Request\Wish list

3D version of Close Combat
STIENER
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RE: Request\Wish list

Post by STIENER »

in theory that should be a real easy fix. I agree the MG should be the 1st thing to open fire. it should also be the last weapon dropped by the squad.
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PipFromSlitherine
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RE: Request\Wish list

Post by PipFromSlitherine »

ORIGINAL: DefeatistAttitude

4. Initial setup is aggravating. Clicking and dragging on units is difficult, when I'm trying to click and drag I usually just end up resetting the unit's defense arc. It takes three or four tries to set a unit.
Are you using the latest version of the game? It should prioritise the units over the arcs, and it also highlights the arc when you are over it. Note you can also drag units by their icons too.

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PipFromSlitherine
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RE: Request\Wish list

Post by PipFromSlitherine »

Thanks for the ongoing feedback guys. We read it all, and add most to the tasklist! [:)]

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ineffable
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Revised Game

Post by ineffable »

Patches to include revisions to the game manual that incorporate corrections to errors and typos in the original; additions to omissions ion the original; recent changes as indicated by patch notes; key forum comments from users and devs. Currently, pertinent information about CC:TBF is scattered across hell's half-acre.
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Who's on first?

Post by ineffable »

Make individual soldiers selectable again, both on-map and in the Soldier List. With all the improvements to the role-playing aspect - History, Promotions, Awards, Extra weapons and gear etc - it's hard to fathom how this feature got forgotten. Show a selected soldier's secondary weapons and ammo, possibly as a tooltip. Show his attributes in-game (Strength, Morale etc.). Indicate the team leader again.
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ineffable
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Annotated Unit list in Soldiers screen

Post by ineffable »

Want some indication in the unit list on the Soldier screen as to whether a unit is currently in the Main Force (Active roster). Nice to be able to easily review your entire company without having to swap in platoons but sometimes you just want to concentrate on the soldiers going into the next battle.
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ineffable
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Fire order indicators

Post by ineffable »

Show all fire lines when a unit is selected just as all movement lines are shown.

Conversely, if no unit is selected, show no lines or arcs for better battlefield immersion.
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ineffable
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Ultra detailed tooltips

Post by ineffable »

Have an option for ultra Tooltips to show the Soldier list when mousing over soldiers and the toolbar/Unit information display when mousing over the unit icon.

On a big monitor its often difficult to easily correlate whats happening between a unit in one corner of the screen and the Soldier list/Unit info display in the lower right.
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Soldier details

Post by ineffable »

I'd like some way to access Soldier Details in-game. Seems like it could be made an option on the Menu selection window when you press Esc or click the Setting gear icon. Also, the battle should auto-pause when you open the Menu selection window.
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RE: Soldier details

Post by ineffable »

Mousing over a unit on the map should highlight the corresponding unit in the Unit List.
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RE: Soldier details

Post by ineffable »

I'd like the option to see/manipulate the opposing side in both Force Selection and Debrief.
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DefeatistAttitude
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RE: Request\Wish list

Post by DefeatistAttitude »

ORIGINAL: PipFromSlitherine

ORIGINAL: DefeatistAttitude

4. Initial setup is aggravating. Clicking and dragging on units is difficult, when I'm trying to click and drag I usually just end up resetting the unit's defense arc. It takes three or four tries to set a unit.
Are you using the latest version of the game? It should prioritise the units over the arcs, and it also highlights the arc when you are over it. Note you can also drag units by their icons too.

Cheers

Pip


Pip - Thanks for the quick reply, and for a great game.

Regarding initial setup, I'm running 1.07. I just played another scenario and, while it's true you can sometimes drag the icons (particularly the first time you click on them), you can't do it all the time. I haven't been able to figure out why that sometimes works and sometimes doesn't. Sometimes clicking on the icon and dragging moves the unit, sometimes you bring up the command radius circle. Sometimes you move the defense arc. Sometimes you end up just giving your mouse pointer a tour of the battlefield. If clicking and dragging doesn't work on the first try, the only way I've found to move the unit is to zoom way in and click and drag not the icon itself, but on one of the individual unit members. That's not too difficult with large units but if it's a small team whose members are all covered by the unit icon, or the defense arc, well, good luck grabbing that unit and dragging it where you want it to go.
Saturnian
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RE: Request\Wish list

Post by Saturnian »

ORIGINAL: DefeatistAttitude
ORIGINAL: PipFromSlitherine

ORIGINAL: DefeatistAttitude

4. Initial setup is aggravating. Clicking and dragging on units is difficult, when I'm trying to click and drag I usually just end up resetting the unit's defense arc. It takes three or four tries to set a unit.
Are you using the latest version of the game? It should prioritise the units over the arcs, and it also highlights the arc when you are over it. Note you can also drag units by their icons too.

