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SGTscuba
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Wishlist

Post by SGTscuba »

We (the community) hope they manage to add in the following:

Military:

-sea mine/countermine warfare/sea mines deliverable by sub, surface ship or air.

-role of radar stations and networks. Should be able to build early (CHAIN Home stations in the UK, for example). Radar distance should be historically accurate (e.g., you need a lot to cover even the coast of the UK)

-cryptography/code breaking. The ULTRA secret was as big, if not bigger, than the A-bomb. There should be plenty of techs addressing this alone (perhaps acting like satellites do in SRCW/2020--the higher your level of SIGINT, the more enemy units you can see?)

-military deception. Have the ability to create "ghost" units that can spoof observation (ex: You see a tank battalion on the map. You attack it to find that it only has a combat strength of 1 instead of 30...it is a dummy unit). These played an important role in the war.

-eliminate completely the SRCW system of units automatically converting to merchant ships to move. Go back to actual amphbious ships only for landings. Cargo types can carry units, more than the amphibs, but can't land them. This will force players into the hard strategic decisions that shaped the war (ex: The German inability to pull off a landing in the UK and the Allies shortage of landing craft in 1944 that limited other operations)

-Strategic submarine warfare. Movement of goods/suppplies (as well as units) via convoys, which can be attacked by subs. As it is now, the Germans could never "starve" the UK into submission in the SRCW system; agriculture is traded on the 'world market.' Instead, have the ability to set up trade routes between countries for trades (no more world market?) that have physical ships in the game. Countries should build merchant fleets and escorts (could be a single unit--"merchant ship w/o escort" or "merchant ship with escort" each having different costs and combat values).

-Ability to conduct blockades.
-> Corollary 1 : Ability to attack "neutrals"
-> Corollary 2 : Expand Merchant Marine concept to transports goods (excluding electric power) and to work on land using trains and truck... All of these units need to be target-able and destroy-able!
-> Corollary 3 : Electric Power can only be distributed and sell over direct land (or SMALL water bodies) paths. Extra points if the electric network is target-able and destroy-able
-> Corollary 4 : Oil pipelines...Extra points if they are target-able and destroy-able
-> Corollary 5 : Oil/Gas tank farms to store Countries fuel reserves ... Of course these must be target-able and destroy-able!

-ability to designate aircraft or ships for "resupply" missions instead of "escort." Example: In SRCW, a C-47 will fly "escort" on a supply truck until its fuel is low then return to base, even if it is empty of supply (in other words, it flies around out of supply but not fuel). Have a specific "resupply" mission where a transport aircraft will return to base when it runs out of supply (not fuel). Example--C47 is resupplying a cut off unit. It flies from its base, resupplys the unit until it runs out of supplies, and then flies back to its base, resupplies, and flies back out to resupply the unit. Would cut down on micromanagement.

-unit organization and stacking to match era/period

-Planes using merchant marines, since not many/if any aircraft were capable of inflight refueling.

-Amphib and airborne landings during proxies (if proxies are still in)

-Being able to carry units inside of a ship and be able to select which ones you want to unload (instead of dumping them all off the boat), and to be able to transfer units from cargo one unit to the cargo of another, as well as planes being able to be carried within ships. (so you can use ships to resupply planes to carriers at sea)

-Ability to see units status without hovering mouse and waiting till unit list pops up (like it was in SR2020 with color bars instead in CW). It makes a lot of difference if you play on normal speed manually controlling units.

-Also, being able to build leg infantry and cavalry in other buildings than land fabrications, barracks maybe, would enable non-industrialized countries to have large but weak armies like the larger countries did.

-Also, an expanded conscription system would me nice for the period.

-Naming units

-Unit training

-can you make were we can build atom bomb test sites (and name them like trinity, tsar bomba, etc.) and when the space race comes along we can launch missions to the moon and orbit not just satellites. (and name them luna 4, apollo 11, constellation V, etc) these are things i want to see most. oh yes and for any country to do this.


Economy:

-Focus on consumer goods, etc. over military units unless overall DEFCON (or whatever you call it) goes up. Higher the chance for war, less emphasis on consumer goods, but during peace massive demand. Will prevent the USA from showing up in 1941 with a 10M man army ready to go in the reserves

-Production system that recognizes gearing up for war. More you make of something, cheaper it becomes.

-Slider instead of +/- buttons for research and military spendings. Again 100+ clicks that could and should be avoided. Actually this part was well done in SR2020, so I'd go for that kind of sliders.

-In international trade distance between export and import region should be calculated in the cost. Some goods like power and water can't be traded intercontinentally.

-Even in real today world the true production capabilities of a region are not globally known. It would be a dream of traders to know this fundamental information needed for he estimation of supply and demand to do the most profitable investments. This fact creates the wellknown risk.


