Suggestions: Military satellites, Weather control, Government buildings etc.……

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    • Suggestions: Military satellites, Weather control, Government buildings etc.……

      Well, I have been playing in 8 months now, and am pretty high in rank, but haven’t really made any suggestion on how to improve the game by new Ideas (been complaining about the game length though (Thread: forum.conflictnations.com/index.php?thread/4902-coalitions/ ) but other than that, not so much). So I will give it a go here:


      1. Military Satellites: Long shot but will be nice, if you could make them; Level 1; Horizontal or vertical fly path set by the player to find units that are close to ones borders. Level 2; Early warning system for Ballistic Missiles and ICBM when fired (for those who don’t invest in satellites, shall not be given the warning of incoming missiles before they are in their airspace, so they won’t have proper time to evacuate their military). Level 3 and up; Main land intelligence (not green dots), but actual military units should be revealed here, over a specific sized moving circle (Only high level radars/missiles should be able to detect and shoot them down).
      2. Missiles: Increase cruise missiles requirements, so people start researching ballistic first (in real life, few countries actually have cruise missiles compared to ballistic). Ballistic launcher should be available from secret weapon lab 2 (and maybe only cost 1 warhead instead of two.)
      3. Tank Destroyers: Increase damage to tanks to 10 from level 1. (They need to do more damage than main battle tanks before it make sense to buy them. I haven’t fought with them one time for real, because main battle tanks are way smarter to build in all circumstances. Please make them more attractive.)
      4. Multiple Rocket Launchers: Lower the research requirements. There is no point in researching both towered and mobile artillery before we can research the rocket launcher. The rocket launcher is a nice unit, but people just don’t use it, due to the unnecessary long research, which is really a shame.
      5. Ballistic submarines: Should be obtained from naval base 4-5. I honestly don’t see any point in having a naval base level 6, for only creating that sub. Level 5 is the highest in all other buildings anyway. Instead you could increase the requirements for which kind of ballistic missiles can be fired from them (for example only level 4 and up ballistic missiles can be used in ballistic subs).
      6. Newspaper: Statistic/Ranks on who have the most powerful military or technological advance are very misleading, especially late in game. (Furthermore, when a nuclear attack has happened, it should headline it more clearly with e.g. a picture and more panic-ish atmosphere.)
      7. AI: We shall have the opportunity to choose harder AI when we create a game. Furthermore, Ai should be able to use air force more rapidly on our units and cities, when we attack them (and learn to fire missiles will be a nice addition). They should also be better a producing more advanced anti air in late games, for shielding against cruise missiles!
      8. Map: Antarctica should be show on the map (just as the ice caps near Canada). Cyprus should be its own country. Cuba, UAE, Morocco, Sudan, Bangladesh, Portugal, Malaysia, and New Zealand should all be playable maps in world 60, to add more tension to the game, and keep their neighbors occupied from expanding elsewhere in the beginning.
      9. Long term ideas for the developers to work with:

      10. Government buildings: Government buildings like Ministry of Defense (military-locations/technology), Homeland Security (spy departments), and Main Government (military movements, supplies) should be introduced and placed in different cities. We should know where to place our spies more clearly, rather than just random. IF the capitol falls, a new government building and Capitol should be placed randomly, until the player chooses a new capitol (which many don’t do). There should be a moral punishment, if the leaderships dies doing a WOMD attack. High level bunker however should be able to protect government people and evacuate them later on. Generally, losing a Capitol should be much more punishing for the player who lose it (punishment could be like not having proper control/sight of ones forces until a new government and headquarter have been made), and more rewarding for the country who takes it (be able to reveal some enemy units for free). This will make sure that people invests in defending their Capitol. Now, people just don’t care enough.
      11. Weather control: Introduce weather phenomes, and wind speed. Wind speed should affect how planes fly in different weather (just as ground units in different terrain) and nuclear fallout (should be introduced as well) spread across the detonations side.
      12. UN: Peace Corps to deal with mad players (declaring war with everyone), that can be activated early on in the game (until around day 20) if more than 90 % of active players request it, and donates 3000 of its men. The Peace Corps (AI) can then recapture land taken and isolate the current player for a specific matter of time. (Useful in roleplays).
      13. Trade: An option to buy finished military units from other AI-countries should be introduced. Say I want to buy s-400 missile defense, but don’t want to make it (or don’t have the right military Doctrine). Then, some countries should be selling them finish made on the market for a fair price and limited amount.


