliable, an additional turn if there's any body of water between the unit and that country's capital, and an additional turn if the distance between the unit and the capital is more than 20 hexes or so.
Imagine now that you're to invade Normandy. You have saved up a number of Specialties, and the turn before D-Day you attach Elite status to the units first to go ashore. Or maybe there's some Market Garden-like operation in the wind. You put elites in the paras and bridge crossing capabilities for the ground armour. Yes, maybe you have to wait a number of turns, because some of the assets must be taken from Italy, but that's all in the strategies of war.
Whith such system, the Specialties would be much more playable.
No idea what the AI will do, however.