AI:

-Something like HOI 3 where ministers have a purpose.

-AI that can use aircraft carriers correctly, since it will be important in places like the pacific

-AI that can do both amphib and airborne assaults, hopefully in coordination with its allies (such as normandy)

-Ability to set a stance under defense minister/ROE to capture/liberate territoy loyal to allies(even those eliminated)

-A button to turn off all your ministers instead of doing 100 clicks every game to do it.

-Treaties to limit the number of allied units deployed in players territories, by battle zone

-Being able to lock the AI from deploying more units but still allowing it to control your units would also be nice, no need to deploy the entire army for a limited war.

-AI gathering units together in large groups for an assault, counterattack or a defensive stance instead of sending units in small groups to be slaughtered by concentrated player armies.

-The AI desperately trying to keep up with other countries it sees as rivals in army size and building potential. (Arms races etc.)

-AI keeping units near front lines, more units at rival borders instead of keeping large part of the army scattered inland.

-"Wunderwaffen" (wonder weapons or special weapons like V2)

-Want to see legendary weapons actually being produced - not like in SRCW where we coul'd never see T-55 or T-62 tanks

-AI not using capital ships in the dumb way (sending them alone and unescorted).


Diplo:

-historical political elections in democracies, with player choice being the main driving force. Example: I'm the UK player and it is 1936. I decide to push for a vote of confidence in Parliment during the 1936 "Crown" crisis--why? I want Winston Churchill to take over as PM earlier than historically. I "win" the political issue, and Churchill becomes PM in 1936. Relationships, etc with all Dictatorships take a big hit, and Communists a smaller one; Democracies get a bonus in relations w/UK.

-move away from a sphere-driven political alliance system. It should be, at the most controlled, just Dicatorship (Fascists)/Democracy/Communist. Have the ability of countries to change political systems based on external effects (coups, funding opposition parties, etc.)

-flexible alignment and alliance system but with major work involved in shifting sides for major powers or countries of different political bent (ex: If Japan wanted to Ally with USA--would require massive and multiple year work by Japan to do so, and never reach the real Ally status of the US/UK historical alliance without a coup in the USA)

-unit trading ONLY with diplomatic agreements. In general, it was considered a major thing to sell military equipment to other countries before 1948. Example: US Lend Lease to the UK and USSR. Example: German/Italian sale of gear to Spain.

-Unit lending system, giving other countries control over some of your units for a limited time.

-International political crysis

-Domestic political crysis

-Opposition movements and seperalist movements

-Partizans

-Coups

-Limited war aims and victory conditions. Allows for things like "I only want this strip of land along the border" victory instead of having to completely conquer a country.

-You have to have Government-In-Exile abilities. Example: Germany conquers Netherlands in 1940, but does not get Dutch colonies in the Far East automatically.

-selective unit trade

-More diplomatic options. Especially more options to improve relationships (not only give money/resources). More options to pressure the target nation (weapons embargo, trade embargo).

-Wars that do not last forever or until one side is annihilated.

-Armed guerilla that is forming after DAR drops very low

-possibility to help guerillas in other countries with money, weapons and resources

-False flag attacks as spie options, and AI being able to use spies

-possibility to help guerillas in other countries with money, weapons and resources

-Ability to affect Casus Belli (own region to other, other to own and any to any) with propaganda and/or covert ops


Misc:

-Tie elections/personalities to the ability to gear up for war. In the above example, Winston is PM in 1936. When this happens, the UK gets a bonus toward some military techs (naval, air and radar) and their production capability/multiplier goes up (to reflect a bigger emphasis on war preparations)

-ability to transfer a game to SRCW, or to go past the scheduled game end if desired

-Ability to play through the Cold war era and see how different outcomes of WW2 effect it eg. Reich - American cold war ?

-More customizable graphic options.

-Map editor?

-Better Elections and revolts so that your country can become Facist, Communist etc...

-Ability to set level of detail in more, well, detail. The performance in CW was hit horribly by amount of polygons trees generated in closer map look which you usually use to govern a region. No ability to control game graphic settings (other then few general options) was really a big oversight. Also, definitely need a bigger interface for greater resolutions.

-I'd ask for them to show up in SR1936 since it limits functionality of CTRL+T view a great deal and it apparently is part of the engine since SR2020 had it. No much use looking at terrain without knowing where roads, rails or bridges are.

-Multicore support

-performance boost

-Better performing Multiplayer

-make the CW map 1936 compatible also or make the new map so that it can be used in a 1991-1992 context . For exapmle, Kaliningrad/Köningsberg, in 1936, It was named East Prussia and was double the size than today's Kaliningrad oblast. In 1991 setting, this would look odd on the map.

