I'll put these ideas out here to get impressions of what you guys think of it. Some are very general, others might be very detailed. I won't put them all at once since I am coming up with stuff myself and the ideas I currently have are often quite unfocused. If there is interest, I will likely expand with more topics down the line once I have the time and ideas.
Note ahead though:
At the moment I am thinking only about the stock rosters of Ostheer and Soviets. I consider them complete factions which offer the most fredom for design. The other three factions, as well as all commander abilities and units (even Ostheer and Soviet) are not part of the equation - yet.
Also, these are just ideas. I have not tested them, they are not necessarily balanced and also not really supposed to be.
Long story short: Hannibal's take on game design. Let's get started with some general ideas for vehicles and some more specialized ones for team weapons..
Vehicle sight:
This is how it all started. I wanted to force more combined arms play. Currently, vehicles are very operable on their own. An easy way that opens a lot of opportunities is heavily reducing vehicle sight. Vehicles generally should not have 360° maximum vision. For example, I restricted most tanks to 10 vision around them, with up to 20 in a 90° cone in front. TDs should get longer vision with smaller cones etc. Apart from forcing infantry to spot for your tanks, this has a lot of implications and opportunities. Tanks cannot be yolo'ed into the enemies rear anymore. Handheld AT will likely become way better vs unsupported tanks, and, most importantly: It opens up a stat to generate late game benefits for lighter units. LVs get longer sight in a wider cone, units like the Scout cars can make your tank force operable on their own, giving a reason to build them in the late game. It can also differentiate open top vehicles since those can gain better 360° vision, as well as upgrades like Panzer Commanders.
Vehicle damage:
Having fixed damage values for vehicles makes CoH2 predictable and reliable. However, damage is heavily thresholded which can hamper one of CoH2's core aspects: Combined arms. Weapons with different damage values generally don't harmonize well together. A PSchreck with 120 damage does not support any weapon with standard 160 damage well. You need two Schreck hits for the Schreck to even matter in the first place. In general: Unless you manage to cross a certain threshold, some weapons might not have participated in the battle at all. Therefore, I make a frankly quite risky proposal: Damage should be RNG. For example, standard damage should not be 160, but RNG based between 150-170. Since the mod editor allows for this change, I assume Relic already played around with this idea and abandoned it down the line. The very big downside obviously is that it adds yet another layer of RNG. But then again, this mod is not meant to be highly competitive. From the POV of authenticity, variable damage makes sense since the tanks have more and less important zones (if we accept the fact that they survive more than one pen in the first place).
Obviously this can and should be tuned to the specific unit. Maybe for some units it makes sense to deliver EXACTLY 160 damage, units that need more reliability can be moved to the 170-155 range, etc. At the same time, this opens up more possibilities for HP values. For example, in the current live version of CoH2, 340 HP is WAY better than 320 while 300 HP is not that much different from 320. With RNG damage, all these values could be more fine tuned towards the vehicle itself. Low damage weapons, such as handheld AT and penetrating small arms, can more meaningfully contribute towards vehicle combat and fill the gaps for both bad RNG rolls as well as unconventional HP values. Also, this could give deflection damage less of a niche role, although I have not really had more detailed thoughts on this topic.
If we assume that a medium tank will still have 640 HP, the RNG damage change makes this unit much more survivable, which brings me to the next topic: Vehicle HP
Vehicle HP and mobility:
Considering the changes to damage and vehicle sight, vehicles are more survivable, stronger than current when other units give them sight but more vulnerable when alone. Overall, I've always felt like more tanks should adopt a "slow and steady" approach of sitting in a fight and potentially acting as cover for infantry. I don't know if this idea will play out well, but in general I'd like to have more HP on vehicles while nerfing their speed and mobility at the same time. This could also create more room for differences between vehicles in the same class as well as between different classes.
This is obviously a very vague description, but "mobility" is hard to put into words. Overall, I think it is probably best to nerf the top speed only slightly. CoH2's vehicles are fairly close to their real life speeds considering balance as a factor as well. The "slow and steady" approach probably works best if we nerf the acceleration and potentially the rotation rate of both vehicle and maybe even the turret.
Again, I'd have to think more about this how and if this is desirable to achieve in the first place, but I'd like to put this out for discussion anyway.
Pioneers:
All pioneers become cheap, 3 men squads with focus on repairs and construction. This reinforces battlefield support role. I have been thinking about giving them three upgrade paths: Combat (flamer and +1 model), support (sweeper + better repairs) or construction (build time increase as well as unlock for more buildings).
Team weapons in general:
I'd like to have less of them, but be better at their job. They should be a highly specialized but expensive squad. I am aware this can create issues if you lose a team weapon. However, combined with cheaper pioneers, it gives more reason to repair equipment. Also, crew members get a usable weapon back. I always found it weird that they can't hit a barn door. They are normal soldiers.
HMGs:
I am undecided if they should act as high suppression platforms or as infantry killing machines. The former makes more sense for gameplay, however I somehow prefer the latter.
Mortars:
Mortars get their more of their lethality back. Although I understand the balancing reason behind removing their OHK radius, I miss the shocking effect of a mortar shell wiping multiple models in an instant. I was also thinking about adding some suppression to them, but this is probably a bad idea. Maybe it could be introduced for the barrage. Or as a different "suppression barrage" ability that has high scatter but adds suppression.
