Fixes, changes, and ideas for the game thus far

WarRuse
Specialist
Posts: 14
Joined: Sat 11 Oct 2014 22:07
Contact:

Fixes, changes, and ideas for the game thus far

Postby WarRuse » Sat 11 Oct 2014 22:18

This post contains my thoughts on the game, both big and small, I have thus-far. Please feel free to remark and suggest any revision inputs of your own on anything posted, and even new ideas if you feel like it should be heard and discussed here! I hope to have these ideas discussed so that they may be implemented in a future patch(es)! The developers are more than free to use any to all these ideas at their own discretion, and change any ideas around as they deem fit! If an idea is not understood, or is felt to need more elaborating please ask in detail what you would like clarified. My Steam profile name is Commander 6, my Steam Username is highcommand82, and my actual name is Danny Jundi. Hope you enjoy!

Balancing
Spoiler : :
Napalm:
-Tweak the stats of the Napalm used by Redfor infantry to make them less powerful, to balance the game better as no Blufor Napalm unit can match them; at the very least improve Napalm units for Blufor so it is a bit more balanced
-Add more Napalm infantry (Engineers) & vehicles (Flamethrowers) to Blufor nations for there is not enough compared to Redfor and are outnumbered more than 2-to-1 in their respective categories, Redfor have flamethrower vehicles with better armor, fuel efficiency, and a tank main gun compared to Blufor flamethrower vehicles; at the very least balance it so Redfor doesn't have so many more Napalm units compared to Blufor, it is bad enough that Redfor has more powerful Napalm units compared to Blufor already

-ALL mortar units with 120mm (Heavy) mortars should have reduced number of units available per card, with only 4 units at 'Trained' rank and 3 units at "Hardened' rank before any deck national/coalition or type bonuses are added; this is to balance out their power with their availability in games

-DRASTICALLY reduce the resupply cost of US AH-64A Apache & [Recon] US AH-64D Longbow missiles for one helicopter could take over a QUARTER of a FOBs supply JUST for its missiles; do the same for ALL other AGMs/TOW missiles that take a lot of supply to refill for all other units

-The Czechoslovakian L-39ZO Albatros should cost SLIGHTLY less because it has a larger turn radius when compared to other low cost bombers

-The Czechoslovakian L-29R Delfin should have one less unit per card before any deck national/coalition or type bonuses are added because it would otherwise have a lot of units to use per game if the player was using a Czechoslovakian national deck, OR at the very least increase the price of the unit because of this reason

-The Polish Su-7BM should have ONLY 2 units available per card to make it on par with other multi-bomb bombers

-The Polish Su-7B should have 4 units available per card to make it on par with other 2x500kg low cost bombers

-The East-German Mig-21M should have an addition unit per car before any deck national/coalition or type bonuses are added to bring it on par with other 2 napalm bomb carrying bombers, as a result a SLIGHTLY increased price might need to be made for its increased speed when compared to the others but not too much because of its huge turn radius

-The Danish F-16A Block 5 should have its cost GREATLY increased for it has 12 clusters bombs, air-to-air missiles, and good unit specs

-The UK Harrier GR. 5 should have a SLIGHTLY increased cost because of its weapons and unit specs

-For the US A-7E Corsair II EITHER add more bombs or another weapon system, OR add an addition unit at the rank of 'Trained' before any deck national/coalition or type bonuses are added making a total of FOUR units per card, as a result for either choice there should be a SLIGHT cost increase

-The US A-6A Intruder should have one less unit per card before any deck national/coalition or type bonuses are added so players will be more willing to use the US AV-8A Harrier or A-4F Skyhawk II; currently players can either get 3 'Rookie' units of the US AV-8A Harrier which each have 2x500kg each, or 3 'Trained' units of the US A-6A Intruder which have 12x227kg each, with these choses and the fact the A-6A Intruder has 20% ECM and is 150 Km/h faster the choice typically leans towards the A-6A Intruder more often than not (despite the AV-8A Harrier having a main cannon and short range air-to-air missiles they are not good enough to make up the difference), and the difference are much more severe when comparing to the US A-4F Skyhawk II despite the unit already having an additional unit per card already; also to keep the US A-6A Intruder on par with other 12 bomb carrying bombers

-The Soviet Yak-38M should have an addition unit per card before any deck national/coalition or type bonuses are added

-The Soviet Mig-21SMT should have an addition unit per card before any deck national/coalition or type bonuses are added

-The Polish Su-7B should have an addition unit per card before any deck national/coalition or type bonuses are added

-The East German Mig-23BN should have an addition unit per card before any deck national/coalition or type bonuses are added

-The East German Mig-25RBF should have a SLIGHTLY decreased cost so it could be more on par with its counter the US F-111E Aadvark, but cannot be reduced in cost by too much given its smaller fuel capacity, slightly better ECM, more damage output bombs (even though it has less bombs), and the fact it is a prototype

-The US A-6A Intruder should have a SLIGHTLY increased cost for it has 12 bombs per unit; when compared to the Polish Su-7BM, the US A-6A Intruder has more bombs and a slightly better turn radius; also when compared to the US F-111E Aadvark, the US A-6A Intruder has more accurate bombs, a slightly better turn radius, a lower fuel capacity, and a better T.O.T

-The South Korean F-4D Peace Pheasant I should have a SLIGHTLY increased cost for it has 50% more bombs when compared to the US F-111E and because there are two cards to use per deck

-The US F-15A Eagle, US F-15C Eagle, and Japanese F-15J should all have slight price reductions given their higher Fuel Capacity when compared to ALL other airplane units in the game, and how they all have slightly higher turn radius when compared to most high priced air superiority airplane

-There should be 2 cards with 1 US F-15E Strike Eagle (currently called F-15D Eagle) each rather than 1 card of 1 unit only, if done a reduction of the unit's veterancy per card might be needed; At the very least, let there be 1 card with an option to get 2 units per card at reduced veterancy (along with the option for 1 unit with a higher veterancy), as a result SLIGHTLY increase the price of the unit

-The Soviet MiG-29M should cost more given it has stealth, turn radius, medium range air-to-air missiles, AND on top of that the bombs it carries

-The Soviet Su-24M should have a GREATLY increased cost for how it is able to carry so many bombs (about TWICE as many as the next highest bomb carrying bomber, the South Korean F-4D Peace Pheasant I; and about TRICE as many as the following next highest bomb carrying bomber, the US F-111E Aadvark); also for how much of a lower turning rate it has, AND even to top it off a main cannon, when compared to other bombers such as the South Korean F-4D Peace Pheasant, US F-111E Aadvark, ANZAC F-111C, etc.

-The ANZAC F-111C should be SLIGHTLY reduced in price, for even though it carries 8 1000kg bombs (TWICE as many as the next highest 1000kg bomb carrying airplane, the US F-15E Strike Eagle (currently called F-15D Eagle)) it still has a number of poor qualities to counter the advantage it has (e.g. a big turning rate, a large fuel capacity, a small T.O.T, a tiny ECM, and no main cannon), and also because there is only one card with one unit to have in a deck anyway; same goes for the East-German MiG-25RBF for slightly about the same reasons

-The UK Jaguar GR.1 should have a SLIGHTLY reduced cost for how it has such a high turn radius and small T.O.T, and has a small payload; perhaps as a result the unit should be bumped down in veterancy by one tier

-The Norweign F-5A Freedom Fighter should have a SLIGHTLY reduced cost for how it has HALF the amount of large caliber air-to-surface rockets compared to other large caliber air-to-surface rocket carrying airplane

-The Swedish J 35F Draken should have an increased cost for it has air-to-air missiles, a higher speed, and lower turn radius when compared to other large caliber air-to-surface rocket carrying airplane; also how the unit has an additional unit per card or is otherwise at a higher veterancy with the same amount of units

-PERHAPS the US A-4F Skyhawk II should have an additional card to use for decks, keep the cost and number of units per card the same; to keep the unit on par with other low cost bombers

-The US A-4M Skyhawk II should have an additional card to use for decks, keep the cost and number of units per card the same

-The South Korean F-86F & Chinese Q-5I should both cost SLIGHTLY less to be on par with the Norweign F-5A Freedom Fighter (the South Korean F-86F & Chinese Q-5I currently are a bit too much more expensive), even though they differ in their main gun and the F-5A Freedom Fighter only has half the rockets, they otherwise have the same exact unit stats

-The Soviet Mi-24V, Soviet Mi-24VP, Polish Mi-24W, and Czechlvakian Mi-35 should either have their missile counts reduced to 4 or have their rocket count cut in half, missiles can only be equipped in PAIRS (of two) so one weapon or the other can be fitted on the outer pylon (the one close to the wingtip, further from the fuselage); correct the unit models of these units so that there are only two missiles pre rack, and if the missiles were to replace the rocket pods for any of these units (having the rocket pods on the outer pylon removed as a result); if the real life counter parts to these helicopters can in fact carry 4 missiles per pylon add an addition two missiles per pylon to the Soviet Mi-24VP unit model

-GREATLY increase the cost of the Soviet Ka-50 Akula helicopter, Soviet Mi-28 helicopter, and US [Recon] AH-64D Longbow helicopter for they all have 12+ AGMs and are the ONLY air units in the game to carry so many, as a result it will ONLY be fair to increase the cost to purchase those units

-GREATLY increase the cost of the Soviet [Recon] Ka-52 helicopter for its the ONLY helicopter in the whole game to have SEAD missiles, making it so the Ka-52 can destroy the best of the type of unit meant to counter them in the game; also maybe try to add a helicopter to a Blufor nation that has SEAD missiles with a high cost as well

-IMMENSELY increase the rate of fire for the M134 Minigun weapon system used by Blufor units to AT LEAST over 2000 rpm (even more so if there are Twin M134 Minigun weapon systems in place); the whole thing about the M134 Minigun is that it can shoot FAST, for balancing reasons it shouldn't shoot at its full speed of 4000/6000 rpm, it can also be seen as a means for balancing to increase its rate of fire never-the-less for Blufor transport helicopters when compared to the tougher (more strength/health), armored, and more heavily armed Redfor transport helicopters

-IMMENSELY increase the rate of fire for the GShG-7.62 machine gun weapon system used by the Soviet Ka-29TB to AT LEAST over 2000 rpm (it shoots as fast as the Blufor M134 Minigun); for balancing reasons it shouldn't shoot at its real life equivalent speed of around 6000 rpm

-IMMENSELY increase the rate of fire for the M61A1 Vulcan weapon system used by the US M163 CS to AT LEAST over 2000 rpm; for balancing reasons it shouldn't shoot at its full speed of around 6000 rpm

