Soviet army suggestion
by Wordsmith
Originally I had all my new suggestions in one file but I think to keep articles shorter I decided to split it into next topic. As I wrote, the reason of this article is to propose slight changes to Soviet army [1.11] which IMO could improve the overall balance and playability of EF.
II. Outpost
As Budwise pointed out (http://easternfront.org/forums/index.php?topic=3599.0), with introduction of retreat to Soviets, Outpost needs to be reworked.
You can find more suggestions about Outpost on forum, one example:
Outpost (150 MP) - buildable everywhere, garrison units
- possible upgrade (100 Ammo) to forward outpost with ability to reinforce units
For increased resource income, Zis5 medic truck could be used. When deployed it could secure territories similar as PE Scout Car. This will come with its increased price to 220 MP, 25 Fuel. Pop cap could remain the same. Since this truck could be destroyed also with small arms it will need to be protected by Soviet.
III. Infantry - Artillery coordination
Snipers have the ability to call-in arty strike. I think this ability should be globally unlocked in Armory with: Forward observer upgrade - 150 MP, 25 Fuel. After that upgrade, all Snipers and Sniper Ace could call an arty strike for 150 Ammo.
IV. Breakthrough doctrine
I pointed it several times, even started a topic about it (http://easternfront.org/forums/index.php?topic=3551.0): Sherman just doesn't fit into Breakthrough doctrine however nice the model is.
Su-76 mobile AT gun would fit the doctrine better and Sherman should be either reward unit or available to build in Tank Hall after some kind "Lend lease Act" upgrade in Armory. Such upgrade could also unlock some other units or abilities, like american rifles for Conscripts or Scout jeep for Support Barracks.
V. Tank Hall upgrades alternative
I have another idea how the Tank Hall upgrades could be arranged. The upgrades could remain the same but there could be 2 options to each upgrade in general, one as short term investment and one as long term one. Long term investment will be more expensive upgrade (representing the movement of all production to Ural mountains as happened in WW2) but the units then will cost less in fuel. F.e.:
Tank Hall costs 250 MP, 50 Fuel
Quick Light tankovy upgrade - 180 MP, 15 Fuel
-> T70/90 costs 260 MP, 35 Fuel
Quick Medium tankovy upgrade - 230 MP, 30 Fuel
-> T34 costs 340 MP, 90 Fuel
-> Su85 costs 340 MP, 70 Fuel
Standard Light tankovy upgrade - 250 MP, 60 Fuel
-> T70/90 costs 260 MP, 15 Fuel
Standard Medium tankovy upgrade - 300 MP, 95 Fuel
-> T34 costs 340 MP, 55 Fuel
-> Su85 costs 340 MP, 35 Fuel
Please consider costs for these upgrades/units as rough estimate, these could be tuned during beta-testing. Also upgrading time could be longer for "Standard" upgrade, like 3x times or more longer.
IS-2 would cost as normal 600 MP, 135 Fuel only when choosing both Standard upgrades, with every quick one it could cost like 10 Fuel more (in total +20 Fuel).
VI. Officer - doctrine abilities idea
Officer could have 4 men only and after player choose doctrine it could receive fifth man - representing the field specialist who joined Commander staff. This way Axis player could see if Soviet player already chose doctrine yet - of course if the squad is full, there is always possibility that he had 4 men because of 1 man got killed.
After doctrine is chosen, following minor abilities could apply to Commander:
Propaganda - units around Commander receive slightly less suppression, passive ability
Urban - when Commander is garrisoning building it receive +20 sight range
Breakthrough - Commander can drop smoke mortar barrage too