Kalrakh inspired me to write my thoughts in the forums,
just like him, I played Supremacy1914 for a very long time and CoN rather short.
1. Overview-Arrangement Cities annexed-occupied
In mid to late game, you sometimes happen to have more than 100 cities, some are your homeland cities, some are annexed cities and some are rather unimportant occupied cities. I would like to seperate the important (annexed and homeland) cities from the unimportant occupied cities. Because right now, at 129 cities, I take quite a bit to find my annexed cities^^ (at least, I cant find them on first sight)
2. Radar-Support Units
Includes: Combat Recon Vehicle, Mobile Radar, UAV, Awacs, Naval Awacs.
The main purpose of the units is not to kill, but to scout and look for enemies. In early to mid game, research is very precious. I cant waste time researching units and upgrades that cant kill enemies. Instead of having to level up weak-combat units, I'd much rather focus on units that can kill, like Tanks, Artillery, Ships, Strike Fighters, etc.
Instead of spending days to research and upgrade one Radar-Support Unit, I simply use the existing high level units to scout:
Why Awacs if you (can) have Naval Patrol Aircraft? The Naval Patrol Aircraft can even sink ships and subs!
Why UAVs, Mobile Radars,... if you (can) have Airplanes? They are faster and stronger anyway.
You could say if you spend enough research time on those radar-support units, they can prove themselve useful. But thats a lot of precious research time spent! Researches until unit is maxed:
AWACs: 6
Radar: 6
UAV: 6
This is why I, and maybe many other players, rarely if ever use radar-support units. Until they prove themselves useful enough, you have spent too much research time!
UAV Stealth? Max level.
AWACs/Mobile Radar revealing stealth? One level before max.
-> I don't feel like sacrificing so much research time and get only few in return(who doesnt prefer another max level unit that can kill enemies?)
What I propose:
Do not lower the research costs, nor building/maintenance costs. Neither the production requirements. Either lower the research time siginificantly or have them need less researches (for example 3) to reach max level. That way, less research time is spent on radar-support units and may become a more interesting option for players. -> You sacrifice less research time on other units.
In a game right now, I only had time to start researching AWACs after the other units(Strike Fighter, Air Superiority, Infantry, Naval Patrol Aircraft) were fully reseached maxed.
3. Research Queue
For premium members, there's a queu for building and units, why not for science too?
4. Start of war with aircrafts
Right now, you can set your ground troops' orders to go through enemies(yet neutral) country. Effectively invading him without decleration of war, thus war is decleared when the units cross the border.
Airplanes act differently though, as soon as you set the order in your enemies territory, it's war. If you ordered your ground troops' advance before, you already recieved your one and single warning that you will cause a war. Thus, your aircrafts wont get the warning again and you accidently declared war a little bit too early.
Could it possibly be a bug? Or is it somehow intended?
5.Military Logistics too expensive
They are already pretty cheap, yet they cost another 500 fuel. If its only for few provinces, its totally managable. But with high province density (for example Europe), 1 military Logistic doesnt make any difference. The province is so small that your troops will only save a couple of minutes compared to a much bigger province. To have your units move significantly faster, you have to build so many milit. logistics in your tiny provinces that you end up "wasting" a lot of ressources. Furthermore, with air transport movement on ground becomes less important. Instead of decreasing its costs again and again, make the cost adapt to the province size/leght of paths? It would actually be very realistic^^.
Btw, I cant even shut it off to prevent the enemy moving too fast on my province, maybe add an option for it? (Sometimes you want to keep the logistic because you know the enemy cant reach the province capital in time due to aircraft/artillery bomardement.
6. Disembarking Troops on my beaches
I have Infantry in my city, I see the enemies Infantry running onto my shores. 10.000 troops in the city watching how 10.000 enemy troops are disembarking in front of their eyes. Yet, my troops can't do anything besides watching. As long as the enemy is on the beach, he is invulnurable to my ground troops. I think its somewhat weird.
How about this:
Currently, disembarking takes 1h30. Make it 2x45mins! The first 45mins the majority of the troops are still on water, so they act as "naval troops", after half the time, most of the troops are on the beaches, so they act as ground troops and can be attacked by ground forces! (But with a huge defensive penalty if they have any defense power while embarking)
7. Diplomatic Mute option
I once got spammed by a player with 17 messages in less than 1 hour. Its content can be summarized to "hahaha". I couldn't find a mute button. That was a new way of terrorizing a player and warfare, flooding my inbox so I have a harder overview about all the game events. Its also just annoying.
8. Aircraft land transport
Right now, Aircraft transports have 15HP, thats as much as the level 1 infantry! Appearently, those aircraft transports even deal damage to enemy ground troops... at least thats why I think my special forces lost to grounded aircrafts. If you have hundreds to thousands of special forces running against refueling aircrafts, much less then a hundred, I dont expect those refueling aircrafts to hold any minute!
I suggest: Much less HP, no damage to other ground troops for aircrafts which are grounded.
9. Special Forces attrition
I believe Special Forces get attrition too, on jungle, desert, mountains, tundra. Why though? Arent the special forces trained to fight in those terrains?
just like him, I played Supremacy1914 for a very long time and CoN rather short.