-Cut the rate of fire of the GAU-8/A Avenger for the US A-10 Thunderbolt II and the GAU-12/A Equalizer for the US AV-8B Harrier II by half making it around 2000+ rpm; the rate of fire for the GAU-8 Avenger and GAU-12 Equalizer in the real-world are at about 4200 rpm so there is no reason they should be at 6000+ rpm

-The Soviet Su-25T should ONLY contain one unit per for its one unit card at a rank of 'Trained' before any deck national/coalition or type bonuses are added for its too powerful even if it costs alot of points to purchase it making it not easy to get in game; even though typically cards containing only one unit is set to 'Hardened' rank given how many ways this unit has to kill enemy units (KE Autocannon with base AP of 4, 16 AGMs with a base accuracy of 50% & a range of 3150 meters, and two (of the best) short range air-to-air missiles) this unit can level up quickly and does not need to be given any more advantages (via rank)

-Make more units available per card for the US SH-60B Sea Hawk and also make it cheaper for it ONLY carries 4 ATGMs; the British Lynx AH.7 TOW 2 is about the same as the US SH-60B Sea Hawk give and take but carries DOUBLE the ATGMs and is still cheaper (by 5 points granted, but never-the-less cheaper)

-Increase the cost of the US MH-60L DAP for the many benefits the unit has (weapon & unit stat wise), and either add a few more units per card (making a total of 6 'Trained' and 4 'Hardened' per card before any deck national/coalition or type bonuses are added) or add a second card using the same amount of units currently used per card

Recategorizing
-All the following units should be reclassified as VERY BIG size (change the cost and number of units per card accordingly):
Spoiler : :
REDFOR-
*Redfor [Naval] Mi-14PL helicopter
*SOVIET 2S7 Pion howitzer
*SOVIET 2S7M Malka howitzer
*SOVIET Tos-1 Buratino Flamethrower (MRLS)
*SOVIET BM-30 Smerch MRLS
*NORTH KOREAN Koksan howitzer
*CZECHOSLOVAKIAN 2S7 Pivonka howitzer
*POLISH 2S7 Piwonia howitzer

BLUFOR-
*US CH-47C Chinook helicopter
*US [Logistics] CH-47C Super Chinook helicopter
*CANADIAN CH-147 helicopter
*CANADIAN [Logistics] CH-147 Cargo helicopter
*ANZAC CH-47C Chinook helicopter
*ANZAC [Logistics] CH-47C Chinook helicopter
*BRITISH [Logistics] Chinook HC.1 helicopter
*SOUTH KOREAN [Logistics] CH-47D helicopter
*FRENCH Caesar howitzer

-All the following units should be reclassified as BIG size (change the cost and number of units per card accordingly):
Spoiler : :
REDFOR-
*SOVIET Mi-28 helicopter
*SOVIET 9K330 TOR Radar anti-aircraft missile launcher
*EAST-GERMAN Fla-Kom TOR anti-aircraft missile launcher
*NORTH KOREAN ATS-103

BLUFOR-
*US AH-64A Apache helicopter
*US [Recon] AH-64D (Apache) Longbow helicopter
*BRITISH Buffalo IV APC

-All the following units should be reclassified as MEDIUM size (change the cost and number of units per card accordingly):
Spoiler : :
REDFOR-
*SOVIET Ka-29TB helicopter
*SOVIET PT-90 tank
*SOVIET [Recon] PT-71
*SOVIET [Recon] PT-76B
*SOVIET [Recon] PT-85
*SOVIET ASU-85M FSV
*SOVIET MT-LBV APC
*SOVIET MT-LB Podnos mortar
*SOVIET MT-LB Vasilek mortar
*SOVIET T-34/85 tank
*SOVIET [Logistics] MTP-LB
*POLISH W-3W Sokol helicopter
*POLISH W-3T Sokol helicopter
*POLISH PT-76B Desant tank
*POLISH T-34/85M1 tank
*POLISH [Recon] W-3U Salamandra
*POLISH [Recon] PT-76B Dhsk
*POLISH MT-LB 23M Krak IFV
*POLISH Promet IFV
*EAST-GERMAN GW-SFL Tundscha mortar
*EAST-GERMAN [Recon] SchwPz PT-76B
*EAST-GERMAN KPz T-34/85M tank
*NORTH KOREAN [Recon] PT-76
*NORTH KOREAN Sinhung tank
*NORTH KOREAN T-34/85 Obr. 1969 tank
*NORTH KOREAN Tokchon 152mm howitzer

BLUFOR-
*West German Kanonenjagdpanzer FSV
*ANZAC M113A1 FSV (FSV)
*FRENCH [Recon] VAB Rasit
*SOUTH KOREAN M36 Tank Destroyer

-All the following units should be reclassified as SMALL size (change the cost and number of units per card accordingly):
Spoiler : :
REDFOR-
*Redfor [Naval] Z-9C helicopter
*SOVIET BMD-1 IFV
*SOVIET BMD-1P IFV
*SOVIET BMD-2 IFV
*SOVIET BMP-1 IFV
*SOVIET BMP-1P IFV
*SOVIET BMP-1D IFV
*SOVIET BMD-3 IFV
*SOVIET BMD-1K Command Vehicle
*SOVIET BMD-2K (currently named BMD2-K) Command Vehicle
*SOVIET 2S9 Nona mortar
*SOVIET [Recon] BRM-1K
*SOVIET BTR-152E ZPTU-2 FSV
*SOVIET BTR-152E ZPTU-4 FSV
*POLISH BWP-1 IFV
*POLISH [Recon] BWR-1D
*CZECHOSLOVAKIAN BVP-1 IFV
*CZECHOSLOVAKIAN BVP-1P IFV
*CZECHOSLOVAKIAN OT-810 APC
*CZECHOSLOVAKIAN [Recon] BPzV Svatava
*CZECHOSLOVAKIAN OT-810 APC
*CZECHOSLOVAKIAN OT-810D FSV
*EAST-GERMAN Spz BMP-1 SP-1 IFV
*EAST-GERMAN Spz BMP-1 SP-2 IFV
*EAST-GERMAN Spz BMP-1 P/c IFV
*EAST-GERMAN [Recon] AufkPz BRM-1
*EAST-GERMAN Fla-MG SPW-152E FSV
*EAST-GERMAN SPW-152K APC
*CHINESE ZSD-63A APC
*CHINESE ZSD-63C APC
*CHINESE ZSD-90 IFV
*CHINESE ZSL-56 APC
*CHINESE ZBD-86 IFV
*CHINESE Z-9A helicopter; should definitely cost more points to purchase
*CHINESE Z-9A HJ-8 helicopter; should definitely cost more points to purchase
*CHINESE Z-9A TY-90 helicopter; should definitely cost more points to purchase
*NORTH KOREAN Korshun IFV
*NORTH KOREAN BTR 152 APC
*NORTH KOREAN VTT-323 Susong-Po
*NORTH KOREAN VTT-323 Hwasung-Chong
*NORTH KOREAN VTT-323 IGLA Anti-Aircraft Missile Launcher
*NORTH KOREAN VTT-323 82mm Mortar
*NORTH KOREAN VTT-323 120mm Mortar

BLUFOR-
*US V-150 APC
*US V-150 76mm FSV
*US V-150 90mm FSV
*US [Recon] V-150 20mm
*US [Recon] M114A2
*US LAV-25 FSV (FSV)
*US LAV-AT Tank Destroyer
*US [Recon] LAV-25 Scout
*US LAV-M mortar
*US LAV C2 Command Vehicle
*CANADIAN [Recon] M113 C&R Lynx
*CANADIAN LAV-III TUA Tank Destroyer
*CANADIAN Grizzly CP Command Vehicle
*CANADIAN Grizzly APC
*CANADIAN Bison 81mm mortar
*CANADIAN Bison APC
*CANADIAN Wolverine Anti-Aircraft Missile Launcher
*CANADIAN Cougar FSV
*NORWEGIAN [Recon] M8 Panserbil
*DANISH M6 Mosegris APC
*DANISH M/92 PNMK FSV
*JAPANESE Hachi-Ni Shiki CV
*JAPANESE Nana-San Shiki APC
*JAPANESE Nana-San Shiki CV
*JAPANESE OH-1 Ninja
*FRENCH AMX-10P IFV
*FRENCH AMX-10P/Milan destroyer
*FRENCH AMX HOT Tank Destroyer
*FRENCH AMX-13 VTT APC
*FRENCH AS565 Panther helicopter
*FRENCH AS565 MB Panther helicopter
*BRITISH FV4333 Stormer APC
*BRITISH Saxon APC
*SOUTH KOREAN [Recon] KM900
*SOUTH KOREAN [Recon] Fiat 6616
*SOUTH KOREAN KAFV 25 IFV
*SOUTH KOREAN KAFV 40/50 IFV
*SOUTH KOREAN K200 APC
*WEST-GERMAN Raketenjadpanzer 1 Tank Destroyer
*WEST-GERMAN PzMrs HS.30 Mortar
*SWEDISH PBV 302A IFV
*SWEDISH [Recon] EPBV 3022
*ANZAC Vickers Mk.11 FSV
*ANZAC ASLAV-C Command Vehicle
*ANZAC ASLAV-25 FSV (FSV)
*ANZAC ASLAV-25 TOW-2 Tank Destroyer
*ANZAC ASLAV-PC APC
*ANZAC [Recon] ASLAV-25
*ANZAC [Recon] ASLAV-S
*ALL M113 and variants (excluding M114) from all nations, from all categories, on the Blufor side

-All the following units should be reclassified as VERY SMALL size (change the cost and number of units per card accordingly):
Spoiler : :
BLUFOR-
*FRENCH [Recon] AML 90
*FRENCH AML 60 mortar
*FRENCH AML 60/20 Serval mortar
*US M50A1 Ontos tank destroyer
*WEST-GERMAN Wiesel 1 Mk20 FSV
*WEST-GERMAN Wiesel 1 TOW-2 tank destroyer
*WEST-GERMAN [Recon] SPz 11-2 KURZ
*CANADIAN [Recon] Ferret Mk.1
*BRITISH [Recon] FV721 FOX
*BRITISH [Recon] FV712 Ferret
*BRITISH [Recon] FV701 Ferret
*ANZAC [Recon] Ferret Mk.2
*ANZAC Ferret Entac tank destroyer
*ALL jeeps/cars from all nations, from all categories, from both sides

