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  #46  
Old 11-19-2009, 18:00
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Re: SuperPower 3 ideas

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A Whole new Economic Sector "illegitimate activity" such as Drugs,Prostetution, or Sumuggling, which can be Ill or Legalized throughout the game.
We have that sector its called drugs and it can be illegalized or legalized...doesnt cover prostitution or weapons smuggling only narcotics tough.
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  #47  
Old 11-20-2009, 14:59
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Re: SuperPower 3 ideas

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Originally Posted by ComradeEmperor View Post
We have that sector its called drugs and it can be illegalized or legalized...doesnt cover prostitution or weapons smuggling only narcotics tough.
Exactly why I want those added
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  #48  
Old 11-20-2009, 15:00
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Re: SuperPower 3 ideas

Well I dont like the current Sp2 sector system. its very stupid you can just increase production by throwing money at something or increasing taxes to 100% without massive revolts. so I hope they massively make the game realistic. not super realistic (not as realistic as GPS) so that you cant get ousted but that massive taxes and massive production boosting is stopped. and diffrent economic systems for democracys, social democracys, communism and whatnot is in the game
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  #49  
Old 11-23-2009, 10:44
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Re: SuperPower 3 ideas

Very tricky to do but I agree. Random events would be nice and I mean things that involved choices. By normality, a democracy shouldn't be able to attack its neighbors willy nilly without a justifiable cause. Hence why we make up roleplay in the game. It'd be nice if the game actually gave us the events to work with based on choices. The biggest problems though are arguably the Military and Economic sectors. For military everyone can see why. People build massive unrealistic hordes and wars are over wayyyyy to quickly. There's also a lack of biological and chemical weapons. Nuclear shouldn't be tell tale all.

The economy is just plain whacked. Not enough resource types and the ones that are in there are kind of bland. For example, Fossil Fuels. It makes no distinction between coal and oil. Some countries like Germany and China have MASSIVE amounts of coal, yet little oil. Big differences between the two. Another thing, importing/exporting goods. The U.S. is self sufficient in food production yet we still import it. We make our own machinery etc. yet we still import it. Varyin degrees of quality and varying tools etc. But in SP2 its all lumped under Machinery I believe.

Lastly though, taxation which was already addressed. Probably anything more than roughly 40% (could be higher I suppose as I'm not sure how much they pay in places like Sweden and the Netherlands though I heard its alot) should cause some massive problems at home.

I suppose the true last would be the law sections. Wasn't enough of them in there. need other laws such as gun ownership etc.
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  #50  
Old 11-27-2009, 13:32
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Re: SuperPower 3 ideas

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Originally Posted by Waffen9999 View Post
Very tricky to do but I agree. Random events would be nice and I mean things that involved choices. By normality, a democracy shouldn't be able to attack its neighbors willy nilly without a justifiable cause. Hence why we make up roleplay in the game. It'd be nice if the game actually gave us the events to work with based on choices. The biggest problems though are arguably the Military and Economic sectors. For military everyone can see why. People build massive unrealistic hordes and wars are over wayyyyy to quickly. There's also a lack of biological and chemical weapons. Nuclear shouldn't be tell tale all.

The economy is just plain whacked. Not enough resource types and the ones that are in there are kind of bland. For example, Fossil Fuels. It makes no distinction between coal and oil. Some countries like Germany and China have MASSIVE amounts of coal, yet little oil. Big differences between the two. Another thing, importing/exporting goods. The U.S. is self sufficient in food production yet we still import it. We make our own machinery etc. yet we still import it. Varyin degrees of quality and varying tools etc. But in SP2 its all lumped under Machinery I believe.

Lastly though, taxation which was already addressed. Probably anything more than roughly 40% (could be higher I suppose as I'm not sure how much they pay in places like Sweden and the Netherlands though I heard its alot) should cause some massive problems at home.