      Overall I really think that the developers are adding great new features all the time. Many of my other early suggestion have already to some extend been introduced in earlier updates. These one have always been on my mind however, so I will just put them out there, and hear what you guys think :-)

      The post was edited 5 times, last by sand4435 ().

      • Military Satellites: Long shot but will be nice, if you could make them; Level 1; horizontal or vertical fly path set by the player to find units that are close to ones borders. Level 2 early warning system for Ballistic Missiles and ICBM when fired (for those who don’t invest in satellites, shall not be given the warning of incoming missiles before they are in their airspace, so they won’t have proper time to evacuate their military). Level 3 and up main land intelligence (not green dots), but actual military units should be revealed here, over a specific sized moving circle (Only high level radars/missiles should be able to detect and shoot them down).
      DEV: we kinda have this as gold-intel right now. Don't think the game needs more features uncovering player units...
      • Missiles: Increase cruise missiles requirements, so people start researching ballistic first (in real life, few countries actually use cruise missiles compered to ballistic). Ballistic launcher should be available from secret weapon lab 2 and only cost 1 warhead instead of two.
      DEV: this is more about payload than technology - so although you are right from a tech vantage, we did want to first allow tactical missiles before opening up the strategic ones
      • Tank Destroyers: Increase damage to tanks to 10 from level 1. (They need to do more damage than main battle tanks before it make sense to buy them. I haven’t fought with them one time for real, because main battle tanks are way smarter to build in all circumstances. Please make them more attractive.)
      DEV: In fact we have over the time increased the power of the TD a lo, with the unit presently starting at 8 and the special EU Kanonenjagdpanzer delivering a whopping 9.5
      • Multiple Rocket Launchers: Lower the research requirements. There is no point in researching both towered and mobile artillery before we can research the rocket launcher. The rocket launcher is a nice unit, but people just don’t use it, due to the unnecessary long research, which is really a shame.
      DEV: I agree - probably the cost is to high considering the prerequisites, but then... it is absolutely devastating
      • Ballistic submarines: Should be obtained from naval base 4-5. I honestly don’t see any point in having a naval base level 6, for only creating that sub. Level 5 is the highest in all other buildings anyway. Instead you could increase the requirements for which kind of ballistic missiles can be fired from them (for example only level 4 and up ballistic missiles can be used in ballistic subs).
      DEV: level 6 it is only due to the fact that level 1 is the free harbor built in all locations with access to the sea/water. Effectively it is placed at the highest tier
      • Newspaper: Statistic/Ranks on who have the most powerful military or technological advance are very misleading, especially late in game. (Furthermore, when a nuclear attack has happened, it should headline it more clearly with e.g. a picture and more panic-ish atmosphere.)
      DEV: there should be a picture and news - there is a chance for them so maybe we need to check the randomizer... thanks for this...
      • AI: We shall have the opportunity to choose harder AI when we create a game. Furthermore, Ai should be able to use air force more rapidly on our units and cities, when we attack them (and learn to fire missiles will be a nice addition). They should also be better a producing more advanced anti air in late games, for shielding against cruise missiles!
