Kool Kat wrote:
As a recent owner of the UoC title, I have some suggestions to improve game play. Please pardon if these suggestions have been raised in previous posts.
1) Fog of War
- Commanders should not be able to view supply state or full statistics of enemy units. Also, enemy units should not be seen from hundreds of kilometers away.
2) Loss of units
- There needs to be a consequence for persistent unit losses. As it stands now, commanders can lose nearly their entire force and as long as the objective is secured, they still win.
3) Flexible setup areas
- Allow commanders to setup their units as they wish within designated setup areas.
4) Air missions
- Allow different air missions - 1. CAS "Close Air Support" - As used in UoC currently. 2. Interdiction - Disrupt supply lines and reinforcements moving to front lines. 3. Reconnaissance - Locate enemy ground units.
5) Supply Depots
- Allow players, within the specific scenario guidelines, to setup supply depots.
Fog of War would be interesting, and would introduce some uncertainty in determining forces. For the Soviet side especially, the abundance of forces would allow them to mass behind enemy lines and give a nasty surprise attack. Although total blindness should be reserved for formations very deep on the enemy side. Perhaps as a division approaches the front line, depending on how far away it is, information becomes slowly revealed (e.g. 20 hexes away = not seen, 10 hexes = type of formation known, 3 hexes = size of formation or something like that.)
A question for the developer, will there be a better way to concentrate units in the attack for the sequel? Reading history, Soviets are able to mass entire armies in the equivalent space of one hex in the game, which is only possible here through difficult shuffling. I know unit stacking is not done for a reason, but perhaps a solution could be found (e.g. extending movement range by 1 or 2 behind your own lines) so you are able to concentrate better in an attack.
Also, I think Soviets should have some infantry units that are stronger than usual (e.g. perhaps 3/3/3+1 instead of 2/2/3+1, or maybe even as strong as German infantry divisions) to represent infantry formations that were given a higher amount of weapons than usual (guards and shock units). At the very least, these better equipped units should have better stats than Volksgrenadiers...