I suppose the true last would be the law sections. Wasn't enough of them in there. need other laws such as gun ownership etc.
Netherlands isnt taxed very much. I heard from an american that moved over here that while the tax is allot higher. the benefits you get from it (which include welfare checks, Appartment subsidy, unemployed checks, health care and allot more were better / cheaper) and basically that while they do tax more here that the benefits you get back from the state even it out. (not to mention our GDP per capita isnt boosted by allot of rich people / regions like in the US)

anyway I wanted to suggest that if people are using mods online that there is some way that people who join that server dont have to download it (maybe they have to load some core files from the host but nothing that changes their own game) some sort of mod launcher like used in hoi3 would be nice aswell. and some sort of earth editor would be nice so we can mod the map to even add continents if we wanted to.
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  #51  
Old 11-30-2009, 13:00
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Re: SuperPower 3 ideas

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Originally Posted by Wbos View Post
anyway I wanted to suggest that if people are using mods online that there is some way that people who join that server dont have to download it (maybe they have to load some core files from the host but nothing that changes their own game) some sort of mod launcher like used in hoi3 would be nice aswell. and some sort of earth editor would be nice so we can mod the map to even add continents if we wanted to.
That'd be good. Kind of like a Warcraft 3 scenario where the game stores all the downloaded scenarios in a specific folder and when you go looking to play it loads everything it needs from that one folder.
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  #52  
Old 12-05-2009, 06:10
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Re: SuperPower 3 ideas

also IP ban, Mac ban and whatever ban you can add online. I dont want people messing about like they are now by bypassing it (Im very well aware how they do it please dont tell them how :P )
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  #53  
Old 12-16-2009, 21:30
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Re: SuperPower 3 ideas

I have not read the other replies, sorry if I've come up with the same idea as anyone else.

Infantry Section
I'd like to see terrain be more important during battles. I pretty much never use infantry except as cheap border guards that stall an enemy until my main army can get over there. Basically, If fighting in a city, forest, jungle, or in a hilly region, I'd like infantry to stand more of a chance against other units.

I also liked the setup in from SP1 where it was possible to have different types of infantry. I miss being able to produce APC's, run them out into the battle and drop off my commandos and cut pin down enemies while my tanks move into position. Speaking of which, I'd like to see a complement of troops with APC's and Transport helicopters when I build them.

I'd like to see the return of infantry creation options. Give them tech boxes for

Stealth (would greatly affect fighting in previously mentioned environments)
Sensors
Rifle Range (hurts infantry and light vehicles)
Rifle Damage
Rocket Range (hurts ground vehicles and helicopters)
Rocket Damage
Mines / Improvised Explosives (randomly knocks out ground units)

This would give me some options when I'm playing as some podunk country and attack my neighbor while the rest of the world is busy with India and Pakistan.

Also, give me some guerrilla options. It really sucks when I'm playing as one of the tiny nations and I can't order my troops to use hit and run tactics. Once I got into a scuffle with the UK after I changed my government to dictatorship and they started using covert ops on me. Naturally, I sent my own guys over to terrorize them. After a few years of this going back and forth, the UK invaded my country. My air force stood no chance. I had a pitiful number of tanks. I had lots of men with rifles though (about 2/3 as many as the Brits). That third group didn't matter. The Brits rolled right over them and I lost the game in a matter of minutes.

In a real world situation, I would have been able to harass the Brits from jungle hideouts. I'd force them to hunt down my men a few banana soldiers and secret police at a time. While my troops were busy with this, I could use diplomacy to generate international support for my cause. Friendly nations could supply me with small arms and put pressure on the UK to withdraw from my country. At the time of the previously mentioned invasion, I was friendly with Russia, Libya, and China. I wouldn't have expected any of them to directly intervene, but it was a sad state of affairs that I had such good relations with these three, but none of them could do anything else to help me stave off the invasion... like give my soldiers a temporary supply of stinger missiles that would raise a percentage (based on how much they agree to help) of my troops' rocket range and damage to the tech level of that nation.