Unit Changes
Spoiler : :
-Bring back the US Mountaineers making them from the year 1985 with 5 or 10 soldiers per squad moving at 15 or 20 km/h, equipped with M47 Dragon II ATGMs (the M47 Dragon II has a better AP value compared to the M47 Dragon); they are especially appropriate to have in Red Dragon due to the many mountainous terrain maps in the game

-The French Rafale C F1 aircraft should have 6 x R.550 Magic II rather than 6 x MICA IR, because the MICA IR is from the year 2000 which nothing else in game has or is from that time; [Edit suggested from Steam discussions, nickname: ThingGoBoom] if it is a matter of game balance the Rafale can have 6 x MICA EM because it has many hardpoints but then it would need to have a poor stealth rating; at the very least it should cost 200 points because of its good missiles, stealth, and other benefits

-[Edit suggested from Steam discussions, nickname: The W:RD Noob; Information used from post on official website forum, posted by username: Xeno426] The US/Blufor F-14 Tomcat aircraft should have 4 x Aim-9J instead of the current 2 x Aim-9L, for the Aim-9L was not introduced until 1977 (long after the year set for the US/NATO F-14 in the game), the US/Blufor F-14 as a result should have a configuration of 4 x Aim-54 Phoenix & 4 x Aim-9 Sidewinder

-[Edit suggested from Steam discussions, nickname: ThingGoBoom] The US 'F-15D Eagle' aircraft should have Conformal Fuel Tanks on the unit model and then should be renamed to 'F-15E Strike Eagle'; the F-15D was used for training purposes supposedly; if done so, make the unit have a SLIGHTLY higher turn radius due to increased drag & lower maneuverability with the addition of the Conformal Fuel Tanks and make it have a slightly higher T.O.T. due again to the Conformal Fuel Tanks

-The US HMV, Japan HMV, and ANZAC STROLLY are the only nations in the game with 5 strength unarmored transports as their transports for their main troops (units under the infantry tab); even the Danish M6 Mosegris has a 5 strength transport that is at least armored on the front, back, and sides; at the very least have the US, Japan, and Anzac replace their other 5 point transports with those mentioned as their 5 point transports for at least they are smaller, faster, and more fuel efficient than the ones that are already used

-The Soviet MT-LB Podnos mortar should have a range of only 3100 meters, give or take 100 meters; the M37 mortar can only fire up to that range, and this helps give the Soviet MT-LB Vasilek mortar some purpose as a result, where currently the Podnos can be bought for less points and more units per card making the Vasilek incompetent in comparison

-Make the US LAV-AT cost SLIGHTLY more, if not MODERATLY more, than the US M901 ITV for it has better fuel efficiency and speed (on-road, off-road, and amphibious wise) when compared but the US M901 ITV costs 55 points

-The US Light Riflemen infantry and the US Riflemen '90 infantry should switch LMGs; giving the M60 to the Light Riflemen and the M240 to the Riflemen '90; the M240 was not introduced until 1977

-The US Marines infantry should have Minimi LMGs and IF POSSIBLE the US Marines '90 infantry should have M249 LMGs instead

-Make US Delta Force '90 infantry, for the current in-game US Delta Forces are too weak in comparison to other Commandos from other nations. Have them equipped with the weapon loadout of M4A1 Carbines, Carl Gustav M2 rocket launchers, and M249 LMGs; at the very least have them replace the current US Delta Force, or just improve the weapon load outs of the current US Delta Forces to something better

-The US M1A2 tank should have a SLIGHTLY higher rate of firer due to having the Commander's Independent Thermal Viewer (CITV), which reduces the unit’s time needed to locate and aim at enemies in quick succession (which in turn, increases their rate of fire)

-The US M1A1(HC) tank should have the same armor specs as the M1A2, because both the M1A1(HC) and the M1A2 have 2nd generation depleted uranium armor components; at the very least, the US M1A1(HC) tank should have a bit more armor than the M1A1(HA) in some, to all, directions of its armor and keep the M1A1(HC) at its current speed due to it having a digital engine so that it can bear the weight of more armor; if done so, make only 1 and 2 tanks options available at different ranks rather than the current 2 and 3 tanks option

-The Soviet Mi-24V and Mi-24VP should switch their cost amounts so that the Mi-24VP is CHEAPER than the Mi-24V due to the Mi-24VP having a smaller caliber autocannon in comparison

-EVERY nation should have (a lot of/unlimited amount of) transport trucks available to use that can used to transport infantry, no matter what deck type/era the deck is set to or what category the infantry unit is from (i.e. logistic, infantry, recon)

-Have the US M998 HUMVEE become the replacement altogether for the M35 as the US default vehicle

-ALL F-15s (and variants) should have 940 rounds of ammo for their main cannon

-ALL F-16s (and variants) should have 510 rounds of ammo for their main cannon

-The US A-7E Consair II should have 1030 rounds of ammo for its main cannon

-F-86F for the South Korean and Japan should have 6 M3 guns instead of 1 M2 and 1800 rounds of ammo

-The Fire Support vehicle unit RTS icons should have a smaller barrel length to help players in identifying those unit types more easier/quicker

-Fire support unit NATO icons should have a vertical line on the left side of the oval to help players in identifying those unit types more easier/quicker (Like the NATO icon for an Infantry Fighting Vehicle except without an over laying X on it)

-Non-armored wheeled recon units should have 3 small wheels towards the bottom of their unit icon to help players more easily recognize units on the map

-The Blufor F/A-18E Super Hornet should have its main cannon changed to M61A2 and should have an increase 'Rate of Fire' as well

-The Soviet ZSU-23-4 Afganskiy should have 4000 rounds of ammunition

-Make a unique weapon picture for PACT units using the ZU-23-2 weapon system

-The Polish Mi-2 URN Zmija should be a recon helicopter

-Polish Mi-2 URS should be a prototype

-The GSh-30K weapon system for the Soviet Mi-24P should have an AP value of 3

-The Soviet Mi-24VP should be labeled as a prototype

-The Soviet Mi-24VP should have the GSh-23L as its main cannon (holding only 450 rounds) with a rate of fire of 1550+ rpm; other weapon stat changes might need to be made as well

-ALL units on Redfor with a DUEL-BARREL GSh-23L weapon system should have their rate of fire increased to 1550+ rpm; ALL other units with a SINGLE-BARRELED GSh-23L weapon system should have their rate of fire increased to 700+ rpm

-The Japanese Hachi-Ni Shiki CV has two different weapons on its unit model but only has one weapon system (not stating it has twin/double/two weapons counted in the system) on its unit info card, either add the weapon system to the unit or remove the gun from the unit model

-The Swedish [Logistic] Stripbv 90 and [Recon] EPBV 90 units do not have their main cannon as a weapon system that can be used in game; if they were not added intentional either replace them with a unit that does not have a cannon on its model or add their cannons into the game

-ALL CIWS on every ship should be able to destroy ATGMs/AGMs from any unit from land, air, or sea

-Add a M3P Heavy Machine Gun (M2 Browning Heavy Machine Gun with a higher rate of fire; the one that is on the South Korean F-86F Sabre) to the US Avenger anti-aircraft unit

-Add a M60 Medium Machine Gun to the US [Recon] M114A2

-Increase the rate of fire for the M2 Browning Heavy Machine Gun on the US [Recon] OH-58D Kiowa to make it more resembled of the AN/M2 Browning Heavy Machine Gun which fires faster than the M2 and was developed for the OH-58D Kiowa itself

-The Soviet IL-102 and Su-25T should both be prototypes, given because they are both in real life

-The Danish F 35 Draken is the ONLY airplane in the entire game to have an AGM that does not have any AP valve and is instead like a laser guided HE bomb (not sure if this was intentional, but I thought I'll point it out anyway)

Rename the unit type on these helicopters' unit info card to Gunship (and put them into the 'Gunship' deck role filter as well if not they are not under it already), (these units can still remain under their current filters of Anti-Tank/Anti-Air (granted they belong there in the first place) at the same time and this filter system concept should even expand to all units in the heli and air categories as well where a unit can be placed under multiple filters at the same time if they have the weapon systems to belong there)
-US MH-60L DAP
-US AH-1W Supercobra
-British Lynx AH.7 20mm
-French Tigre HAD
-French Tigre HAP
-Danish Fennec 20mm
-East German DHS Mi-24P
-Soviet Ka-50 Akula
-Soviet Mi-24V
-Polish Mi-2 URP-G Gniewosz
-Polish Mi-2 URS
-Polish W-3W Sokol

-The US SH-60B Sea Hawk needs its unit type renamed to ATGM helicopter on its unit info card

-The US [Recon] OH-58D Kiowa Wr. should have its strength increased to 6 because the advantage of the OH-58D Kiowa Warrior compared to the OH-58D Kiowa is its survivability

-The US OH-58C/S can ONLY carry TWO stingers (one on each side) so it has to lose two stingers (it will be better to just remove this unit from the game and instead replace it by adding Aim-9 Sidewinders to the US AH-1T and/or South Korean AH-1J)

-The US [Recon] AH-1J should be removed; The Ah-1J is not a recon helicopter

-The US AH-1T Seacobra IP should ONLY have 2 cards available to use per deck; There is no reason (as far as I can tell) why this unit should be the ONLY unit in the ENTIRE game to have 5 cards of its self (disregarding multiple cards of an infantry unit with both its time period variations) to be used per deck

-The US AH-1S helicopter should have its two 7 round FFAR rocket pods and one of its M134 miniguns removed and instead replace them by adding a M129 40mm grenade launcher that will fall on its own weapon system for the unit (taking the place of the two FFAR rocket pods), and also MAYBE add an addition two 19 round m151 hydra rocket pods which will fall under the same weapon system of the already existing m151 hydra rockets on that unit; this change can be seen as to replace the removed US [Recon] AH-1J; change the cost and number of units per card accordingly

-The US AH-1T should have its (eight) TOW missiles removed and instead replaced with two Aim-9 Sidewinders (one each side), maybe even add an addition two 19 round m151 hydra rocket pods which will then fall under the same weapon system of the already existing m151 hydra rockets on that unit with the freed up hardpoints as a result of removing the two 7 round FFAR rocket pods; this is to help balance the Blufor side for they do not have too many helicopters with Air-to-Air Missiles and can be seen as a replacement for the OH-58C/S for it can ONLY also carry only TWO missiles as well but it does not have any other weapons making it so weak it’s not even particle as a unit in the game anymore; change the cost and number of units per card accordingly