-expand the max number of region codes in new SR1936? Maybe to include numbers too beside the letters...(it would give us 10 new slots to use for regions codes)

-Make it were when you drop the a-bomb it isnt one big flat blast but a 3d mushroom cloud and what was in my other post. oh and you can see civilian casualties not just military.


And most importantly:

Dont rush it!!!


Note, this is a community wishlist, feel free to post them and I will update this post with them.
Last edited by SGTscuba on Mar 22 2013, edited 3 times in total.
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barkhauer
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Re: Wishlist

Post by barkhauer »

Ability to set a stance under defense minister/ROE to capture/liberate territoy loyal to allies(even those eliminated)
Deca.Death
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Re: Wishlist

Post by Deca.Death »

-More customizable graphic options.
-Map editor? :D
-Better Elections and revolts so that your country can become Facist, Communist etc...
-Something like HOI 3 where ministers have a purpose.
- Ability to play through the Cold war era and see how different outcomes of WW2 effect it eg. Reich - American cold war ? :D :D

One more request: Dont rush it!!! |O |O |O
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tkobo
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Re: Wishlist

Post by tkobo »

WWII........

.....the list should dwarf that of the cold war.....

....and most of the list is even more crucial than those that were on the cold war list....

Keeping,or trying to,an open mind.Initial reaction is leaning in the wrong direction though.Just far too many of the features required to get this right are crucial.And many of them have been asked for since SR 2010.

WWII is fine for just a wargame.Its in fact a great period to base a wargame on....However the SR series is supposed to be more than just a wargame.A SR WWII game has a hugely high bar for the feature set,to avoid being another "WWII light" wargame.
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
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Niko465
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Re: Wishlist

Post by Niko465 »

True Nazi flag and not a insulting immitation.
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barkhauer
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Re: Wishlist

Post by barkhauer »

Niko465 wrote:True Nazi flag and not a insulting immitation.
This would make the game illegal in Germany. Better to make it easy for players to mod one in if they want.
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Balthagor
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Re: Wishlist

Post by Balthagor »

barkhauer wrote:
Niko465 wrote:True Nazi flag and not a insulting immitation.
This would make the game illegal in Germany. Better to make it easy for players to mod one in if they want.
This is correct, and already easily moddable.
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Aragos
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Re: Wishlist

Post by Aragos »

--unit trading ONLY with diplomatic agreements. In general, it was considered a major thing to sell military equipment to other countries before 1948. Example: US Lend Lease to the UK and USSR. Example: German/Italian sale of gear to Spain.

--unit organization and stacking to match era/period

--ability to transfer a game to SRCW, or to go past the scheduled game end if desired

--flexible alignment and alliance system but with major work involved in shifting sides for major powers or countries of different political bent (ex: If Japan wanted to Ally with USA--would require massive and multiple year work by Japan to do so, and never reach the real Ally status of the US/UK historical alliance without a coup in the USA)

--Production system that recognizes gearing up for war. More you make of something, cheaper it becomes.

--Focus on consumer goods, etc. over military units unless overall DEFCON (or whatever you call it) goes up. Higher the chance for war, less emphasis on consumer goods, but during peace massive demand. Will prevent the USA from showing up in 1941 with a 10M man army ready to go in the reserves :)

--ability to designate aircraft or ships for "resupply" missions instead of "escort." Example: In SRCW, a C-47 will fly "escort" on a supply truck until its fuel is low then return to base, even if it is empty of supply (in other words, it flies around out of supply but not fuel). Have a specific "resupply" mission where a transport aircraft will return to base when it runs out of supply (not fuel). Example--C47 is resupplying a cut off unit. It flies from its base, resupplys the unit until it runs out of supplies, and then flies back to its base, resupplies, and flies back out to resupply the unit. Would cut down on micromanagement.

--Strategic submarine warfare. Movement of goods/suppplies (as well as units) via convoys, which can be attacked by subs. As it is now, the Germans could never "starve" the UK into submission in the SRCW system; agriculture is traded on the 'world market.' Instead, have the ability to set up trade routes between countries for trades (no more world market?) that have physical ships in the game. Countries should build merchant fleets and escorts (could be a single unit--"merchant ship w/o escort" or "merchant ship with escort" each having different costs and combat values).

--eliminate completely the SRCW system of units automatically converting to merchant ships to move. Go back to actual amphbious ships only for landings. Cargo types can carry units, more than the amphibs, but can't land them. This will force players into the hard strategic decisions that shaped the war (ex: The German inability to pull off a landing in the UK and the Allies shortage of landing craft in 1944 that limited other operations)

--military deception. Have the ability to create "ghost" units that can spoof observation (ex: You see a tank battalion on the map. You attack it to find that it only has a combat strength of 1 instead of 30...it is a dummy unit). These played an important role in the war.

