Wish List

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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FirstPappy
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RE: Wish List

Post by FirstPappy »

My one wish to improve this great game is for one level of zoom out. I think this is especially needed for large maps as the strategic level map is just too small.
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Smirfy
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RE: Wish List

Post by Smirfy »


Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.

Sonny II
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RE: Wish List

Post by Sonny II »

ORIGINAL: Smirfy


Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.



Great idea.
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GJK
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RE: Wish List

Post by GJK »

Probably suggested already, but is there any way that the hexes can be made proportional (i.e, not so much wider than the height)? This would make working with overlays of actual boardgames much easier (not to mention a more aesthetic looking map).
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gingerbread
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RE: Wish List

Post by gingerbread »

I'd like to see the following game mechanical changes:

Prohibit paras from dropping on built-up-area hexes - towns and up (village is OK, I suppose) like they are now prohibited from dropping on Hv Forrest.

Para's ZOC points are 0 (zero) during the player turn they drop - this means that you cannot use them to cut of paths of retreat (they don't control the hex!) during your attacking turn, but you can use them to capture a road and/or an important bridge for use in your next turn a´la Market Garden (if they are still around then).
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Vic
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RE: Wish List

Post by Vic »

i think i'll indeed not let paratroppers drop on urban hexes.
 
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.
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seille
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RE: Wish List

Post by seille »

ORIGINAL: Vic
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.

But for the range 2 or range 3 hex they´ll hopefully
defend less efficient ? If nto this couls make amphibious landings very hard - impossible.

Not dropping paras on cities is ok, even they could use the towns airfields for unloading
their paras. Happened several times in ww2. Can remember there were such a attack against
Norway and Netherlands (where airfields has been captured from the air)


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Vic
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RE: Wish List

Post by Vic »

ORIGINAL: seille

ORIGINAL: Vic
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.

But for the range 2 or range 3 hex they´ll hopefully
defend less efficient ? If nto this couls make amphibious landings very hard - impossible.

Not dropping paras on cities is ok, even they could use the towns airfields for unloading
their paras. Happened several times in ww2. Can remember there were such a attack against
Norway and Netherlands (where airfields has been captured from the air)



What i am about to say is just thinking out loud :)

Yes it would defintely be at cost of huge penalty or with only a few of the troops of the defending unit showing up.

Like if a unit defends 20 hexes only 5% of its troops show up in the hex to do battle.

The reason i am contemplating this is because there are at the moment some really gamy strategies possible with using a lot of small units in paradrop or amhib.

Also i found myself building defensive lines all along the coastline. Or loads and loads of garrison units to prevent paradrop attack.

kind reg,
vic

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seille
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RE: Wish List

Post by seille »

To be honest i would not like units beeing able to defend 20 hexes away.
How this should work ? Foot troops cannot move that many hexes in one turn in standard scenario setup,
so they should not be able to defend at such a distance.
Even 3 hexes range are strange when in the initial hex are 100 rifle.
Imho this would make amphibious landings impossible.
Some of my opponents love to do amphibious landings and i have always a hard time, but
this is still better than such a defensive option.
I prefer the way you use, setting defensive lines at the costs or keep some reserves
in the backland to fight the invaders.
 
Long time ago i asked for a way to mine coasts and beaches. This could be another way payable with PP.
Or set something like "natural defense" to own beach hexes of let´s say 5 rifle.
Bad thing would be that the enemy can´t bombard them or attack them by planes since they don´t show up before the landing
starts (battle screen).
 
 
Westheim
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RE: Wish List

Post by Westheim »

I feel like the 20 hexes would not be the distance but a circle two hexes wide around the unit. [;)]
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TPM
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RE: Wish List

Post by TPM »

ORIGINAL: pad152

Replacement Option
9. Option to select auto-reinforment options for units, Example: unit 2nd Inf has 20 Rifle, & 4 Trucks, if the auto replacementoption is checked, the unit will receive replacements if the sub-typs (Rifle fall below 20 or Trucks are below 4) and the HQ has the sub-type available.

Aircraft Range
11. Show the range of aircraft (hex highlight).

Undo Button
12. Add an undo button in both the transfer screen and for unit movement.

I'm definitely into these three items, especially number 9...I would love for the computer to reinforce my units to a composition I set...oh man, that would take a way alot of clicking!
PDiFolco
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RE: Wish List

Post by PDiFolco »

ORIGINAL: Westheim

I feel like the 20 hexes would not be the distance but a circle two hexes wide around the unit. [;)]

At least adjacent defenders should participate.
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seille
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RE: Wish List

Post by seille »

Please no auto reeneforcements for units !
To manage that self is a part of the game and makes often the difference.
Next thing is a calculator for combat outcome (before the combat)......
 
It´s more than enough that the troops arrive in the HQ´s close to the receiving
units when they are set properly.
tweber
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RE: Wish List

Post by tweber »

i think i'll indeed not let paratroppers drop on urban hexes.

another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.

You can do this in the editor already so I am assuming your just changing the default masterfile configuration. I think the only reason to buy paras is the ability to grab the undefended production center. If you change that, I am afraid the para might go the direction of the infantry gun ...
The reason i am contemplating this is because there are at the moment some really gamy strategies possible with using a lot of small units in paradrop or amhib.

Also i found myself building defensive lines all along the coastline. Or loads and loads of garrison units to prevent paradrop attack.

I think deep drops / landings are good, not gamy strategies ; )

Amphibious operations are already pretty difficult. You have a 3x penalty, can only do 1 unit at a time, and get no concentric bonuses.

As for coastal garrison, you really only have to defend every third coastal hex (but defend ports strongly) and hold mobile, strong unit in reserve. An invader will only paint 1 hex and can be pick up with a concentric counter attack. If the loss of 1 road hex ruins the supply line, it was pretty tenuous anyway.
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.

If you enable this against regular land combat and artillery counterbattery and also allow for toggleing on land types, you now are getting close to line of sight. That would be interesting.

tweber
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RE: Wish List

Post by tweber »

One thing I would like to see is the ability to pass variables from scenario to scenario.  This would allow the construction of campaigns with memory.
SlowHand
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RE: Wish List

Post by SlowHand »

tweber, great stuff. I hope my opponents don't find this post. 
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BlackSunshine
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RE: Wish List

Post by BlackSunshine »

- Either a next Unit button or preferably a next HQ button.
- Shaded range for aircraft
- Ability to zoom out map. Default map is too close, strategic map is too far.

Thats it for now!!

*added*

- I really like the idea of being able to name and change colors for random games without going into the editor. This lets you peak at the map.

- More detailed combat reports and/or animations. I would like to see in detail what is happening during a battle. Ex: All units get +25% attack or defend to HQ bonus, +/- for attacking across river, etc.

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beserko
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RE: Wish List

Post by beserko »

It would be great to my mouse finger if you can't attack a unit with air or artilliry then GREY it out!
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rickier65
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RE: Wish List supply trace

Post by rickier65 »

One feature enhancement might be that when you dont have supply trace turned on, if you select a unit, and then right click (right now right-clicking unit on map display doesnt do anything different than left clicking as far as I can tell), you see the actual supply trace FOR THAT UNIT. I haven't really examined this idea, so it might have some pitfalls as well, but it's a thought.

Rick
PDiFolco
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RE: Wish List supply trace

Post by PDiFolco »

Rick
The game just does that if you put the supply filter on. [;)]
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