Snipers:
All snipers become 2 men squads, consisting of an actual sniper and a spotter. Their role should focus on recon and diversion much more than fighting. I lowered their accuracy to not guarantee hits, especially against units in cover. I was also thinking about giving them suppression, at least as a targeted ability. For recon and diversion, flares (like current Soviet sniper), tripwire flares and booby traps would be fitting. For flavor, I gave the spotter much more sight than the sniper. If the spotter dies, the squad either needs to retreat or fight together with other infantry. If the sniper dies, you can still keep the spotter on the front line for recon, but there is basically no fighting capability anymore.
That's it for now. Tell me what you think, but again please bear in mind that balance is not the primary factor. I am rather aiming for a bit more athenticity and grittyness with (hopefully) fun gameplay. Not all ideas will turn out good, but I think they are at least worth considering.
Best,
Hannibal
Added on 22.12.21
Ideas for the Soviet faction
These changes are supposed to be implemented with the proposals in the original post. Where they are contradictory, the “newer” proposals should be considered (e.g. I previously said all engineers should be 3 men squads, here I say Soviets should have 4 etc).
Again, I can’t write a super exhaustive list on ALL changes I can imagine, which features/abilities should be retained on every single unit and how exactly costs etc are going to change. This is already long, no one would bother to read it if it got any longer. When in doubt, please cut me some slack and view these proposals as a general design idea.
General:
Late game techs:
I personally love the UKF hammer/amboss decision, although I’d like to give it a bit of a different twist. Instead of unlocking units and abilities, I’d rather go with some economy boost. Might be dangerous for balance, but I like the idea.
For example, there could be (mutually exclusive) research for +5 max population, discounts on vehicles or infantry etc. These could also be made faction specific to increase asymmetry.
Teching costs:
I don’t know why the main gate for techs fuel is only. I think it would be beneficial to include munitions cost in addition or at least for some tiers. This would prevent fuel rushes in team modes where holding double fuel is basically all you need while you can neglect the specialized munition points.
Redesigned teching:
Soviet tech is now linear, Penals move to T0 to abolish the Soviet infantry duality. I hope both units work better together in more diverse builds if they are also available together. This in turn would potentially open up commander changes for elite infantry, however they are not a concern at the moment.
Restructured Tech:
T0: Conscripts, Penals, CE
T1: M3, Sniper, Maxim (building within 3 min)
T2: ATG, Mortar, M5 (building within 5 min)
T3: SU76, T70, (Katy)
T4: T34, SU85, (Katy)
I hope this gives more proper timing to the M5 (upgrade might need tweaks) which should come at around 5 min. Maxim and mortar might be switched if necessary. Katy goes T3 or T4. All costs changed to fit timing windows.
Combat engineers:
Squad size 4
Get normal mosins
Upgrade paths:
1. Anti-tank -> gets 1 PTRS, sticky satchel, +1 model, light AT mines; MAYBE after T3/4 they could get a second one
2. Sweeper -> increased repair speed and build time
Conscripts:
Aim is to use them as “fill up” troops to fill gaps in the front line. Bad combat stats, short range weapon profile, scale through abilities. Damage scaling will probably be bad at mid-long range and see a steeper increase at very short ranges. Changes:
Start at 7 men, MR does not grant another model (need new usage for MR)
Molotov gets impact damage buff and maybe cost buff
RA nerf (about 10% nerf), maybe MR will be used to remove this nerf
Damage nerf, especially mid-long range
Penals:
Redesign intended to slightly mirror the German Gren-PGren interaction, however with slight twists. Penals are not elite infantry and rather in between line and elite infantry. Although doctrines are not taken into account yet, I think this should also create some room for Guards and Shocks. Mid range profile.
4 men
Upgrade paths:
1. flame thrower
2. 2x DP28 (increases squad size to 5)
The squad size to 4 is a slight band aid because I’d like to move the flame thrower for some asymmetry between the factions. Also, it would fit Penals’ role to do the dangerous jobs. However, 5 men flamers are often not a great idea, especially early on. I hope the merge with Conscripts will create the staying power needed.
M3
Retains its current sight radius, maybe even a slight buff. Potentially slightly lower top speed to nerf cheesy strategies of just running the M3 with a satchel squad into tanks or similar.
Maxim, ATG, mortar
All become 4 men squads with RA buffs as needed. As I said previously, I want them to be more expensive in general but more effective at the job. Especially with the changes to mortars and MGs, they might become too effective, thereby high MP cost should prevent spamming. This should make repairing team weapons more worthwhile as well as create more interesting play around defending them. Issues could come with wipes due to late game arty.
M5
Hopefully improved timing at T2. Changes as needed to fit the new timing. Slightly above average sight (~40 range). Maybe the truck should come with a “medic truck” upgrade that unlocks the reinforcement and healing, potentially healing as AoE.
SU76
No huge changes. I like the unit itself, I hope the changes to the Soviet infantry system will create enough room at this phase to get an SU76 instead of a T70. Sight changes as previously described.
T70
The backbone of the Soviet early-mid transition. No larger changes overall, maybe a tiny penetration nerf mid to long range so that a Luchs has slightly better chances.
T34, SU85, Katy
I’ll sum these up. Again no huge changes apart from the general vehicle proposals since I don’t fully know how those will turn out. If possible, the SU85 might be changed to fit better vs heavier armor, but this will require more changes on the Ostheer side of things.
Katy could go T3 or T4, depending on where it fits best.