Cheers

Pip


Pip - Thanks for the quick reply, and for a great game.

Regarding initial setup, I'm running 1.07. I just played another scenario and, while it's true you can sometimes drag the icons (particularly the first time you click on them), you can't do it all the time. I haven't been able to figure out why that sometimes works and sometimes doesn't. Sometimes clicking on the icon and dragging moves the unit, sometimes you bring up the command radius circle. Sometimes you move the defense arc. Sometimes you end up just giving your mouse pointer a tour of the battlefield. If clicking and dragging doesn't work on the first try, the only way I've found to move the unit is to zoom way in and click and drag not the icon itself, but on one of the individual unit members. That's not too difficult with large units but if it's a small team whose members are all covered by the unit icon, or the defense arc, well, good luck grabbing that unit and dragging it where you want it to go.

You may want to change the resolutions or detail settings. I noticed a lot of cursor issues when I maxed the display settings.

The game looks beautiful in advanced settings, but pointing and clicking suffers when your machine is too slow for it.

If you have a mid-grade machine that may be the reason.
Saturnian
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RE: Request\Wish list

Post by Saturnian »

tank traps/tank mines can be laid out in deployment mode then detected easily by infantry (particularly recon or infantry in sneak or "move" mode, rather than "move fast" and perhaps disabled best by engineers(which was a feature first introduced in CC3, but rarely necessary since mines were static with the map). would give more purpose to engineer teams.

these anti-tank mines/traps would stay throughout subsequent battles, until exploded or disabled. maybe if the cease fire is long enough and an enemy mine is undiscovered but in your occupied territory, it can be removed from the map or stay but be visible to you and no longer visible to the enemy.
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ineffable
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RE: Request\Wish list

Post by ineffable »

I'd like a fog of war option in Settings/Visibility where only the enemy units seen by the selected unit were shown. When selected, the HQ unit would show all spotted enemies.
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ineffable
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RE: Request\Wish list

Post by ineffable »

Show the final Force Morale % in Debrief.

Also, am curious why the Force Balance bar (blue/red) is static at 50/50 on the Command screen and in Debrief but dynamic on the Briefing screen.

Map preview on the Command screen would be good.
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ineffable
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RE: Request\Wish list

Post by ineffable »

Include a platoon of infantry, designated as Support units, so we can create custom pure infantry battles utilizing all three Force selection columns.

Add a mods section on this forum.
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RE: Request\Wish list

Post by ineffable »

ORIGINAL: ineffable
Include a platoon of infantry, designated as Support units, so we can create custom pure infantry battles utilizing all three Force selection columns.

Scratch that last. Its just a text edit away.

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ineffable
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RE: Request\Wish list

Post by ineffable »

Walking wounded fleeing the battlefield toward the nearest aid station. Some percentage of those injured would be mobile. Panicked soldiers assisting some while routing themselves Henry Fleming-style. Also exists a paradox that immobile wounded should be captured when the enemy controls their map area when the battle ends. How do those guys get off the map to eventually heal and return to action? Maybe make these wounded into mini-objectives, abstracting their evacuation and removal from the map when 'salvaged' by a medic sub-unit that moves to attend them. Who works with a healing timer after arriving, like support missions do. When the medic finishes his first-aid mission, a 2-man + team with a stretcher pops-up like those Hit icons and carts the casualty away.

Score 33% of those immobile injured that arent 'salvaged' as MIA in Debrief. If the design is partly to come to care about your soldiers, then have some kind of in-game caring for casualties.
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RE: Request\Wish list

Post by Saturnian »

ORIGINAL: ineffable

Walking wounded fleeing the battlefield toward the nearest aid station. Some percentage of those injured would be mobile. Panicked soldiers assisting some while routing themselves Henry Fleming-style. Also exists a paradox that immobile wounded should be captured when the enemy controls their map area when the battle ends. How do those guys get off the map to eventually heal and return to action? Maybe make these wounded into mini-objectives, abstracting their evacuation and removal from the map when 'salvaged' by a medic sub-unit that moves to attend them. Who works with a healing timer after arriving, like support missions do. When the medic finishes his first-aid mission, a 2-man + team with a stretcher pops-up like those Hit icons and carts the casualty away.

Score 33% of those immobile injured that arent 'salvaged' as MIA in Debrief. If the design is partly to come to care about your soldiers, then have some kind of in-game caring for casualties.

Those are good ideas.

I also don't like that all the wounded are unconscious and don't move, instead of just being "incapacitated". And you shouldn't be able to retrieve WIA if the enemy occupies that part of the map, so MIA makes a lot of sense.

I can't imagine it would be that hard to program.
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