      DEV: already working on AI improvements such as distribution, stacking and air
      • Map: Antarctica should be show on the map (just as the ice caps near Canada). Cyprus should be its own country. Cuba, UAE, Morocco, Sudan, Bangladesh, Portugal, Malaysia, and New Zealand should all be playable maps in world 60, to add more tension to the game, and keep their neighbors occupied from expanded elsewhere in the beginning.
      DEV: planned for the 100+ player map coming sometime soon(tm)
      • Government buildings: Government buildings like Ministry of Defense (military locations), homeland security (spy departments), and main government (military movements, supplies) should be introduced and placed in different cities. We should know where to place our spies more clearly, rather than just random. IF the capitol falls, a new government building and Capitol should be placed randomly, until the player chooses a new capitol (which many don’t do). There should be a moral punishment, if the leaderships dies doing a WOMD attack. High level bunker however should be able to protect government people and evacuate them later on. Generally, losing a Capitol should be much more punishing for the player who lose it (punishment could be like not having proper control/sight of ones forces until a new government and headquarter have been made), and more rewarding for the country who takes it (be able to reveal some enemy units for free). This will make sure that people invests in defending their Capitol. Now, people just don’t care enough.
      DEV: losing a capital from today's military perspective is not that big a tragedy as it for instance was in WW2. Today's military command structure is highly decentralized (yes, even with the Pentagon...) and we deliberately decided against a huge impact on capital loss. a) players were farming it nicely in COW b) it feels out of date and punishes players for faster gameplay which in turn is needed to feel modern
      • Weather control: Introduce weather phenomes, and wind speed. Wind speed should affect how planes fly in different weather (just as ground units in different terrain) and nuclear fallout (should be introduced as well) spread across the detonations side.
      DEV: we've had theatre wide weather on the planning board for sometime, obviously influencing air combat amongst others. Currently we are not working on it for prioritisation reasons.
      • UN: Peace Corps to deal with mad players (declaring war with everyone), that can be activated if more than 90 % of active players request it, and donates 5000 of its men. The Peace Corps (AI) can then recapture land taken and isolate the current player for a specific matter of time. (Useful in roleplays).
      DEV: nice idea - but with the current discussion ongoing I'd rather expand the Rogue State/Insurgents to fill this feature (think Pirates in Sins Of A Solar Empire or similar)
      • Trade: An option to buy finished military units from other AI-countries should be introduced. Say I want to buy s-400 missile defense, but don’t want to make it (or don’t have the right military Doctrine). Then, some countries should be selling them finish made on the market for a fair price and limited amount.
      DEV: buying from AI - won't happen. Potentially from coalition partners, as we've turned off the "unit gifting" for obvious abuse reasons
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • The tank destroyer is also here in this game a powerful weapon against armoured units. With Level 3 you can move with helicopters and this unit is in cities very powerful. Against AA tanks in cities the best unit. But you must make a surface attack not an air attack against the AA tank.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • Germanico wrote:


