Given that the current Red Army tech tree is linear and not very fun (Mustering Tent -> SSB -> Armory -> Tank Hall) I have created one under the framework and influence of existing tech trees.
I used the Wehrmacht and American factions as a guiding tool in order to create a tech tree as close and true to vanilla CoH while at the same time making it unique to the Soviets. The tech tree that I have created is based on the Soviet method of war in WWII: Deep Operations.
Put simply, Deep Operations involved two cruical phases during a Soviet attack: The breakthrough phase and the exploitation phase. The breakthrough phase was to be carried out by infantry, heavy tanks, and artillery support units of the Soviet army. The exploitation phase was to be carried out by massive, mobile, tank forces. This short explanation of Deep Operations is the motivator for why I grouped units and upgrades the way I did.
The tech tree itself is very simple and simply divides and categorizes existing units and upgrades into manageable "chunks" which the player may choose or not choose to pursue. This choice, I believe, is very important because at the moment there is very little decision making involved for the Soviet player in terms of teching.
I have separated the tech three into three tiers:
Tier 1 (the tier the player starts the game in)
Tier 2 (called "Deploy Breakthrough Forces")
Tier 3 (called Deploy Exploitation Forces")
Since the breakthrough phase was carried out by infantry, heavy tanks, and artillery, "Deploy Breakthrough Forces" is researched at the Soviet Support Barracks.
Since the exploitation phase was carried out primarily by Tank Armies, "Deploy Exploitation Forces" is researched at the Tank Hall.Tier 1Units available:
Tank Hunter SquadUpgrades available:
Men against MachineTier 2 - Deploy Breakthrough ForcesUnits available:
Sharpshooter artillery call-in ability
Red Banner StrelkyTier 3 - Deploy Exploitation ForcesUnits available:
ZIS-2 squad upgrade
Mortar squad upgrade
I have split the units and upgrades into groups which I think are natural and logical from the point of view of the player. I find that I invisibly go through these tiers when I play. The whole point to implementing them though, is to give the player a choice whether they want to tech up or not. This is desperately needed right now because the current "tech tree" is simply too linear.
All that's left is to figure out the costs for moving up these tiers. That's why I want you guys to first look over my tech tree and tell me if you like it and second, suggest what these tier upgrades should cost.