1. Overview-Arrangement Cities annexed-occupied
In mid to late game, you sometimes happen to have more than 100 cities, some are your homeland cities, some are annexed cities and some are rather unimportant occupied cities. I would like to seperate the important (annexed and homeland) cities from the unimportant occupied cities. Because right now, at 129 cities, I take quite a bit to find my annexed cities^^ (at least, I cant find them on first sight)
2. Radar-Support Units
Includes: Combat Recon Vehicle, Mobile Radar, UAV, Awacs, Naval Awacs.
The main purpose of the units is not to kill, but to scout and look for enemies. In early to mid game, research is very precious. I cant waste time researching units and upgrades that cant kill enemies. Instead of having to level up weak-combat units, I'd much rather focus on units that can kill, like Tanks, Artillery, Ships, Strike Fighters, etc.
Instead of spending days to research and upgrade one Radar-Support Unit, I simply use the existing high level units to scout:
Why Awacs if you (can) have Naval Patrol Aircraft? The Naval Patrol Aircraft can even sink ships and subs!
Why UAVs, Mobile Radars,... if you (can) have Airplanes? They are faster and stronger anyway.
You could say if you spend enough research time on those radar-support units, they can prove themselve useful. But thats a lot of precious research time spent! Researches until unit is maxed:
AWACs: 6
Radar: 6
UAV: 6
This is why I, and maybe many other players, rarely if ever use radar-support units. Until they prove themselves useful enough, you have spent too much research time!
UAV Stealth? Max level.
AWACs/Mobile Radar revealing stealth? One level before max.
-> I don't feel like sacrificing so much research time and get only few in return(who doesnt prefer another max level unit that can kill enemies?)
What I propose:
Do not lower the research costs, nor building/maintenance costs. Neither the production requirements. Either lower the research time siginificantly or have them need less researches (for example 3) to reach max level. That way, less research time is spent on radar-support units and may become a more interesting option for players. -> You sacrifice less research time on other units.
In a game right now, I only had time to start researching AWACs after the other units(Strike Fighter, Air Superiority, Infantry, Naval Patrol Aircraft) were fully reseached maxed.
3. Research Queue
For premium members, there's a queu for building and units, why not for science too?
4. Start of war with aircrafts
Right now, you can set your ground troops' orders to go through enemies(yet neutral) country. Effectively invading him without decleration of war, thus war is decleared when the units cross the border.
Airplanes act differently though, as soon as you set the order in your enemies territory, it's war. If you ordered your ground troops' advance before, you already recieved your one and single warning that you will cause a war. Thus, your aircrafts wont get the warning again and you accidently declared war a little bit too early.
Could it possibly be a bug? Or is it somehow intended?
5.Military Logistics too expensive
They are already pretty cheap, yet they cost another 500 fuel. If its only for few provinces, its totally managable. But with high province density (for example Europe), 1 military Logistic doesnt make any difference. The province is so small that your troops will only save a couple of minutes compared to a much bigger province. To have your units move significantly faster, you have to build so many milit. logistics in your tiny provinces that you end up "wasting" a lot of ressources. Furthermore, with air transport movement on ground becomes less important. Instead of decreasing its costs again and again, make the cost adapt to the province size/leght of paths? It would actually be very realistic^^.
Btw, I cant even shut it off to prevent the enemy moving too fast on my province, maybe add an option for it? (Sometimes you want to keep the logistic because you know the enemy cant reach the province capital in time due to aircraft/artillery bomardement.
6. Disembarking Troops on my beaches
I have Infantry in my city, I see the enemies Infantry running onto my shores. 10.000 troops in the city watching how 10.000 enemy troops are disembarking in front of their eyes. Yet, my troops can't do anything besides watching. As long as the enemy is on the beach, he is invulnurable to my ground troops. I think its somewhat weird.
How about this:
Currently, disembarking takes 1h30. Make it 2x45mins! The first 45mins the majority of the troops are still on water, so they act as "naval troops", after half the time, most of the troops are on the beaches, so they act as ground troops and can be attacked by ground forces! (But with a huge defensive penalty if they have any defense power while embarking)
7. Diplomatic Mute option
I once got spammed by a player with 17 messages in less than 1 hour. Its content can be summarized to "hahaha". I couldn't find a mute button. That was a new way of terrorizing a player and warfare, flooding my inbox so I have a harder overview about all the game events. Its also just annoying.
8. Aircraft land transport
Right now, Aircraft transports have 15HP, thats as much as the level 1 infantry! Appearently, those aircraft transports even deal damage to enemy ground troops... at least thats why I think my special forces lost to grounded aircrafts. If you have hundreds to thousands of special forces running against refueling aircrafts, much less then a hundred, I dont expect those refueling aircrafts to hold any minute!
I suggest: Much less HP, no damage to other ground troops for aircrafts which are grounded.
9. Special Forces attrition
I believe Special Forces get attrition too, on jungle, desert, mountains, tundra. Why though? Arent the special forces trained to fight in those terrains?