      • Military Satellites: Long shot but will be nice, if you could make them; Level 1; horizontal or vertical fly path set by the player to find units that are close to ones borders. Level 2 early warning system for Ballistic Missiles and ICBM when fired (for those who don’t invest in satellites, shall not be given the warning of incoming missiles before they are in their airspace, so they won’t have proper time to evacuate their military). Level 3 and up main land intelligence (not green dots), but actual military units should be revealed here, over a specific sized moving circle (Only high level radars/missiles should be able to detect and shoot them down).
      DEV: we kinda have this as gold-intel right now. Don't think the game needs more features uncovering player units...
      • Missiles: Increase cruise missiles requirements, so people start researching ballistic first (in real life, few countries actually use cruise missiles compered to ballistic). Ballistic launcher should be available from secret weapon lab 2 and only cost 1 warhead instead of two.
      DEV: this is more about payload than technology - so although you are right from a tech vantage, we did want to first allow tactical missiles before opening up the strategic ones
      • Tank Destroyers: Increase damage to tanks to 10 from level 1. (They need to do more damage than main battle tanks before it make sense to buy them. I haven’t fought with them one time for real, because main battle tanks are way smarter to build in all circumstances. Please make them more attractive.)
      DEV: In fact we have over the time increased the power of the TD a lo, with the unit presently starting at 8 and the special EU Kanonenjagdpanzer delivering a whopping 9.5
      • Multiple Rocket Launchers: Lower the research requirements. There is no point in researching both towered and mobile artillery before we can research the rocket launcher. The rocket launcher is a nice unit, but people just don’t use it, due to the unnecessary long research, which is really a shame.
      DEV: I agree - probably the cost is to high considering the prerequisites, but then... it is absolutely devastating
      • Ballistic submarines: Should be obtained from naval base 4-5. I honestly don’t see any point in having a naval base level 6, for only creating that sub. Level 5 is the highest in all other buildings anyway. Instead you could increase the requirements for which kind of ballistic missiles can be fired from them (for example only level 4 and up ballistic missiles can be used in ballistic subs).
      DEV: level 6 it is only due to the fact that level 1 is the free harbor built in all locations with access to the sea/water. Effectively it is placed at the highest tier
      • Newspaper: Statistic/Ranks on who have the most powerful military or technological advance are very misleading, especially late in game. (Furthermore, when a nuclear attack has happened, it should headline it more clearly with e.g. a picture and more panic-ish atmosphere.)
      DEV: there should be a picture and news - there is a chance for them so maybe we need to check the randomizer... thanks for this...
      • AI: We shall have the opportunity to choose harder AI when we create a game. Furthermore, Ai should be able to use air force more rapidly on our units and cities, when we attack them (and learn to fire missiles will be a nice addition). They should also be better a producing more advanced anti air in late games, for shielding against cruise missiles!
      DEV: already working on AI improvements such as distribution, stacking and air
      • Map: Antarctica should be show on the map (just as the ice caps near Canada). Cyprus should be its own country. Cuba, UAE, Morocco, Sudan, Bangladesh, Portugal, Malaysia, and New Zealand should all be playable maps in world 60, to add more tension to the game, and keep their neighbors occupied from expanded elsewhere in the beginning.
      DEV: planned for the 100+ player map coming sometime soon(tm)
      • Government buildings: Government buildings like Ministry of Defense (military locations), homeland security (spy departments), and main government (military movements, supplies) should be introduced and placed in different cities. We should know where to place our spies more clearly, rather than just random. IF the capitol falls, a new government building and Capitol should be placed randomly, until the player chooses a new capitol (which many don’t do). There should be a moral punishment, if the leaderships dies doing a WOMD attack. High level bunker however should be able to protect government people and evacuate them later on. Generally, losing a Capitol should be much more punishing for the player who lose it (punishment could be like not having proper control/sight of ones forces until a new government and headquarter have been made), and more rewarding for the country who takes it (be able to reveal some enemy units for free). This will make sure that people invests in defending their Capitol. Now, people just don’t care enough.
      DEV: losing a capital from today's military perspective is not that big a tragedy as it for instance was in WW2. Today's military command structure is highly decentralized (yes, even with the Pentagon...) and we deliberately decided against a huge impact on capital loss. a) players were farming it nicely in COW b) it feels out of date and punishes players for faster gameplay which in turn is needed to feel modern
      • Weather control: Introduce weather phenomes, and wind speed. Wind speed should affect how planes fly in different weather (just as ground units in different terrain) and nuclear fallout (should be introduced as well) spread across the detonations side.
      DEV: we've had theatre wide weather on the planning board for sometime, obviously influencing air combat amongst others. Currently we are not working on it for prioritisation reasons.
      • UN: Peace Corps to deal with mad players (declaring war with everyone), that can be activated if more than 90 % of active players request it, and donates 5000 of its men. The Peace Corps (AI) can then recapture land taken and isolate the current player for a specific matter of time. (Useful in roleplays).
      DEV: nice idea - but with the current discussion ongoing I'd rather expand the Rogue State/Insurgents to fill this feature (think Pirates in Sins Of A Solar Empire or similar)
      • Trade: An option to buy finished military units from other AI-countries should be introduced. Say I want to buy s-400 missile defense, but don’t want to make it (or don’t have the right military Doctrine). Then, some countries should be selling them finish made on the market for a fair price and limited amount.
      DEV: buying from AI - won't happen. Potentially from coalition partners, as we've turned off the "unit gifting" for obvious abuse reasons
      Satelites: Yeah, I was kind of thinking someone would say that. The only issue is that reavling all forces is way to overpowered (and to cheap). And I was also hoping for some kind of feature that could reveal troop escalation near ones border early on (like in real life and in movies, where satellite pictures is mention a lot, when a big military is near a specific border.)

