Originally posted by Phil K
I agree with you on that.
But what are you going to do? Are you going to break the unwritten rule of ORG vs combat bonus that we have?
This rule is already broken, but IMO all those "cracks in shell" are very reasonable. First, certain doctrines rise attack and defense. Secondly, some techs rise org. Since org is connected with ability to fight long (tenacity?), and not with "organization" per se, those cracks simply fit game system more then other solutions.
Originally posted by Phil K
In addition, you still have to look at what I mentioned earlier - are you really going to research something that gives you a mere 2% ORG increase? I don't know about you, but I never research the Combat Med stuff aside from the theory level. It's just too piddling. Now if you make a big bonus towards the end of those radio techs, then you are looking at something worthwhile.
I don't develop that EARLY, only because it's costly and takes a lot of time. But when I get some spare R&D points - yes, I develop those.
About radios - it all depends on that, how serious effect we see as valid. Why defense, while IMO attack of the units was much more boosted by the good comunication? Defense is easier then coordination of the attack.
And we can disscuss it quite long - but IMO we should choose one approach for all tank communication techs , then stick to it in all the applications.
Example - in the new air tech tree I've changed all the bonuses from the navigation techs (so far those were bonuses to night/snow/rain attacks). Since during the WW II planes usually not operated at all when weather was bad, no matter how good navigated, those tech rise now org (since plane groups are now more able to reach target, not miss it) and fractional rise to strategical/naval bombers (since those were main recievers of those techs).
Originally posted by Phil K
You still have to answer if it should all be upgradeable. IMO, if you have a small bonus AND it has to be upgradeable, then you will never get the player to go for it. He will be running around with ahistorical tanks all game long.
IMO techs that are connected with tank units, and would require serious change of the construction - yes. AI somehow handles that, besides armoured units are not that numerous, so there is no way that 80+ units simply dissapear to rearm. Infantry is whole different thing, though...
Originally posted by Phil K
Finally, you will still come back to finding a way to appease the separation of Church (ORG) and State (combat bonus) issue.
Logic would be the best separator.
1) org is all about the ability to keep fighting, as well as ability reform faster/take less casualties (more goes to org then to strengh).
2) SD is all about ability to soak up the damage OR not get damage at all. So both good tactics as good armour can raise SD.
3) SA is all about ability to deal damage OR direct damage at critical point.
EDIT:
CORE 0.6xx is the last one with superheavy tank divisions.
