huge work !! i agree to most ideas like the beginning
-the taking t-34 is quite balanced but would need some cost, and have something different
-the AT team shouldn t one-kill a puma, so lower the hit price and effect
"ss" must be renamed for political-neutral reasons
50 manp per prisonner seems too unbalance / 10 ok, of course sov'guard can't surrender, nor the major (nor some elite allies)
- finns miss me
- what's the T0-1-2-3... supervisor price ?
-develop the effect of XP
but really great great stuff
- AT Team Aimed Shot: It costs a total of 175 ammo for the first shot, which is a huge ammount (almost the cost of a Henschel strafing run for the Panzer Elite) and they can target only light vehicles (T-34 and heavier tanks are immune to such ability, since an AT rifle can penetrate at most 20 mm of steel). Besides you need that upgrade for every AT rifle team you have to use that ability. To balance it, it might be added a starting cooldown time, so the rifleman will require the target to be visible for some time before shooting (more or less like the Elefant ability without the extended range of fire).
- I think the T-34 ability is quite balanced too, I had also thought about a recovering cost, but then I thought about the PE Bergetiger, which recovers all kinds of vehicles. This ability warks on T-34 ONLY, you must destroy one first, and you have to risk a tank supervisor unit during the recovery process (of course the mechanics can be covered by infantry while doing that, but for example the Bergetiger is a heavy armored vehicle, while the Mechanic Team is just infantry). But I might add a symbolic ammo cost, like 25 ammo for the recovery. I just proposed the ability as it is thinking about the Bergetiger and its more versatile use.
- PRISONERS: Yes, 50 mp are a lot, wat about a 25 mp, and 50 with the upgrade of forced labor? Remember that allies can build hospital and with 6 injured man they restore a squad for free. I invented the concept of the prisoner camp to be a different kind of "hospital", which instead of healing your wounded soldiers, it recovers the enemy soldiers and convert them into manpower, so with 6 prisoners or so you should be able to obtain a rifle squad (25 x 6 = 150 mp, which is not enough). Besides remember that collecting wounded enemy soldiers is more difficult that collecting your own soldiers because they usually are farther and in enemy territory (and you have to kill them, while having your men killed requires no skill
). But tell me your opinion about the new 25//50 manpower bonus. And you are right about elite units, they must not surrender. We can say that called in infantry, officers and Soviet Guards cannot surrender or you risk to "steal" an officer to a CW player, or an expensive Airborne//Ranger team, or Soviet Guards.
SS NAMES: Yeah, I know it can cause some political problems, at least there wouldn't be any problems in UK, USA or Italy (I'm Italian and I know that for sure) and in the most of the EU, but in Germany there could be some problems since Nazi Germany references are forbidden except in books and movies. But it's up to the developers to decide the unit final names, I just put them with their original name to make you understand who they are. Besides in Blitzkrieg mod (another CoH mod), which is made by a German developer, there are Waffen-SS Stosstruppen and they have their original name, so I think it's not a problem to just quote a name, of course you can't include Svastika as SS-Oberkommando flag or stuff like that, but I think the name is ok.
Finally, about the T0,... supervisors, maybe you didn't understand how the tech tree works: the T0,T1,T2,T3 prefix is refered to
units, not to supervisors. The number following the "T" letter, is the
number of supervisors you have to deploy on the field to unlock that kind of unit. For example, let's say you want to start with a Tank Depot, and you want to deploy a Panzer IV Ausf. E (which is a T1 Tank Depot unit, the unit in the table are listed in order of "T-requirements", so the second one in the list is the T-1 unit, maybe I should have explained that, but if you watch the requirement it says that you need 1 supervisor on the field) as soon as possible, you have to build the Tank Depot, build one supervisor unit (which in the case of the Tank Depot is the Mechanic Team) and then you unlock the Panzer IV Ausf. E. It's all about the number of supervisors, not the kind of supervisor: the supervisors are always the same for every structure of the base.
They are Oberfeldwebel for the infantry, Gun Commander for the artillery, Untersturmfuhrer for the SS, Mechanic Team for the Tank Depot. Their stats are listed in the unit table among the standard units, in the document I uploaded.
Let me know if you have some doubts/questions.