1. Transport mode - make a difference like track, halftrack, wheels etc like PzC. Marine have better option with those amphibious landing vehicle and I think transport should play more role.
The game has already wheel and track types (among others). Perhaps these can be differentiated a bit more though. But IIRC PzC units can move more hexes per turn in general so there's not that much room to differentiate between the transport type movement ranges in OOB.
2. Train - jumping off a train in the middle of the map is strange.
This is only possible for infantry. Which seems logical to me?
3. Teleporting units - slow retreat or fallback is better and make it a point for players to protect the retreat so it won't be boring ie transfer command over to players and add objective to retreat those ship to exit point by x number of turns and enemy will attack it etc.
You mean AI controlled support units leaving the map etc? This is used fairly rarely. I'm not sure which case(s) you are referring to specifically, but in general we try to avoid forcing the player to move several units for several turns without any form of combat.
5. Para planes - haven't you realise it's ridiculous to charge 20rp for a plabe single use and its vulnerable? Cmon its just too expensive to use that.
Paratroopers are getting some changes in the upcoming update(s). For one they will carry a limited stash of "fuel" which allow them to perform on full efficiency even when cut from supply. This makes them able to drop behind enemy lines more effectively provided they can capture a supply source before the "fuel" runs out.
6. Recon - can't see concealed enemy? What kind of recon is that? It should be their ability to spot so it makes them more valuable but limit it for example only can see unit below or above x number of entrenchment.
You mean recon aircraft or ground units? Perhaps we can allow recon aircraft a limited ability to spot adjacent concealed units, but I don't make to make it too easy to detect these. They already got a +1 LOS boost recently, combined with their cheap cost and ability to move in and out of danger in the same turn already make them very useful units IMO.
7. Supply drop - purchase supply drop option by air. If game is design that supply is critical then this option should be great for players as they will decide to spend some RP to get supply drop in or risk low supply and lower efficiency. It also help that para troopers or flanking unit more usable.
Something like this is on the "wish list". It would certainly be needed to represent the "air bridges" used on the Eastern Front.
8. Heroes - I think following PzC would be great as units can be customized. I think heroes is PzC strong point.
We're planning to allow some more "exciting" bonuses such as reducing supply cost, adding range or movement points etc. It's still fairly low on the priority list however.
Also another thing where is the skins? Why no more development in that area?
It got broken due to improvements to the unit rendering code. The way it worked previously was pretty inefficient, so we're hoping to bring it back in a more efficient manner soon. Hopefully in time for Winter War, so you can have proper winter paint on your vehicles