-The South Korean AH-1J should have its two 7 round FFAR rocket pods removed and instead replace them by either adding two Aim-9 Sidewinders (one on each side) (like what should be done for the US AH-1T) or add an addition two 19 round m151 hydra rocket pods which will then fall under the same weapon system of the already existing m151 hydra rockets on that unit, maybe even add both; The reason for this weapon system change is that the South Korean AH-1J is the only cobra in the game to not have a TOW weapon system and is not an old cobra model like the US AH-1S so it should (and can) as a result be more heavily armed; change the cost and number of units per card accordingly

-Add two 19 round m151 rocket pods to the US A-10 Thunderbolt II airplane

-The Czech republic OT-62A should be reclassified as a 'Armored Personal Carrier' unit type and the OT-62B should be reclassified as a 'Infantry Fighting Vehicle' unit type (as a result, the OT-62B should be re-categorized under the 'Infantry Fighting Vehicle' in the Deck Armory as well)

-The Chinese WZ-551 should be reclassified as an 'Infantry Fighting Vehicle' unit type

-ANY (Redfor) unit that ONLY uses the KVPT weapon system should be reclassified as an 'Armored Personal Carrier' unit type

Small/Miscellaneous Changes
Spoiler : :
-Rename BMD2-K to BMD-2K

-Have all over the shoulder RPG wielding infantry, or at least fire support infantry, be able to shoot at low-altitude/high-altitude flying helicopters at a very limited range

-Make it so that players in public and private multiplayer can share the use of their empty transports to transport their allies; there is always a situation for example where my ally needs to evacuate infantry at the front lines and I'm the only ally with ready to use helicopter transports but I cannot do anything with them to help evacuate them; otherwise transports like APCs and non-combat able helicopters are useless to the team after they transport their initial troops, where as IFVs and combat able helicopters can still be used to fight to help the team

-[Idea submitted from Steam discussions, nickname: WA WA] Flesh out the unit viewer so that it actually shows the unit's surroundings as well as the unit, otherwise from it being a neat add-on it is not usefully enough to be practical, at the very least have it used in place of where the picture of the unit is shown on the unit card instead if possible

-Have either the host of a lobby have the option to have deck names shown; or give players the option whether or not to show the names of decks per deck, or from the settings option altogether; I’m not too sure why they are even hidden in the first place, so at the very least have deck names always show by default

-In the unit info panel, make a prototype emblem near the name of the unit, instead of an info tag in the panel at the bottom if the unit is a prototype; use the space where it would show if a unit was a prototype instead to extend the unit type stat into 2 spaces so that all of the info about the unit's type can be shown at once rather than waiting for the list to pan from side to side

-Make it so that clicking on a transport in the deck options allows for the transport's stats to stay instead of reverting back to the stats of the infantry using the transport; this will especially be useful when trying to compare transports in the deck building options where transports by themselves cannot be compared altogether

-Have it so when comparing two units in the deck armory, hovering over, or clicking, their stat card will show the unit model, and players as a result can go back and forth between units seeing their in game models with ease

-Helicopters should show flares when a missile misses them, no need for ECM stats but it will be a nice visually addition and would make sense as to why lock-on missiles would miss at all

-Add even more sound options to the game in regards to air units, such as pilots in heli-transports, attack helicopters, and jets communicating like in the teaser trailer, and to the jets beeping when they are hit like in the naval trailer

-Show artillery howitzers lowering their travel lock and spade when firing if they have, and raising their travel lock and spade when moving if they have

-Add navigation lights to helicopters (and jets; maybe ships as well) from launch trailer

-All Blufor M2 Browning machine guns & Redfor DShK, NSVT, and T54 machine guns should be reclassified as a HMG (Heavy Machine Gun), and any other 12.7mm (.50) caliber machine guns there may be as well

-Add a [CQC] weapon tag for the British Fusiliers '90 infantry L86 LMG

-Cut the ammo count for the grenade launcher for the Czechoslovakian Granatomet AGS-17 so that every grenade fired counts for 2 ammo like other grenade launching units do, as oppose to 5 ammo which it currently does

-Make a new RTS icon for the anti-ship missile launcher artillery units so that it looks less like a NATO icon and more like the other RTS icons

-Take away the little safety pin picture on the compare button, to give it a clearer/sleeker look

-For speeds of different units they should be different colors depending on their category, even though something like 20 km/h is not too fast for a vehicle, for an infantry that's very good, like how 180 km/m for a helicopter is not that great even though 180 km/m is a really fast speed altogether

-For infantry, unit strength for 10 units should become the color green like for very good; such as how very good optics is more than great, but exceptional is beyond better than that; for infantry speed: 30 km/h should become blue like exceptional, 25 km/h should become green like very good/good, 20 km/h should become orange like medium, and 15 km/h should remain red for poor/bad; the same should be done for other categories and unit types such as helicopters, jets/air, etc.

-The models of the Chinese [Recon] Mi-1 helicopter, and the Chinese Z-9A TY-90 helicopter in the deck options appear sunk into the ground a bit, fix this be lifting them up a bit

-Only one rocket pod depiction is needed for the S-5M weapons system on the Polish Lim-6Bis, the Soviet Mig-21Bis, the East-German Mig-21ML, and the North Korean SU-7BMK

-Correct the picture of the ATGM for the US M151A2 TOW & the South Korean KM113A1 TOW to make it look like the TOW and not like the I-TOW

-Correct the picture of the WDU-R5002/B CRV7 rocket pod on the Canadian CH-118 Gunship

-Correct the picture of the SNEB rocket pod on the French AS565 Panther helicopter

-Correct the picture of the M151 CVR7 rocket pod on the Canadian CH-135 Gunship

-Correct the picture of the SNEB rocket pod on the French Tigre HAD helicopter

-Correct the picture of the SNEB rocket pod on the French Tigre HAP helicopter

-Correct the picture of the SNEB rocket pod on the [Recon] West-German PAH-2 Tiger helicopter

-Correct the picture of the S-80FP rocket pod on the unit info card for the Czechoslovakian Mi-4 helicopter, the North Korean Mi-4A S-8 helicopter, the Soviet Mi-4A helicopter, and the Chinese Z-5A helicopter; make them look like the picture used for the S-80FP rocket pod on the Polish W-3W SOKOL helicopter or the [Recon] Polish W-3U Salamandra

-Allow for ‘exclusive’ filters in the Deck Armory, as opposed to JUST ‘inclusive’ or ‘off’ filters, where players can have filters excluded from their search to help them better narrow their results and find what they are looking for easily

-The Swedish JA 37 Viggen’s main gun is a 30 mm Oerlikon KCA cannon weapon system with 150 rounds each, not the ADEN 30; change the weapon system stats accordingly

-In slower game speeds (whether when watching in replay or slowing down the game in skirmish) not all helicopters slow down their propellers properly (e.g. the US UH-60A Blackhawk does not move its main propeller blades despite the rotor moving and the tail propellers still move at normal speed)

-Make the spooling up and spooling down animation for ALL helicopters MUCH LONGER, to "simulate" an actual helicopter spooling up or spooling down; also add audio to represent a helicopter spooling up and spooling down as well, when a helicopter is spooling up it could be the sound of the helicopter flying sped up audio wise, and when the helicopter is spooling down it could be the sound the helicopter flying slowed down audio wise

-Add an 'attention' ping, so players can tell other players quickly to look at something without miscommunicating for the team to attack/defend/help the area of the ping

-Have an option setting for pings to always show the name of the player who pinged them or to only show when the mouse curser is hovered over it (like it currently does)

-The 9K121 Vikhr AGM for the Soviet Su-25T should have its ground range bar reduced a little to be at the correct level, it should be at the level of the ground range of the Kh-25ML AGM of the Soviet Su-25

-The 'F' keys (F1, F2, F3, etc.) on the keyboard should be automatic hotkey selections for airplanes in the 'Air Comm' panel, such that airplanes in ascending order are respectively paired to a hotkey (Airplane slot 1 to F1, Airplane slot 2 to F2, Airplane slot 3 to F3, etc.)

Switch position of weapon systems in game/unit stat card on:
-Canadian Wolverine: GPMG and Javelin LML
-Japanese F-4EJ Kai: AIM-7F Sparrow and M117
-East German GW-SFL Tundscha: 2S11 Tundscha and PKT
-Soviet MT-LB Podnos: M37 and PKT
-Soviet MT-LB Vasilek: 2B9 Vasilek and PKT
-North Korean VTT-323 82mm: T67 and PKT
-North Korean VTT-323 120mm: T64 and PKT
-Chinese YW-304: T67 and PKT
- Chinese YW-381: T64 and PKT

-Make a US & UK coalition force deck type for deck building

-Description for 'Suppression' on unit cards has enemy misspelled as 'ennemy'

-Zooming out to the furthest limit should NOT make it go to a predetermined view ("Wargame Table View"), players should be able to still manipulate the camera as they like

-Notice of a player's unit being attacked with the mini-map ping should be elongated to three pings rather than one so the player has time to finish what they might be doing and focusing on before looking on the minimap where the situation is taking place

-Air-to-Air Stingers used on US helicopters should be renamed to AIM-92X Stinger (X being used in place for the variant of the stinger being used) instead of FIM-92X Stinger, for the air-to-air version of the stinger is the AIM-92 Stinger

-In the description of 'Gatling Guns' weapon systems, the word "autocannon" should be replaced with "machine guns"

-Autonomy in unit info cards should describe themselves as a unit of time (s=seconds) rather than a unit of distance (km=kilometers) which it currently is, for this is actually how it is measured in the game (i.e. Autonomy of 500 km for a unit in the game actually means that that unit can travel for 500 seconds) and players may not understand this concept; keep the unit of measurement for autonomy as distance (km=kilometers), but just clarify what it actually is in its description (when players hover their mouse pointer over autonomy in a unit's info card)

-Add the M6 Linebacker as a prototype Anti-Air unit for the US; this unit should consist of a bushmaster autocannon as the main gun and a 4 stinger launch pod as a second weapon system (with 12 rounds of ammo overall, 4 in the weapon/8 in reserve)

-Remove the 'Movement: Flying' miscellaneous filter from deck armory filter for helicopters & airplanes; it should only be a filter that is available and can actual filter them if the 'All' category is selected in the deck armory; reason being there are no other movement methods for units under these categories for any nation in the game

-Add a "View next/previous unit in company" key and a "View next/previous unit in group" key so players can be able to switch camera angles quickly without need to move around and zooming in and out many times

-Tanks set to 'Fire POS' should ONLY shoot ONCE with their main cannon even if they have a rate of fire over [10 r/m]

-ALL tanks with a 'rate of fire' of [10 r/m] (and over) should have that stat in their info card be green

-Attack and Recon helicopters CANNOT be grouped together at all

-Either add as a new unit, or replace the existing loadout of the AH-6C Little Bird in the US 'Helicopter' category, with a Little Bird equipped with twin M134 Miniguns (one on each side) and two 7 round FFAR rockets (one on each side); the existing AH-6C Little Bird with its current loadout can be considered replaceable due to the new grenade launcher weapon on the new US AH-1S helicopter

-Change the 'Rate of Fire' stat for the US M109A6 Paladin to show its actual rate of fire in game which is [5 r/m]

-Under the weapon description of a 'Grenade Launcher' the 'f' in 'fire' is missing; "...although with a lesser rate of (f)ire."

