On top of the features already mentioned I would want a view of "squads lost" Kinda like you can see workers lost in SC2. To be able to check it with the click of a button and see all squads and tanks lost, as well as upgrades bought for them, would please this stat geek. 
I think it'd be more useful to have a counter that displays manpower, fuel, and ammo lost due to squad reinforcements and vehicle losses. |
Yeah, I agree. As I stated in my original post, the synergy of the resource, pop-cap, and upkeep system just feels wrong and sloppy. I hope Relic come to realize this and start making changes. Unfortunately, with the June 25th release date, I can't see that happening.
Just changing the upkeep system and making it so that veterancy is only earned by dishing out damage would be a great place to start. |
I think at this point it's more a question about necessity. Company of Heroes 2 is going to be released shortly, and so they need to prioritize what they deem most essential. A customizeable UI would be awesome, but it's not required to enjoy the game. However, I wouldn't be surprised if Relic will add a lot of stuff post-release once the pressure has settled. |
the problem is, OPs at the moment are pretty cheap for what they do AND you can build them wherever you want and get the same bonuses. if i build a fuel cache after my first few T1 units... let's assume i have 1 less T1 unit. To be equal in resource income, you will have to cap 1 more point than i have. if you do not, i am ahead. so, if i even just decap 1 point, or disconnect you or anything, I am ahead. For fights, yes, i do have 1 less fighting unit, but remember: a) I have the higher manpower income, so the longer the game progresses, the smaller the gap becomes and b) in all likelyhood, since OPs cost 200 MP and most T1 (or early tier) units cost 240MP, i even have 40 MP towards my next unit and c) I am the defensive player, so I choose where and how we fight... If i choose wisely, i can probably hold, even with 1 less unit.
I am not saying this can't be balanced, but instead of balancing a turtling playstyle, why not discourage it? there's a million ways of discouraging turtling tactics...
Which is exactly why I think that strategic points adjacent to your base sector should yield less res than those that aren't. Sectors adjacent to your opponent's base could be worth even more, but this might cause problems. The exact amounts would have to found through balance testing.
The desired result should discourage players from just caching their cut-offs. And like you said, with the current upkeep system, it only makes sense to get a fuel cache early on, due to the manpower you'll be saving in the long-run.
All-in-all, the synergy of coh2's resource, pop-cap, and upkeep system just seems sloppy and unfinished... |
What would you guys say, if OP's worked as miniature Supply Yards? Do you think it might work?
I'm not too familiar with the upkeep system in CoH, only the basics, but now that sectors can be used to requisition further resources, this would promote further guerrilla tactics against OP's.
Then you could in theory:
-Destroy the enemy OP's: you don't deny them the sector or the population, but they'll have to invest in an OP if their army is too large, or suffer the upkeep increase. One OP shouldn't be bad, but get several at once, and you've got yourself a good enough penalty.
-Capture the territory. IMHO, OP'ed territories should take a little longer to cap, in order to increase their viability. An OP'ed territory also represents a higher benefit in resources if you capture it, so it should also be harder to get. You'd not only be getting the extra resource free of charge if connected to your own, but also gain the upkeep benefits.
This would promote mobile gameplay, constant scouting to see if your opponent has rebuilt OP's, and alternative tactical choices. Its not simple to implement, since map design would have to accomodate this, but CoH map design is intricate as it is, and as patches roll in, it can be perfected.
I like the idea, but I'd implement it differently. I think that strat points in coh2 should provide a manpower bonus similarly to how sectors in coh1 provided +3 manpower each. However, instead of providing straight up manpower, strat points should reduce your upkeep by a certain amount. This amount should scale with a fuel or munitions cache. This will gradually increase the importance of maintaining map-control as the game progresses. At the moment, it's kind of the opposite, since pop-cap is static and it's not uncommon to float 300-400 fuel in the latter stages of the game with nothing to spend it on; as a result, the importance of map-control begins to diminish.
btw, are you suggesting that cached points should be seize-able by your opponent? I don't know how much I'd like that, tbh. |
@Kolaris: Great stuff!
Forget posting this on the murky sega forums. I suggest you PM Quinn directly; time's running low, and so this sort of stuff needs to be presented to the dev team asap. |
more units do not equal more vet, in fact, they equal LESS vet, since the experience you gain is distributed over more units. the fuel caches he can safely build close to his base ensure him of enough income to comfortably tech, even with a lot less map control.
coh 2 does reward turtling game styles way more than coh did.
And due to the upkeep system, an ahead player oftentimes only has about 60-70% of the manpower income that his/her opponent has. Therefore, to win the manpower war (which is a crucial part of every engagement), the ahead player has to inflict a minimum of 10 causalities for every 6-7 causalities sustained. This makes it very hard for the winning player to finish off an opponent or at the very least maintain the gap. |
I don't see how a resource system that encourages you to cache your cut-offs and does not provide increased pop-cap provokes aggressive play and harassment. There's a reason why in almost every game I've played the frontline was located in the center of the map throughout the game, no matter how the game evolved. |
Im new around here..... 
No worries, and welcome! |
You misunderstood; I was being sarcastic. Regardless, good thread and I agree with both you and Fatal. |