Also, if fighting a guerrilla war, I'd like to see pockets of civilians randomly turn into low quality soldiers based on how happy they were prior to the war, or if I was fighting a traditional enemy.

For putting down an enemy using guerrilla tactics, Infantry, APC's, and Transport Helicopters would be the most powerful units. Other units would have a significantly reduced ability to help. They could also fight by building infrastructure and increasing the mobility of the ground units, basically take over the occupied country's infrastructure budget.

Supply Section
Supply lines should be important too. Playing as Iraq once, I nearly stopped the Americans. They came in through Al Barsra and then pushed on to Baghdad, I defeated their garrison in Al Barsra and had the main American force surrounded. It would have turned the war if the game would have considered that the Americans had lost the supply route and I controlled the airports. I could have forced a surrender when the Americans ran out of supplies.

This could also be a factor in guerrilla wars. If I share a border with a nation supplying me with small arms, resistance in the border area would be more effective since they would have easier access to the weaponry. This could also be turned into a treaty where your neighbor gets a sum of money for allowing your troops to pick up weapons inside their border, akin to US->Pakistan->Afganistan vs Soviet Union.

Naval Subsection
Oceans and seas should be divided up like landmasses. Navies were beyond useless in SP2, unlike SP1 where you could hold a point off your coast and keep the enemy from landing on your shores. Make it so that if a hostile fleet controls the land around a nation, you're not landing an amphibious assault there.

Also, if naval superiority is lost, the invading force would need to capture airfields to receive adequate supplies.

Air Subsection
Once one side's air force is defeated, this should also be a factor in supply routes. If a nation has established complete air superiority, capturing airports would not generate supply routes for side that holds it.

Ground Subsection
If an army holds a territory that does not have an airfield, and all surrounding territories are held by an enemy force, that army's supplies are cut. If a second force attacks one of the surrounding units, the original army regains partial supplies until the second battle is decided. If the game engine behaved like this, it would help create more realistic battles instead of all units from both sides converging on a single point and duking it out.


That's all I feel like typing now. I hope some of this is included.
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  #54  
Old 12-19-2009, 20:20
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Re: SuperPower 3 ideas

Too many ideas leads to downfall of the game.
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  #55  
Old 12-21-2009, 20:08
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Re: SuperPower 3 ideas

so does lack thereof.
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  #56  
Old 12-22-2009, 10:42
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Re: SuperPower 3 ideas

A game the scope that so many people want probably is impossible: SP2 was a compromise in all spheres, while other games focus more on one thing. Time is limited and, as the saying goes, is money. It just wouldn't be feasible to create a geo-strategic sim that is realistic and extremely detailed in all aspects.
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  #57  
Old 01-21-2010, 16:10
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Re: SuperPower 3 ideas

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Originally Posted by BenderBendingRodriguez View Post
A game the scope that so many people want probably is impossible: SP2 was a compromise in all spheres, while other games focus more on one thing. Time is limited and, as the saying goes, is money. It just wouldn't be feasible to create a geo-strategic sim that is realistic and extremely detailed in all aspects.
I think that SP2 could have been (and could possibly still be) the best compromise available if Dreamcatcher had not forced the release. The really old concept screenshots had things such as peacekeeping that would have allowed enough advancement to make the game really, really good to the point where nothing could ever dethrone it.
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  #58  
Old 02-03-2010, 18:45
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Re: SuperPower 3 ideas

SP2, despite all it's faults, is still the best geo-political sim available.
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  #59  
Old 02-07-2010, 14:05
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Re: SuperPower 3 ideas

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Originally Posted by Samer View Post
SP2, despite all it's faults, is still the best geo-political sim available.
Yeah, that is true. I wish that SP3 start in 1945 though, that would be a good start with Cold War and all that.
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  #60  
Old 02-08-2010, 10:37
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Re: SuperPower 3 ideas

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Originally Posted by Chairman Sanchez View Post
Yeah, that is true. I wish that SP3 start in 1945 though, that would be a good start with Cold War and all that.
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