-Add a team chat in multiplayer lobbies

-Zones that are in control of teammates should be green color, rather than blue which should indicate to a player that they are controlling a zone

-Add prebuilt decks for ALL deck types for all eras for all nations/coalitions for both Blufor and Redfor (even have a contest for the community to submit and vote for their most favorite deck of each type/era/nation/coalition and the results with the highest popularity are put into the game; this will involve the community and ease the workload!)

-After a player ends a match or replay let there be an option for that player to see the stats of how all units in the game did (killed/got killed by) for each player

-Have players be able to pan the camera down more (towards the ground) and MOST IMPORTANTLY pan the camera up (towards the sky), ESPECIALLY when the player is zoomed close to the ground at the foot (or lower elevation) of a mountain, or wants to see artillery/airstrikes dropped in a cinematic angle

Commanders and General; Co-op campaign mode
Spoiler : :
*4 players, 1 being the general, can play a campaign co-op
*The general is the only one who can use command points to buy new battle groups and refit existing ones, move battle groups, and attack with or R&R battle groups
*The commanders are the ones who will fight the battles, whereas the general cannot
*A multitude of commanders can fight the same battle or different battles at the same time or not; for example first commander can be half way done their battle while the second one is just about to begin a battle and the third one is waiting on the campaign map for battle groups to move into position
*The campaign will be in real time itself, like how battles are for commanders, so that the general's role is like that of the commander being real time
*Because it will be all in real time a battle group can be moved into a battle, or repurposed from one (at the very least aircraft battle groups can for they are easy to recall from the air deck in a battle verse units on the field), during the battle itself; for example, one commander in battle realizes they need air support against the enemy they are facing, or even, during the battle the enemy push a new battle group in and a specific counter group is needed
*If a battle group has enough move points or just gained enough at the meantime in the campaign map the general can move it in and when it is in the territory the battle is being fought, at that moment, the commander can use those units in battle in real time
*Battle groups can move, and relax to get back cohesion and move points faster, while commanders can fight battles independently
*1 movement point is regenerated per unit every 10 minutes
*Command points are gained continuously, like command points in a battle, at a rate of per 20 minutes; for example if controlling zone(s) that grant 1 point(s) will award 1 point every 20 minutes, if 2 points a point is awarded every 10 minutes, if 4 points a point every 5 minutes, 5 points every 4 minutes, 10 points every 2 minutes, etc.
*1 cohesion point is awarded every 10 minutes of resting & relaxing; if the battle group is moved while R&R and the 10 minutes are not completed the unit will not gain the point
*Units in the same zone as a battle can opted to not fight in the battle so as to continue regenerating cohesion if resting & relaxing and/or be ready to move or fight when needed
*In the Campaign map tunnels and bridges, links between zones, can be blown up using command points if territories on either side of the bridge or tunnel is either owned by allies or having a battle, also one of the sides can be neutral so long as it is only one side; blowing up a bridge or tunnel can be used to stop ground forces from moving till the bridge is repaired or the tunnel is cleared using fewer command points then what was used to destroy them; it should take 5 minutes before the bridge or tunnel is blown up after ordering it to, if either side of the territory is owned by the enemy, not being contested with a battle, or if both sides are neutral the demolition of the bridge or tunnel is stopped and the points to do so are lost, units do not need to be left behind on the other territory but might need to be to buy time till the bridge or tunnel is blown; it will take 5 minutes to fix a bridge or clear a tunnel but more points can be spent to speed things up
*A day in the game would go by every 30 minutes in real time
*Battle groups still move and are spawned instantly so long as there are the respective points available to do so
*Only after 3 minutes, give or take, of a battle being possible can the battle actually be commenced from either team attacking, this is so that the team being attacked will enough time to react accordingly
*After 10 minutes of a battle being possible and no commander fights it, the battle will either be auto-resolved or the attack will be cancelled, call will be made by general; this is the only way and time auto-resolve can be used

Remodel
Spoiler : :
-Add a window, to where the gun would be instead, to all Blufor logistics Ch-47 Chinook helicopters, and variants

-Typically, the second window from the back should be a bubble window on both sides for all Blufor CH-47 helicopters, and variants

-[Edit suggested from Steam discussions, nickname: Aesaar] The French Leclerc tank should be remodeled to look its appropriate size as a big tank, unless the model of the Leclerc in the game has the correct proportional dimensions, in which case it should be reclassified as medium size; maybe also add the Leclerc's official designation, AMX-[Blank] Leclerc

-The East-German THS Mi-8T helicopter should have only 2 rocket pods for the S-5M

-The East-German THS Mi-8TV helicopter should have only 4 rocket pods for the S-5M

-The US A-4M Skyhawk II aircraft should have 4 rocket pods total for the Mk.24 Zuni

-The South Korean F-86F Sabre aircraft should have 4 rocket pods total for the Mk.24 Zuni

-The Czechoslovakian Avia S-105 aircraft should have only 2 rocket pods for the ARS-57

-The North Korean F-6C aircraft should have only 2 rocket pods for the T57-2

-The North Korean F-5B aircraft should have 32 rockets total for the S-5M weapon system; a price increase might be required as a result

-The S-5M weapon system for the Soviet MiG-21Bis aircraft should either: have 32 rockets total for the weapon system OR have 4 rocket pod models total

-The S-5M weapon system for the East-German MiG-21ML aircraft should either: have 32 rockets total for the weapon system OR have 4 rocket pod models total

-Add a driver model to the US M48 Chaparral, M48A1 Chaparral, M48A3 Chaparral anti-aircraft units

-Add pilot model to the Soviet Ka-50 Akula helicopter

-Fix the position of the pilot in the US A-10A Thunderbolt II aircraft, they are off center; also, in the deck armory the landing gear is both on the ground and in the aircraft, remove the landing gear model in the aircraft

-The model of the rocket pod used for the 19 round m151 hydra rockets should have the tube in the middle opened

Correct rocket pod models on the following helicopters to their real-life counter parts (For what the rocket pods they are using should look like use Polish Mi-24W and Soviet Mi-24VP rocket pods as reference for Redfor rocket pods, and US AH-1S as references for Blufor rocket pods):
-South Korean AH-1J; M151 Hydra & FFAR
-US AH-64A Apache; M151 Hydra
-British Lynx AH.7; SNEB
-Polish Mi-2 Urn Zmija; S-5M
-Soviet Mi-24A; S-5M
-Soviet Mi-24D; S-5M
-Polish Mi-24D; S-5M
-North Korean Mi-25; S-5M
-Czechoslovakian Mi-25; S-5M
-Czechoslovakian Mi-35; S-5M
-Czechoslovakian Mi-25 S-24; S-24B (they should be the rockets themselves with no pod)
-Czechoslovakian Mi-4; S-80FP
-North Korean Mi-4A S-8; S-80FP
-Soviet Mi-4A; S-80FP
-Soviet Mi-24P
-Chinese Z-5A; S-80FP
-East-German KHS Mi-24P
-[Recon] Polish W-3U Salamandra; S-80FP
-[Recon] Soviet Mi-24K (there are some odd openings in the center of the pods)
-[Recon] US AH-1J Cobra; M151 Hydra, FFAR

Correct rocket pod models on the following aircraft to their real-life counter parts (For what the rocket pods they are using should look like use Polish Mi-24W and Soviet Mi-24VP rocket pods as reference for Redfor rocket pods, and US AH-1S as references for Blufor rocket pods):
-Polish MiG-21MF; S-24B (they should be the rockets themselves with no pod)
-Soviet Su-25; S-24B (they should be the rockets themselves with no pod)
-Czechoslovakian Su-25K; S-24B (they should be the rockets themselves with no pod)
-Chinese Q-51; 130-1
-US A-4M Skyhawk II; Mk.24 Zuni
-Norwegian F-5A Freedom Fighter; Mk.24 Zuni
-South Korean F-86F Sabre; Mk.24 Zuni
-US AV-8C Harrier; M151 Hydra
-Canadian CF-104 Starfighter; M151 CRV7
-British Harrier Gr.3; SNEB
-Czechoslovakian Avia S-105; ARS-57 (S-5)
-Swedish J 35D Draken; Jaktraket m/57
-Swedish J 35F Draken; Jaktraket m/57
-Swedish J 35F Draken; Sprangraket m/56
-North Korean F-5B; S-5M
-North Korean F-6C; T57-2

-The M2 Browning Heavy Machine Gun model on the South Korean KAFV 40/50 Infantry Fighting Vehicle is moving independently of the turret it is mounted and needs to be fixed

-Remodel the US M998 HUMVEE transport vehicle unit to actually look like its real life counterpart, and correct the unit picture as well to have it look more accurate

-The ANZAC A-4K Skyhawk the flag on the vertical stabilizer is backwards

-The US A-4F/M Skyhawk II need to have black color on the TIP of their nose, black color on the top of the nose (about two-thirds of the way from the cockpit to the nose tip), and need to have the US Navy emblem on the top of their left wing (the same emblem that is on the fuselage's side)

-The ANZAC A-4K Skyhawk/Kahu need to have black color ALL-the-way around the nose

-The US Harriers A/C should look like the British GR.1/3 Harriers

-Non-Harrier II version Harriers should have ONLY 4 underwing hardpoints (2 per wing)

-The East-German THS Mi-24A, East-German THS Mi-24D, Polish Mi-24D, Soviet Mi-24A, Soviet Mi-24D, Czechslvakian Mi-25, and North Korean Mi-25 should ONLY have two rocket pods (one on each side) (The rocket pods for S-5M on Mi-24s/Mi-25s contain 32 rockets in each pod, making it so that a unit carrying 64 rockets total should only have two pods)

-The Polish Mig-21MF needs an addition two rockets added to its unit model

-Correct the model for the inner wing pylon of the Soviet Mi-24V

-Move the inner pylon of the Soviet Mi-24VP and [Recon] Mi-24K to its correct position (closer to the outer pylon)

-For the Chinese BJ212 PWL78 tank destroyer either have the turret of the weapon in that unit not move or remove the windshield so as to not have the weapon be able to move through it

