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Posts: 830
So a lot of people really, really don't like the OKW tech structure (T1 medium tank, etc). So here's a kind of crazy idea to change it up that might fix a few problems. Please read it all before jumping to any conclusions.
A few initial changes:
- OKW starting fuel to 60 from 40.
- All three OKW tech buildings can be constructed at the beginning of the game. In other words, the Schwerer Panzer HQ no longer requires one of the other two buildings to be deployed before it can be constructed.
- Buildings no longer cost any fuel to construct.
- OKW trucks are now called in by the player at a cost of 200 manpower and 60 fuel each rather than being automatically dispatched every three minutes.
- No changes whatsoever to the HQ.
And then the OKW tech tree would be changed to something like the following:
Battlegroup HQ
By itself - LeIG
With one other building constructed - Obersoldaten/LeIG
With two other buildings constructed - Jagdpanzer IV/Obersoldaten/LeIG
Mechanized HQ
By itself - Flak Halftrack
With one other building constructed - Walking Stuka/Flak Halftrack
With two other buildings constructed - Panther tank/Walking Stuka/Flak Halftrack
Schwerer Panzer HQ
By itself - Puma
With one other building constructed - Panzer II Luchs/Puma
With two other buildings constructed - Panzer IV/Panzer II Luchs/Puma
The idea is that every OKW building would actually have three "tiers" worth of units, so to speak, that would be unlocked as additional buildings are constructed.
For example, a player who just has the Battlegroup Headquarters constructed would only be able to build the LeIG (in addition to their HQ units, obviously).
Now, if the player had both the Battlegroup and Mechanized Headquarters constructed (two buildings), they would unlock all the tier one and tier two units in those two buildings. That would mean that players would be able to build LeIGs, Obersoldaten squads, Flak Halftracks, and Walking Stukas.
Alternatively, if the OKW player opted to construct the Schwerer Panzer HQ instead of the Mechanized HQ (again, two buildings unlocking two tiers worth of units), they'd have access to LeIGs, Obersoldaten squads, Pumas, and Luchs tanks.
So then if a player opted to build the Mechanized and Schwerer Panzer HQs (but not the Battlegroup HQ), they'd have access to Flak Halftracks, Pumas, Luchs tanks, and Walking Stukas.
Having all three tech buildings up would give you access to every OKW unit.
Obviously there would be some issues if you could build the Flak Truck first (because of the gun locking down large amounts of territory) and I worry that OKW tanks would arrive too late, but this scheme would solve a few issues (like the Luchs arriving a bit too late and the Jagdpanzer IV arriving too early) and make OKW teching a bit more rational. Also, it's extremely flexible.
Posts: 4928
That actually sounds really fun. Maybe have the disguised volks not appear on the minimap?
Posts: 738
What's the point?
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Posts: 2723 | Subs: 1
Posts: 4928
I'd fix the title if I were you, it's a bit misleading given that there is nothing official (drawn from the publisher or developer) about it. I understand the intention of calling it official to get better replies, but keep it distanced from associating with developers until we know they're involved.
Who knows, maybe they will ant to make an official OKW changes thread in future.
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Posts: 4928
i like this
That is an extreme nerf to OKW that would make it near impossible to play with. If they lose a single truck during set up, the game is immediately over. If they lose one afterward, they can no longer build tanks. And yet to access a basic Panzer IV, they'd need to gain the time equivalent of 473 fuel, or 412 with conversion active, although that's an impossible number to achieve because your first 20 fuel will be without conversion.
Ostheer's first Panzer IV can hit the field after 315 fuel. Both calculations are assuming no other vehicles are fielded, not even a Kubelwagen. Ostheer could buy a Puma or StuG and still field their Panzer first. A fast Sherman or Cromwell would be impossible to counter with any armoured vehicles.
I do like the general idea. However, as others have said, there are issues with the current implementation, namely
1. Flak HQ at cutoff at 3 mins = lose
2. Lose 1 truck = lose game 100%
3. Tanks come way too late
Posts: 928
Posts: 4928
People weren't complaining about lack of supression back when OKW was strong because they had decent infantry killing power back then, and now ppl think OKW has severe design problems so that we have to throw the baby out with the bathwater?
Posts: 928
People have been complaining about their main infantry being shitty Panzerschreck carriers since release. If there's a chance this can be changed so they can get some real Infantry and not be reliant on Panzerschreck spam, I say fuckin' go for it.
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Posts: 97
i like the principle of this.
and add one more truck that is solely about upgrading units.
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