--cryptography/code breaking. The ULTRA secret was as big, if not bigger, than the A-bomb. There should be plenty of techs addressing this alone (perhaps acting like satellites do in SRCW/2020--the higher your level of SIGINT, the more enemy units you can see?)

--role of radar stations and networks. Should be able to build early (CHAIN Home stations in the UK, for example). Radar distance should be historically accurate (e.g., you need a lot to cover even the coast of the UK)

--sea mine/countermine warfare

--move away from a sphere-driven political alliance system. It should be, at the most controlled, just Dicatorship (Fascists)/Democracy/Communist. Have the ability of countries to change political systems based on external effects (coups, funding opposition parties, etc.)

--historical political elections in democracies, with player choice being the main driving force. Example: I'm the UK player and it is 1936. I decide to push for a vote of confidence in Parliment during the 1936 "Crown" crisis--why? I want Winston Churchill to take over as PM earlier than historically. I "win" the political issue, and Churchill becomes PM in 1936. Relationships, etc with all Dictatorships take a big hit, and Communists a smaller one; Democracies get a bonus in relations w/UK.

--Tie elections/personalities to the ability to gear up for war. In the above example, Winston is PM in 1936. When this happens, the UK gets a bonus toward some military techs (naval, air and radar) and their production capability/multiplier goes up (to reflect a bigger emphasis on war preparations)
Last edited by Aragos on Mar 11 2013, edited 1 time in total.
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Uriens
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Re: Wishlist

Post by Uriens »

Wow, what to think first. Modding!
Ok, ability to mod actual map and resources on it, not just facility and unit placement.
No CW sphere influences or at least ability to turn them completely off by modding.

Gameplay changes:
A button to turn off all your ministers instead of doing 100 clicks every game to do it.
Slider instead of +/- buttons for research and military spendings. Again 100+ clicks that could and should be avoided. Actually this part was well done in SR2020, so I'd go for that kind of sliders.
Ability to see units status without hovering mouse and waiting till unit list pops up (like it was in SR2020 with color bars instead in CW). It makes a lot of difference if you play on normal speed manually controlling units.

I'll probably think of more later.

Edit: Ah, yes. Important one. Ability to set level of detail in more, well, detail. The performance in CW was hit horribly by amount of polygons trees generated in closer map look which you usually use to govern a region. No ability to control game graphic settings (other then few general options) was really a big oversight. Also, definitely need a bigger interface for greater resolutions.
Last edited by Uriens on Mar 07 2013, edited 1 time in total.
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Balthagor
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Re: Wishlist

Post by Balthagor »

Uriens wrote:...A button to turn off all your ministers instead of doing 100 clicks every game to do it.
Slider instead of +/- buttons for research and military spendings. Again 100+ clicks that could and should be avoided. Actually this part was well done in SR2020, so I'd go for that kind of sliders.
There are only 5 ministers with about 3 things you can lock them from. That's maximum of 15 clicks + 3 for initiative.

Re: spending values - click on the value, you get a slider. Problem is we found no good was of making the player aware that it's there. (noted in our feedback to be improved document).
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Uriens
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Re: Wishlist

Post by Uriens »

Actually, production minister alone has 11 locks for each product separately and you need to select each product and then lock it in order to do it. Giving him a master lock would go a long way.

Didn't know about that hidden slider feature. Nice to know I can use it in CW now. Thanks. :-)

When improving documentation definitely do a nice comprehensive list of all game shortcuts. It goes a long way for every real time strategy.
Last edited by Uriens on Mar 07 2013, edited 1 time in total.
Draken
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Re: Wishlist

Post by Draken »

- AI That can handle coordinated carrier ops! (Pearl Harbor anyone?)

- Treaties to limit the number of allied units deployed in players territories, by battle zone
Violence is the last refuge of the incompetent.
Isaac Asimov, Salvor Hardin in "Foundation"
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Si vis pacem, para bellum
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It is hard to free fools from the chains they revere.
Voltaire
notus
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Re: Wishlist

Post by notus »

It would be cool that we could cordinate whit the AI operations like amphibeous assaults, but probably that is totaly impossible
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Uriens
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Re: Wishlist

Post by Uriens »

notus wrote:It would be cool that we could cordinate whit the AI operations like amphibeous assaults, but probably that is totaly impossible
Maybe it would be possible by setting a hotspot for your ally(s) to attack. I like the idea btw.
Draken
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Re: Wishlist

Post by Draken »

Ah! Lets not forget about cargo transfer from 1 transport to another!
( leg unit in ship to heli landed in ship --- maybe not 1936 but yes on 1963 :) )
Violence is the last refuge of the incompetent.
Isaac Asimov, Salvor Hardin in "Foundation"
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Si vis pacem, para bellum
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It is hard to free fools from the chains they revere.
Voltaire
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