-Add the exhaust haze effect from helicopters to ALL other helicopters that don't yet have it, in the Deck Armory AND in actual games

-For the Chinese JH-7 & JH-7A Feibao the front pilot model is too far deep into their seat and the second pilot model is missing altogether

-Typically on a US AH-64 Apache helicopter the rocket pods are carried on the hardpoints outboard (towards the wingtips) and the AGMs are carried on the hardpoints inboard (closer to the fuselage of the helicopter)

-Remove the model of the rockets on the North Korean VTT-323 Igla & VTT-323 Hwasung-Chong (they do not have that weapon system available for them to use in the game)

-The helicopters US AH-64A Apache, US [Recon] AH-64D Longbow, US CH-46 Phrog, and Soviet Mi-28 should all have their unit models resting on their rear tire in the Deck Armory and when landed in a game

-For the Swedish J 35F the m/57 should be on the pylons under the fuselage and the m/56 should be on the pylons under the wings

-The US F-111E/F-111F Aardvarks and EF-111A Raven models look 'wide' from the front and back, the fuselage (especially the nose and cockpit of the unit) should be more circular than oval shape and the fuselage as a result should look slimmer as well

-For the NATO F/A-18E Super Hornet the 'Marines' mark towards the back of the fuselage should be renamed to 'Navy'

-Make the models for ALL Redfor BTR-Ds (and variants) & BMP-3s bigger (especially taller), making them the same/slightly smaller/slightly bigger than the Redfor MT-LB in each of its dimensions; The models for the BTR-D and variants seem TOO small (especially short) to be able to fit any infantry inside of them to transport

Thanks for reading, and make sure to leave your opinions and feedback!
Last edited by WarRuse on Thu 7 Jul 2016 16:52, edited 11 times in total.

User avatar
deadnation
Command Sergeant Major
Posts: 349
Joined: Fri 9 Nov 2012 14:56
Location: Finland
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby deadnation » Sat 11 Oct 2014 23:03

ouh that was long. I just read some parts of it and you had some good ideas. In this point its really unlikely that any big changes will be done to rd. They will add more units/maps, make balance better and etc... They aren´t going to do any BIG change to game just minor things. We can only hope that in next Wargame (if Eugen is never going to do new one) they use some of those millions of good suggestions we have gave to them to make a better game.

User avatar
orcbuster
More than 10 000 messages. Soldier you are the leader of all armies!
Posts: 12362
Joined: Fri 7 Sep 2012 21:04
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby orcbuster » Sun 12 Oct 2014 01:35

CLEANED TOPIC. NO BICKERING TO BRING IT OFF TOPIC PLEASE.
Image
Viker for ingen!

User avatar
Centurion
Sergeant First-Class
Posts: 142
Joined: Tue 16 Sep 2014 20:34

Re: Fixes, changes, and ideas for the game thus far

Postby Centurion » Sun 12 Oct 2014 03:08

I just want a veterency based rate of fire system for manual loading units and good SACLOS MANPADs.
Image
"...In their Centurions, the 8th Hussars have evolved a new type of tank warfare. They taught us that anywhere a tank can go, is tank country: even the tops of mountains."

W1LG5R
Sergeant
Posts: 58
Joined: Fri 18 Jul 2014 22:21
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby W1LG5R » Sun 12 Oct 2014 04:02

I read it all and agree with the vast majority of it. Some things are best left alone, like incorrect models or sizes. Eugen has a policy on models and imo the sizes thing would be a waste of time (I guess you did put it as optional though). I liked the helicopter altitude bit and I also thought the bottom armour made sense. A lot of this (e.g. transport comparison in the armoury) i had noticed as annoying things and I think that polishing them would be nice. You clearly put a lot of work into this and I hope in gets taken into consideration as the next patch isn't far off.

User avatar
LTSarcasm
Command Sergeant Major
Posts: 333
Joined: Thu 17 Oct 2013 10:37
Location: Seattle
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby LTSarcasm » Sun 12 Oct 2014 11:11

All I would add is something to weaken mortars. Maybe rate of fire, maybe HE value, maybe availability. Because currently, the moment front lines slow and it becomes safe to bring mortars up, they completely own the ground game. They fire and move too fast to effectively counter battery with other arty, air is generally a no-go since the SPAAG buff if they are half-competent, and ground-based attacks will just get mortared to death.

WarRuse
Specialist
Posts: 14
Joined: Sat 11 Oct 2014 22:07
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby WarRuse » Mon 3 Nov 2014 20:57

Thank you all for the feedback! I have made a number of revisions through out the last month, or so, and have now posted the finalized version of the list. This is the last time I will be revising this post. Please take the time if you would like, and see all the new changes made and add-ons to the list, and leave your thoughts and feedback for if any developer were to take a look at this post! Thank you all again!

User avatar
SpeisCheese
Captain
Posts: 1709
Joined: Thu 3 Apr 2014 18:18
Location: Somewhere in space...
Contact:

Re: Fixes, changes, and ideas for the game thus far

Postby SpeisCheese » Tue 4 Nov 2014 19:01

Wow, that was much to read
Anyway there are some really interesting things which should have been ingame since the beginning. But I'm sure FOCUS pushed Eugen a bit too much for the release...

WarRuse
Specialist
Posts: 14
Joined: Sat 11 Oct 2014 22:07
Contact:

ADD-ON for Fixes & changes; ideas for the game thus far

Postby WarRuse » Wed 9 Mar 2016 19:17

This post contains my thoughts on the game, both big and small, I have thus-far. Please feel free to remark and suggest any revision inputs of your own on anything posted, and even new ideas if you feel like it should be heard and discussed here! I hope to have these ideas discussed so that they may be implemented in a future patch(es)! The developers are more than free to use any to all these ideas at their own discretion, and change any ideas around as they deem fit! If an idea is not understood, or is felt to need more elaborating please ask in detail what you would like clarified. My Steam profile name is Commander 6, my Steam Username is highcommand82, and my actual name is Danny Jundi. Hope you enjoy!

Features/Mechanics
Spoiler : :
-Make it so that when selecting the same units to be spawned into a battle, if infantry using the same transport as well, can be selected to spawn into a game as a group even if they are different ranks; at the very least the same units of different ranks can be spawned in not in a group, this will at least quicken the rate at which units can be selected to spawn into a battle

-Units that have a non-stationary weapon(s) should be able to 'Fire POS' on a mark that is within range while moving, the unit keeps moving while it fires on its mark and when the unit gets out of range of the mark it simply stops firing while continuing to move; this makes it so that only ordering the unit to 'stop' will make it stop moving

-[Idea submitted from Steam discussions, nickname: Stark Fist of Removal] Make it so that in the game control panel, under company orders, players have the option when selecting units of different speeds together to have them move together at the same speed so that they all move at the speed of the slowest unit of the group in formation together, from where they are in respect to one another, calling it 'group move'; this should apply to land vehicles, infantry, and helicopters in a group; at the very least for vehicles and infantry if helicopters would then move too slow to work for the game, or vehicles and helicopters if infantry are too slow to make this option work, or at least just for vehicles then

-Fix the deck Misc. selection of, Trait: [AoE] Area of Effect; only a few of the units with this trait are actually shown when selected

-Cluster munitions, such as from MLRS artillery or aircraft bombers, should have a slight HE damage; it could not cause unbalance because: cluster MLRS artillery and aircraft bombers do not drop many ordinates at a time, there are not many cards of them and even not many units per card, and all carriers of Cluster munitions cost quite a bit more than HE munition carries; another factor is that HE artillery and bombers can kill everything with enough persistence including vehicles, infantry, and even tanks & ships, it could actually help balance the game to have Cluster munitions be able to hurt and kill infantry, as well as the other unit types, with only a slight HE damage so that HE munitions can be most effective at targeting light vehicles and infantry, and Cluster munitions can be most effective at targeting all vehicles and tanks, where both HE & Cluster munitions can still crossover targets such as tanks for HE munition and infantry for Cluster munitions; last thing, looking at the damage a Cluster munition can cause in the real-world there is no doubt it can hurt and kill infantry, but again for balancing reasons, make it only slightly HE damaging

-Fix the rewind in replay; at the very least make it so that going beyond the 1/5 speed from the 1/4 speed you can go in reverse to -1/5, -1/4, -1/3, -1/2, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10 speed playing the replay in reverse

-[Idea suggested from Steam discussions, nickname: Vensalir] Let aircraft have bad or poor ground optic capabilities at the very least; if an aircraft has sights on their target before firing/release ordinance on them it would make sense that they don't need visual from recon, or any other unit, at that point to see or even know about their target to attack them

-Have infantry enter & exit only in the middle of building complexes; this is to prevent “bunny hopping”, and (what I like to call) mad dashing, where infantry run out of buildings at the very last second to avoid an artillery strike or air strike; to make infantry in buildings not sitting ducks as a result make it so infantry can enter and exit buildings quicker altogether though

-Make it so that ANY ground unit can push dead (destroyed) units that are in their way like when they are on a bridge or the foot of a bridge, the dead (destroyed) should even be able to pushed over the edge of the bridge into the water, this is to prevent bridges from being clogged making them unpassable; it will be very unrealistic to see a jeep pushing a pile of dead (destroyed) tanks but it is necessary to make sure there are no game breaking issues as a result (I’m sure not being able to cross a bridge, NOT because its destroyed, but rather that there’s a pile up will ruin any gaming session)

-Instead of helicopters and jets having top armor stats, where the helicopters can't have too much armor anyway because of their rotors and jets can't be attacked from above in the game, let them have bottom armor stats from things like auto-cannons and missiles, more practical and useful; also an armored helicopter, such as the US AH-64A Apache, is bullet proof to small arms fire and should not be able to be destroyed from a LMG or MMG, however a HMG could probably still destroy them, LMGs and MMGs should at most be able to lightly suppress armored helicopters over time so as to avoid making armored helicopters, like the US AH-64A Apache, completely unstoppable without any auto-cannons or anti-aircraft missiles near-by

-Add a 'which side teams start' option for maps in the multiplayer private (maybe public as well), and skirmish lobby for Blufor and Redfor, or team 1 or team 2 if it is not confrontation, also add 'random side start' to the option as well

-Have in the settings option different types of ways to organize decks in deck selection in a multiplayer or skirmish lobby such as in the deck menus by name, nation/coalition, type, year; or the very least have the decks in deck selection be set to alphabetical order by default so as to make it easier to find decks, especially during a last sec change during the count down for the match start

-Add audio to ships and boats moving, like from the naval trailer; they are ghosts otherwise making no sound what-so-ever

