I also suggest Ostheer veteran system, there will be global upgrades at a Training Center, which will provide our troop 3 ranks of defensive veterancy, and our troops will earn individual offensive veterancy through combat (3 ranks available).
1CP: Fatherland's soil, always activeAll cut-off territories still provide resource, but only half of what should come, upgrades can be purchased on these sectors as well.
3CP: Our proud spies, cost 25MP, active for 1 minute, recharge 2 minutesThanks to our proud spies, enemy resources will be showed with 15 seconds update.
3CP: Superior Logistics, always activeAll cut-off territories now provide full resource, and while there's cut-off territory, capping speed of all friendly units on the way to that territory increases by 1.5 times (I don't know if this is possible since we must have a chain of territories to the cut-off one). Capping speed of enemy units on the cut-off territory decreases by 2 times.
2CP: Fighting to survive, always activeAll units in cut-off territories now have 1.2 accuracy, 1.2 damage, 0.9 received accuracy, 0.9 received damage.
3CP: Fatherland's help, 200MP, recharge 3 minutesA glider with an AT gun, an infantry squad and ability to reinforce land in the cut-off territory
4CP: Counter-attack, 400MP, recharge 3 minutes, only one available on the battlefield at a momentA SS officer will arrive, with his reputation, he can decap/cap at 5x speed. The enemy need 2 sniper shot to kill him, and his luger has extreme short range but one-shot-kill. Can maintain support range. He can give his troops 0.5 cooldown time (they will fire 2x faster), but 0.3 accuracy. That ability can be toggle on/ off.
3CP: Unlimited supply, always activeThanks to our tireless workers, we now have 0.8 cost for weapon upgrades (like MP44, Panzershreck,...).
1CP: Forward Recon, cost 25 munition, active for 20 seconds, recharge 1.5 minutesOn the territories that not at our hand (neutral or enemy), a spot will move randomly to reveal enemy activity.
3CP: Full Swing, cost 50 fuel, active for 30 seconds, recharge 3 minutes
4CP: Who lead the charge?, cost 900, only one available at a moment, recharge 2 minutesA Tiger and a squad of Fuhrer's Guard will arrive to support the operation. Those guards cannot be suppressed and are very tough soldiers.
2CP: Softening artillery, cost 50 munition, recharge 2 minutes Can fire into fog of war.
3CP: Their Corruption, cost 200MP, recharge 3 minutesour spy have successfully corrupted their troops. Just select one of enemy squads, it will turn fire on its enemy. That squad will become yours, but it receive 2x damage, cannot retreat, cannot reinforce. Especially, it can quickly suppress enemy on their first 15 seconds.
4CP: Close air support, cost 150 munition, active for 45 seconds, recharge 3 minutesOur proud Ju-87 Stuka will arrive to support selected tank or squad. During active time, enemy units that has contact with selected unit with be attacked, infantry will receive Strafing Run, tanks receive bombs (a Stuka will drop a single bomb on top of that tank). Support stop after 45 seconds or when selected unit dies.
QuoteI also suggest Ostheer veteran system, there will be global upgrades at a Training Center, which will provide our troop 3 ranks of defensive veterancy, and our troops will earn individual offensive veterancy through combat (3 ranks available).Thats too much vet for one squad. Vet should be simple.
Quote1CP: Fatherland's soil, always activeAll cut-off territories still provide resource, but only half of what should come, upgrades can be purchased on these sectors as well.A very nice Idea.
Quote3CP: Our proud spies, cost 25MP, active for 1 minute, recharge 2 minutesThanks to our proud spies, enemy resources will be showed with 15 seconds update.Where on the screen will that info be shown?What if youre plaing a 4x4 game? Too much info on the screen.A spy unit would be more fun.
Quote3CP: Superior Logistics, always activeAll cut-off territories now provide full resource, and while there's cut-off territory, capping speed of all friendly units on the way to that territory increases by 1.5 times (I don't know if this is possible since we must have a chain of territories to the cut-off one). Capping speed of enemy units on the cut-off territory decreases by 2 times.Thats too much. It takes away strategy from the game.
Quote2CP: Fighting to survive, always activeAll units in cut-off territories now have 1.2 accuracy, 1.2 damage, 0.9 received accuracy, 0.9 received damage.1.2X1.2/0.9/0.9=1,7778Cut-off units will be 1,7778 better than normal ones. 4 grens could take on 7 rifle squads!1,7778
Quote3CP: Fatherland's help, 200MP, recharge 3 minutesA glider with an AT gun, an infantry squad and ability to reinforce land in the cut-off territoryOnly 200MP?
Quote4CP: Counter-attack, 400MP, recharge 3 minutes, only one available on the battlefield at a momentA SS officer will arrive, with his reputation, he can decap/cap at 5x speed. The enemy need 2 sniper shot to kill him, and his luger has extreme short range but one-shot-kill. Can maintain support range. He can give his troops 0.5 cooldown time (they will fire 2x faster), but 0.3 accuracy. That ability can be toggle on/ off.1. Change SS to PE like Relic did.2. Will stop sniper bullets with his reputation?
Quote3CP: Unlimited supply, always activeThanks to our tireless workers, we now have 0.8 cost for weapon upgrades (like MP44, Panzershreck,...).Allies could have that ability but unlimited always active supply for the axis?Maybe if Jesus was a nazi it could happen.
Quote1CP: Forward Recon, cost 25 munition, active for 20 seconds, recharge 1.5 minutesOn the territories that not at our hand (neutral or enemy), a spot will move randomly to reveal enemy activity.Strange but fresh.
Quote3CP: Full Swing, cost 50 fuel, active for 30 seconds, recharge 3 minutesWhy does it cost fuel when its a doctrine?
Quote4CP: Who lead the charge?, cost 900, only one available at a moment, recharge 2 minutesA Tiger and a squad of Fuhrer's Guard will arrive to support the operation. Those guards cannot be suppressed and are very tough soldiers.Why does a Tiger and Fuhrer's Guards cost the same as a wermacht Tiger alone?
Quote2CP: Softening artillery, cost 50 munition, recharge 2 minutes Can fire into fog of war.No call-in artillery can fire into the fog of war. Its becouse you could easiely killed retreating units.Why is it so cheap?
Quote3CP: Their Corruption, cost 200MP, recharge 3 minutesour spy have successfully corrupted their troops. Just select one of enemy squads, it will turn fire on its enemy. That squad will become yours, but it receive 2x damage, cannot retreat, cannot reinforce. Especially, it can quickly suppress enemy on their first 15 seconds.You can corrupt a fanatic commando squad for 200MP?Can yoy do that with tanks too?This ability sucks the most.
Quote4CP: Close air support, cost 150 munition, active for 45 seconds, recharge 3 minutesOur proud Ju-87 Stuka will arrive to support selected tank or squad. During active time, enemy units that has contact with selected unit with be attacked, infantry will receive Strafing Run, tanks receive bombs (a Stuka will drop a single bomb on top of that tank). Support stop after 45 seconds or when selected unit dies.A single US bombing run costs 250ammo.For 150ammo you get 45 seconds of bombing+strafing?
Whats with all the capping bonuses? 1 ability that helpes to cap is enough. There were too little call-ins and allmost no tank abilities.