      Tank Destroyers; I defiantly agree that it have improved a lot. But in my optic when I hear the name, I automatically think that this unit is like the ultimate power against tanks. But it’s really not. The main battle tank is almost just as powerful, and does a lot more damage to infantry. So I’m still confused on which scenario it will be useful to build?

      Rocket Launcher: Maybe remove the research requirements, as mention, and raise the requirements for building it. Like army base 5, and secret weapons lab level 2 or something, so we don’t use it early on, but actually have fun with it at some point later on in the game. Artillery isn’t very used by active players throughout the game, so if you remove the requirements of that, people might use it more often (and late in games, it won’t be that overpowered.)

      Newspaper: I was more thinking of a picture with a nice bang of a nuclear bomb exploding or something (and some yellow highlights). When I read it, I honestly think that a chemical attack get more attentions inside the newspaper, than a nuclear bomb (which hopefully won’t be the case in a real life scenario…)

      Government buildings: I just think we are missing some kind of administrative warfare in this game. If lets says, I choose to nuke a nation’s capital and kill the entire high level staff (including the leader), that that will affect the country in some way. Many government leaders have bunkers to be safe in (and they are also a part of the game), so why not use them for something else than just population shielding. Maybe level 3 bunkers can shield key leader ship from nuclear attack, and let them evacuate before enemy take the key cities. That way, the military communication/moral won’t be affected. Say I am US and nukes Japans key cities (where hidden and shown government building will be), which don’t have bunkers in them. That should somehow affect Japan overall military, because who is in control? Just a thought…
    • Seele07 wrote:

      The tank destroyer is also here in this game a powerful weapon against armoured units. With Level 3 you can move with helicopters and this unit is in cities very powerful. Against AA tanks in cities the best unit. But you must make a surface attack not an air attack against the AA tank.
      YEah your right about the city part. Its just that that feauter is very much hidden away. Like people dont really look on how much damage a tank does in diffent terrain (me included unless Im in trouble). Personally I only look at stuff like damaga on defense/attack and how many hitpoints a unit has. And many of those I play with does the same. Maybe there should be some kind of option/info when you click directly at a unit. Like im thinking when you clik on a main battle tank protecting in a city, you will see a defense bounus at like 25 % and which terrain it on. But no info on how well it will do on that terrain. Like the main battle tank will loose 50 % of its effect, becuse it is where it is. That should be highligted more clearly! I think that people will then think twice when they place a tank inside a city. Now I just think, the info is a bit hidden away.

      But I am still in the belive than the anti tank is underpowered, for me to use. Like not only its damage on other tanks, but espically it hits points will be a big no no for me to actually invenst time in. Even though it got some skills inside cities, a main battle tank have over the double health and does much more damagae to Infantry. And it is very usefull both defense and attack. And honestly, I havent meet anyone else who actually have build it other than AI. And I have played many games :)

      The post was edited 3 times, last by sand4435 ().

    • Seele07 wrote:

      All tank destroyers are tanks with light armour. The balancing here is right.
      I still disagree here, but i guess its from person to person. Personally I will not recomend anyone to actually invest in it as of the game is now, since it will be a waste later on when game progreses (where main battle tanks are monsters), but if people wanna use them as they are now feel free (I just havent seen them used before). And I dont see the point of using them from a winning point of view. Other stuff are just much better.
    • To be honest i usually develop the mobile artillery over the LRM for speed and HP reason. Yes the LRM has more range and more hitting power, but it's also more fragile and slower. In my wars with a setting of LRM vs Mobile artillery, i found myself usually more at ease with the mobile artillery... Because the unit in itself allows to be used indirectly as a HP buffer, and its correct speed allows to play very agressively in terms of "shock movement". Against LRM i typically play the "closing-in" style, trying to engage in provinces where the central dot is closer from my side than his.

      I don't consider the higher cost of the LRM as an unlogical thing, as with the said "closing-in" style, you usually sacrifice one mobile artillery (equal numbers) to get in range or make the LRM disengage and let you conquer the vicinity. It's after this phase that the mobile artillery tend to do marvels. LRM hit 25% harder, but Mobile artillery will fire 200% longer.

      This doesn't mean that the Mobile Artillery is better than the LRM, of course. Just that the two units are desirable in their own way.

      As for the towed artillery, i use it extensively against AI in early game if i'm in Europe, to accompany the gunships
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.