-Make it so ships have a minimal distance between each other to prevent bunching to help make the game more authentic and realistic

-Make ships have turning angles according to their size, speed, etc.; like jets do, they should not be able to turn on a dime; at the very least, all ships and boats should have a maximum turning angle/arc; Make it so ships can have a control option to go in reverse, like how land vehicles do, so they don't need to turn on a dime otherwise, again making the game more authentic and realistic; even though they already can go in reverse by themselves if set to go directly behind their selves, it would simplify things to have an option to only move backwards when ordered to do so

-[Idea suggested from Steam discussions, nickname: Vensalir] Aircraft, or at least air superiority aircraft, should have an 'engage' control option where they would auto ENGAGE (opposed to just flying in circles and firing missiles only) an enemy aircraft in range using their missiles and cannons, like how other units have an 'attack' control option, flying in the way the unit would if it was ordered to attack another aircraft manually; also put in the settings option, air superiority aircraft being able to auto engage without needing to be ordered to, like how aircraft can be set to auto winchester or not

-Make jets sound like from teaser trailer; at the very least beef up the sound of jets, especially when zoomed in

-Helicopters should consistently consume a small amount of fuel while flying stationary, given that they are the only unit to need to use fuel to stand still as oppose to ground vehicles; this gives players a reason to have their helicopters landed when not at use, such as to land at their fob to be fueled & ready, like what we can see in the real world with inactive helicopters landed at their base standing-by

-Make it so a helicopter can land on a ship that has a heli-platform on them, like from the naval trailer; true that if helicopters can land on ships they don't need to use fuel, but they are moved at a slower pace with a risk of being ground attacked and helicopters take damage if the ship is attacked as well; this also makes it so that if helicopters run out of fuel while over water they are doomed making it so players have to plan ahead and giving them a way for a helicopter, or pair, to emergency land in the middle of the water; there might not be enough ships though to save a whole group for example so some will have to wait for a return trip being left vulnerable; this is rather than helicopters being able to land on the nearest ground to them, also it might be an option to have only helicopters of a certain size or smaller that can land on ships, medium or smaller helicopters only for example

-Make it so helicopters can fly in low altitude and even change altitudes while moving without stopping; it's understandable that having helicopters being able to fly in low altitude will make them harder to spot and hit from a distance, but as a result of flying lower they are easier to spot and hit when in range and taking more damage as a result than flying at high altitude, also they would still need to change to higher altitudes automatically when traversing over forests, mountains, buildings, etc. before they can go lower again automatically leading to them using more fuel as oppose to have just flying straight through over obstacles, and they should have a low altitude flying speed which is lower than the normal speed (such as how land vehicles have off-road and on-road speeds; low flying helicopters can move more covertly and be at a more vertical position related to their target due to better able firing angles

*-Make it so that helicopters called onto the battlefield, or helicopters already in the air at the beginning of the round because they were placed over trees, buildings, etc., have in the options menu of the game to be set to stay in high altitude or go to low altitude when they reach their mark, like how jets can now be set to Auto Winchester evacuate or not; it would make more sense for a helicopter to need to be ordered to go to a lower altitude when called in, like if it were to hide from anti-aircraft units or be hidden for an ambush, rather than for it to do so by default, why would someone want to call in a helicopter that would lower its altitude so it becomes ineffective such as if it were a recon helicopter or ATGM bearing helicopter, and on top of that, put itself in a position where it can get bombed or artillery fired on easier than if it were to remain at high altitude; some people may prefer for their helicopters to go into a lower altitude when called in, but at the very least if only one altitude can be set at the default please have it be set to high altitude

*-Make it so that helicopters can change their altitude settings while the helicopter is moving, so that changing altitude does not make a helicopter stop moving but rather that only ordering it to stop does, so that when the helicopter does stop moving it goes to the preset altitude afterwards by itself; at the very least make it so that helicopters stay at high altitude after moving and don't revert back to low altitude even though they were in low altitude before moving

-Give helicopters the control option to be able to move sideways, like how land vehicles can have an option to go in reverse, along with also having helicopter given the option to go in reverse

-In the in game control panel, under advance options, for land vehicles, move the 'unload' and the 'smoke pods' option to the far right so that the 'move fast' and 'reverse' options are in the same place in the panel for all land units no matter what they are

-In the game’s command panel, under advance options, for helicopters, move the 'unload' option to the far right so that the 'land' and 'chg alt' options are in the same place in the panel for all helicopters no matter what they are

-Make it so that (non-infantry) ground units are not ABLE to be attacked by MULTIPLE ATGMs at once, so once a unit with an ATGM weapon system fires their ATGM there is a mechanic in the game which makes it so that 2 seconds needs to pass before ANOTHER unit within ATGM range and LOS (Line of Sight) on that enemy unit can fire their missile; it does not matter if units are in a company, so however many (non-infantry) ground units there are in that company there are possible ATGMs that can be fired at them, of course given its still ONE PER UNIT in that company

-Airplanes either manually evac'ed or auto Winchester evac'ed CAN have their evac cancelled by the player at any time so they can resume control of the airplane on the map if they decide to do so, airplane auto Bingo evac'ed can ALSO have their evac cancelled BUT the INSTANT they run out of their reserve fuel they crash so players need to decide how much they need to use that airplane at that moment verses keeping the airplane alive and available for later use

-Auto Evac Bingo and Winchester should be separate toggles on the command panel (rather than in the settings option) which are set to 'on' by default when an airplane is called onto the map (and are set to 'on' every time an airplane are called into the map even if they were set to 'off' before they evac’ed their last time on the map); auto evacs can be cancelled by clicking on the respective toggle that is evacuating; have it that when an airplane has no fuel (and is running on reserve fuel) and their auto bingo evac toggle is set to 'off' it blinks red like when a car low on fuel has its fuel gauge blink red warning the player the airplane only has so much fuel left before it crashes

HE laser guided bombs:
-HE laser guided bombs should behave like AGMs, in the sense where they can ONLY be dropped at areas where the player has Line-of-Sight, they can still be launched via 'Fire POS' BUT still need LOS from the player's other units/allied units; this will make it so that they have the pro of being accurate with the con of needing LOS (Line of Sight) when compared to unguided bombs
-If an airplane is carrying (multiple) HE laser guided bombs they should ONLY launch ONE bomb PER attack order/'Fire POS' command, they can be able to fire multiple bombs per strafe if the player queue ordered ('Shift' Click) attacks at multiple locations

-Have a weapon system on/off toggle hotkey on the keyboard for each weapon system

-Have a weapon system only 'Fire POS' command key and hotkey on the keyboard for each weapon system

-Have keyboard keys of 'Weapons OFF (ONLY)' and 'Weapons ON (ONLY)', along with the 'Turn ON/OFF weapons' toggle that it currently has

-For airplanes instead of having 'Fire POS' they instead have three branching commands that serve about the same function while being specific in their action, one command option is 'Fire Guns' that only fires the airplane's main gun/guns, the second command option is 'Fire Payload' which will have the airplane fire their rockets/drop a bomb/drop a laser guided bomb (depending on which one the airplane has), and the third command option is 'Drop Ordnance' which will drop all the bombs (or remaining bombs) an airplane may have; if the airplane does not have a main gun/guns the 'Fire Guns' command will simply be greyed out (unable to use), and if the airplane does not have rockets/laser guided bombs/bombs the 'Fire Payload' and 'Drop Ordnance' commands will simply be greyed out (unable to use)

-For airplanes carrying bombs as a weapon system(s) they should have a 'Fire Payload' command key (MAYBE this rule should only apply to a plane carrying FOUR OR LESS bombs overall), this is so airplanes carrying bombs can EITHER drop singular bombs at designated locations, OR just drop their whole payload using the 'Drop Ordnance' command in one go like they do currently; whenever a player gives an airplane carrying bombs an order to attack units the airplane only drops as many bombs as the player had the target to be attacked

-Fix the rewind in replay; at the very least make it so that going beyond the 1/5 speed from the 1/4 speed you can go in reverse to -1/5, -1/4, -1/3, -1/2, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10 speed playing the replay in reverse, also if possible make it so the timeline bar of replays can actually be used (like in other video formats) so people viewing replays can skip ahead/behind in videos at will

-Add an option to set which team starts on which side of the map in the multiplayer setup options, and skirmish lobby for Blufor and Redfor, or team 1 or team 2 if it is not confrontation, also add 'random side start' to the option as well
-The unit view, how it is currently (not showing background or surrounding), should be made into the unit stat card of every unit on the field (deployed) so they are playing out what the unit is doing in the game at any given moment

-Have a ruler that can be used in game by using 'alt'+'left mouse button' and clicking on one point and then another to measure the distance and if the view from the initial point to the final point has an obstacle in between to block line of sight/fire (as opposed to using a unit’s 'Fire POS' to measure distances from themselves to enemy units ONLY); distance should ALWAYS be displayed between units when a player's unit is selected and their mouse is hovering over an enemy unit, EVEN if the player's unit cannot attack the enemy unit (incapable weapon system and/or turn-off weapon otherwise)

-Command Helicopters should be able to capture zones while still flying (and EVEN while moving); this gives them more benefit (as they are the only Command unit that cannot be hidden in zones); price may need to be increased for all Command helicopter (*Command helicopters are NOT to be confused with Command infantry TRANSPORTED by helicopter)

-In player stat charts have the date & time portion be elongated so as to fit completely on their space and not need to side scroll to show everything

-All infantry units move at 15km/h EXCEPT for Elite troop types, which move at 20km/h (anything higher than 20km/h is WAY too fast for typical human beings carrying gear and equipment to move at, even if they are special trained units)

-All infantry units can NOT fire their rifles/submission guns (main weapon) on the go EXCEPT for Elite and Shocktroop types

-When an airplane is evac'ed (whether Bingo, Winchester, or manually by the player) they AUTO fly to the player's (team's) controlled air corridor zone to evac (like they are leaving through the way they came into the map in the first place, but it does not NEED to be the same air corridor zone they entered the map through, they AUTO fly to the CLOSEST allied controlled air corridor zone); this gives enemy players enough time to call out their own air fighters, and also this gives time for missiles to hit their target (or not), not just having the airplane "magically" disappear from a pursuing missile; this also adds a dynamic into the game where players need to keep in mind which airplane are better suited for long range engagements/attacks verses their other airplanes

-Players can NOT call in units (including airplanes) from enemy STARTING zones, the zones just serve to provide points (whether deployment points or conquest points) like any other zone at that point (it can be seen as to make it easier for the enemy to recapture their starting zones so the enemy team do not have an 'impossible' time trying to win the game from that point on)

-Game mode: Hot Zones (which is similar to King of the Hill), one or (maybe; at least some times) more zones are randomly highlighted to give victory points, after some time (maybe even for random durations) the highlight(s) switches to other zone(s), maybe the time for which a zone(s) is going to be highlighted can be shown OR not; this is the only way players can gain score to win the match, zones otherwise do not provide ANYTHING, income is generated over time like how it does in the conquest game mode

-Helicopters that are in the landing process (also for if they are unloading/loading) become ground targets effectively and as such can be shot by units who can attack ground targets

-Units that have a TOW missile/AGM system and are ordered to attack a certain enemy unit do NOT fire their TOW missiles/AGMs at any other enemy units while moving into range of the selected enemy unit; this is useful for saving it's (limit and valuable) ammo of TOW missiles/AGMs, making sure it does not be used on undesired targets, and making sure the weapon is ready the instant the unit is within range and is positioned to fire (not needing to wait for the weapon to "reload" and be ready to use again)

-Have ALL units that fire AGMs (whether they are SA or F&F missiles) fire only one missile at a time, they should NOT fire their next missile till the first one either hits its target or misses; as a result AGM weapon systems need larger reload times stated on their stat sheet to ensure they had enough time to even hit or miss an enemy unit before a following missile could have time to be fired, all this ensures follow-up missiles are not fired at already dead units making the missile go to waste; a number of AGM weapon systems on some units currently fire back to back on a single unit even though one missile is usually enough to destroy that unit anyway (this is even true for most enemy TANKS), the follow-up missile as a result is usually wasted (units that do this are e.g. US [Recon] AH-64D Longbow, US F/A-18A/C Hornet, etc.)

-Infantry can enter buildings (whether it’s being dropped by transport or just walking in) that already have units in them, so long as they are the same exact unit and there is space (there are less than 4 of those units already inside); this makes it easier for buildings to get reinforcements of an infantry unit without the infantry inside needing to go out, group all the units together, and then re-enter

-Helicopters can (for some reason) fire on themselves with their main cannon/gun when the player uses the 'Fire POS' command and aim it at the helicopter given the order; make a minimum range at which helicopters cannot use their main cannon/gun within that range, even by just 1 meter, just to ensure players don't accidently have their helicopters fire on themselves during games

-Make (non-infantry) units go ONLY at HALF their speed when going in reverse, not at full speed like they currently do

-Tracked (non-motorized) ground units should have MUCH SLOWER on-road speeds, and SLIGHTLY-MODERATELY slower off-road speeds as well, to make wheeled ground units more usefully by contrast, and to make those units more realistic/authentic in the game (Tracked vehicles (such as for example, the US Abrams tank or US IFV Bradley) cruising down the road at 110 km/h is TOO fast, and even at off-road speeds of around 65 km/h is still too fast)

-For ALL jeeps in both 'Recon' & 'Vehicle' categories for all nations, for both sides, should have a soldier model for EVERY weapon on that unit (if the unit has weapon granted)

-Radar Anit-Air units that turn off their weapon system that uses radar will result in that unit having only 'Good' 'Air Detection' until it that weapon system is turned back on

-Helicopters that have landed CANNOT use ANY of their weapons while they are grounded; this prevents helicopters from being un-attackable by Anti-Aircraft weapons and then being able to just fly away from enemy units that can attack units on the ground

Sticky Selection:
-Remake the sticky selection setting in the game's 'gameplay option' menu when enabled any unit or group of units selected remain in the selections lines until they are removed by shift click or a deselection key is pressed by the player; this can be helpful for players to give certain units in a selected group orders while still maintaining the group in the selections line ready to be given orders
-Remake the sticky selection setting in the game's 'gameplay option' menu when disabled to keep that unit or group of units selected even after when given orders but are deselected when the player LMB clicks anywhere else on the map; this is especially useful if a player is queueing orders and wants to cancel an order, making it so they don't need to redo the order queue as a result of not being able to had cancel that order

-Add command option in games so that players that group select (or even select a single unit or company) transports can be able to select the infantry inside of them (without making it so they end up automatically become unloaded) so players can have orders queued and readied for them when they are unloaded at their destination

-Units set at the beginning of a game, or being called in during games, can be given queue orders and also be assigned to a hotkey

-Make it so that when a player is holding the queue order key ('Shift' key) and then click on an order command (attack, reverse, etc.) that order command can be used to 'click and drag place' units (either into formations or into cover (trees, hedges, etc.) a certain way) rather than to be what it would otherwise be a 'point click place'

-Moving a helicopter from a landed position will automatically make it take off & fly in high altitude; commanding a helicopter to change altitude from a landed position will automatically make it take off & fly in low altitude

-ALL aircraft (helicopters and ESPECIALLY airplanes) with rockets should fire their rockets at a slower rate, for helicopters so as to not waste ammo unnecessarily (any other weapon system has a chance to hit most of their shots but rockets seem to have most rockets be a guaranteed missed), and for airplanes so they can become more strafe airplanes and are no longer "further range from target bombers" but rather the strafing airplane they should be

-Airplanes attacking with rocket pods should have the same angle of attack as airplanes attacking with autocannons and thus be able to use BOTH their autocannon and rocket pod on a strafe attack rather than the current one or the other

-Airplanes ready their main guns BEFORE they get within firing range of their target, ESPECIALLY airplanes attack helicopters with their main guns, this way airplanes can shoot at helicopters as soon as they are in range of them and not fly over them still readying their guns

-Airplanes ordered to attack other aircraft (helicopters & airplanes) ALWAYS focus their attack with their main guns (unless they don't have a main gun or its turned off), NOT focusing the attack with their air-to-air missiles if they have any, This way airplane attack with their main cannon ALONG with any air-to-air missiles they might have

-Rifles should have higher accuracy and machine guns should have lower accuracy in general for ALL infantry units

Weapon Damage and suppression:
-ALL submachine guns (9mm/.45 ACP) (or any caliber around this sizes) do 0.50 HE damage and have 30 suppression
-ALL 5.56mm/5.45mm caliber guns (or any caliber around this sizes) (whether handheld or mounted) do 0.75 HE damage and have 40 suppression
-ALL INTERMEDIATE POWER 7.62mm/7.7mm caliber guns (or any caliber around this sizes) (whether handheld or mounted) do 0.75 HE damage and have 50 suppression
-ALL FULL POWER 7.62mm/7.7mm caliber guns (or any caliber around this sizes) (whether handheld or mounted) do 1 HE damage and have 55 suppression
-ALL 12.7mm/14.5mm caliber guns (or any caliber around those sizes) (whether handheld or mounted) do 1 HE damage AND 1 AP damage and have 90 suppression

-Airplanes ordered to 'Fire POS' and are using ONLY their main guns (or if they have rocket pods as well) strafe ONLY ONCE, they should NOT attack a point twice (or otherwise multiple times) where they would need to turn around for a second (or more) attack; there is no need for this for if players wanted to attack a point multiple times with their airplanes they can just queue order their units to do so; this will make it so players can guarantee that airplanes will follow their orders without risking themselves from unforeseen flight patterns/longer exposer time due to a second unintended strafe

-Mortar units (along with all other artillery units) need time to readjust their aim when trying to fire from a new location (after had moving); this makes it so mortar units either need more time before firing down range if they are using shoot-and-scoot tactics because they need more time now to readjust their aim or those mortar units are easier to counter and hit back if they choose to stay at a location for they want to fire more rounds without needing to readjust their aim

-In the Deck List the let there be a filter for alliance to show only Blufor, only Redfor, or both decks; The Desk List should then use the sort order of names by default (until another sort order is chosen by the player)

-Make it so that if a player in the Armory goes to the Miscellaneous filter disables all the 'Movement' filters it will just leave ONE example of every infantry unit without showing their transport, this will help players compare infantry more easier without having so many duplicates of units being shown

-If a player was to leave in the middle of the match instead of giving their teammates more of their own units they just gain the units of the player who left, having the units of the player who left split evenly (as possible) automatically between remaining players

-ALL supply (logistic) units should NOT be able to see ANY enemy ground units even with poor optics, they can still see enemy air units if within range; like how airplanes currently cannot see ANY enemy ground units by themselves; this is to prevent logistic units from being used as cheap disposable recon units

-Players at ANYTIME can switch the control of ANY of their units (including FOBs and airplanes) on the field or still in the deployment menu before and after a match starts to ANY of their teammates they have; this can be useful if a player needs transports another player has ready, or a player has free slots in their air corridor panel and another player has excess airplanes to spare (if this idea of transferring airplanes is thought to unbalance the game think of how ALL other units can be called in to help other players at any time with NO restriction or limitation); if this idea still seems too unbalancing as a result let it at the very least be an option for the lobby host to either enable/disable

-Instead of airplanes having an 'amphibious' tag in their info card they should instead have a 'size' tag; this is would be more practical given that guns and autocannons would ignore an airplanes ECM rating and it would be a matter of how big the aircraft was that would factor in if it got hit or not

-Players can return (ONLY FULLLY repaired, rearmed, and refueled) airplanes back to their deployment deck so they can free up that slot in the air corridor, they need to however pay the points it cost to call the unit into the game to take it back out

-Add an option for players watching replays to enable/disable the capture zones on the map; this will help players better enjoy their replays if they are watching it for cinematic reasons versus analytical (learning from) reasons

-Make a cancel option for the quit button of the deck creator

-[Idea suggested from Official Game Forum, nickname: Centurion] Make reloading a rank trait, the higher the rank of a unit, the faster their weapon(s) can be reloaded (this also being applied to tanks and artillery units that don't have an autoloader), in-turn increasing the unit's Rate of Fire

Thanks for reading, and make sure to leave your opinions and feedback!
Last edited by WarRuse on Wed 6 Jul 2016 11:27, edited 4 times in total.

WarRuse
Specialist
Posts: 14
Joined: Sat 11 Oct 2014 22:07
Contact:

Re: ADD-ON for Fixes & changes; ideas for the game thus far

Postby WarRuse » Wed 9 Mar 2016 19:22

This post is an add-on for my last post 'Fixes & changes; ideas for the game thus far'! Hopefully I will be organizing this list, and even my original list, to be more cleaned and structured in its appearance. Unlike the last list, this one is currently not organized in any specific order, so changes that need to be made might in fact come after changes that are completely optional for the game's sake in this post. Hope you enjoy and I hope to get feedback soon!

Return to “Wargame : Red Dragon”

Who is online

Users browsing this forum: No registered users and 17 guests