Feature Request

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

Moderators: Peter Fisla, Paullus

User avatar
DoubleDeuce
Posts: 1236
Joined: Fri Jun 23, 2000 8:00 am
Location: Crossville, TN
Contact:

RE: Feature Request

Post by DoubleDeuce »

ORIGINAL: rico21

and no snipers?
I would not put snipers high on my feature request list. Right now, I think I would put having the ability to transport passengers and ordinance at the top priority.
User avatar
fran52
Posts: 608
Joined: Mon Jun 04, 2012 10:18 am
Location: Como Italy

RE: Feature Request

Post by fran52 »

and no snipers?
Is not so important.
User avatar
technikzauberer
Posts: 33
Joined: Mon Aug 13, 2018 3:21 pm

RE: Feature Request

Post by technikzauberer »

ORIGINAL: DoubleDeuce

I would not put snipers high on my feature request list. Right now, I think I would put having the ability to transport passengers and ordinance at the top priority.
+1!
User avatar
ArtReg250
Posts: 16
Joined: Tue Aug 21, 2018 7:35 am
Location: Spain

RE: Feature Request

Post by ArtReg250 »

Hi all, first of all, congratulations to the developers for TotH. As an old ASL gamer, I could not imagine myself returning to the old gameboards thanks to TotH. It´s like if time would have not passed at all since 1995. Only a careful read of the manual, a bit scenarios and I´m plenty confident playing again, this time against AI [:)]

As features required, I miss the capability of AFVs to overrun enemy infantry, like in old times, horse-drawn wagons (90% of the german army was hipomobile), multi-store buildings, burning wrecks and prisoners. I always loved to take prisoners (well, not in all occasiones)[:D]

Sincerely, thanks again for this great game.
"Duro es el enemigo y duro es también el invierno ruso. Pero... ¡no importa! Más dura es aún mi raza (...)"

General de División Agustín Muñoz Grandes
User avatar
Okayrun3254
Posts: 185
Joined: Thu Aug 28, 2014 6:19 pm

RE: Feature Request

Post by Okayrun3254 »

ORIGINAL: acropora
and no snipers?
Is not so important.

I have found from reading personal accounts from WW2 Vets that Snipers were in the top 3 fears they faced in battle, and a lot of times the number 1.
User avatar
ArtReg250
Posts: 16
Joined: Tue Aug 21, 2018 7:35 am
Location: Spain

RE: Feature Request

Post by ArtReg250 »

Hello again, as a novice, I´m wondering if I´m doing something wrong with AFV´s; It seems that they can´t enter in the movement phase in enemy infantry occupied hexes, not to say overrun enemy infantry. Am I doing something wrong?
"Duro es el enemigo y duro es también el invierno ruso. Pero... ¡no importa! Más dura es aún mi raza (...)"

General de División Agustín Muñoz Grandes
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

ORIGINAL: ArtReg250

Hello again, as a novice, I´m wondering if I´m doing something wrong with AFV´s; It seems that they can´t enter in the movement phase in enemy infantry occupied hexes, not to say overrun enemy infantry. Am I doing something wrong?
Not in game although I have found from reading personal accounts from WW2 Vets that overrun were in the top 3 fears they faced in battle, and a lot of times the number 1.
User avatar
ArtReg250
Posts: 16
Joined: Tue Aug 21, 2018 7:35 am
Location: Spain

RE: Feature Request

Post by ArtReg250 »

Hope entering enemy hexes by AFVs will be introduced someday in this fantastic game. Regarding snipers, ASL system was perfect, triggering them as a random event.
"Duro es el enemigo y duro es también el invierno ruso. Pero... ¡no importa! Más dura es aún mi raza (...)"

General de División Agustín Muñoz Grandes
User avatar
DoubleDeuce
Posts: 1236
Joined: Fri Jun 23, 2000 8:00 am
Location: Crossville, TN
Contact:

RE: Feature Request

Post by DoubleDeuce »

IIRC, for any ASL vets out there, interested in, or playing this game, its a lot closer to the Starter Kits than full blown ASL. So there are NO Snipers, Multi-story buildings, Bypass Movement, Concealment, Prisoners and quite a few other full ASL rules.
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

And I add for the many marines who play this game that there is no Japanese either.
User avatar
Okayrun3254
Posts: 185
Joined: Thu Aug 28, 2014 6:19 pm

RE: Feature Request

Post by Okayrun3254 »

ORIGINAL: DoubleDeuce

IIRC, for any ASL vets out there, interested in, or playing this game, its a lot closer to the Starter Kits than full blown ASL. So there are NO Snipers, Multi-story buildings, Bypass Movement, Concealment, Prisoners and quite a few other full ASL rules.

I purchased this game recently, and I am really enjoying it. I have played ASL and know of Starter Kits, but I am not trying to steer future development of TotH towards either one. This is a tactical computer game that I think is very well done, in fact the best one of this type I have ever played on the computer. I thought this was a feature request thread, so I am just giving my opinion of what I think would be a nice added feature to an excellent game. A sniper feature is a legitimate feature request in any tactical level wargame. I am not weighing in on priorities because I also like a lot of the other suggestions too, and would be happy with any added new features in the future.
User avatar
LN59
Posts: 218
Joined: Thu Jan 28, 2016 11:06 am
Location: France

RE: Feature Request

Post by LN59 »

Inspired by Technikzauberer & UP844 in their recent thread Scenario Design -'Frozen' Units
Technikzauberer: '[...]options for emulating unready or surprised units'
UP844: 'the possibility of setting a personnel unit state (Good Order/Pinned/Broken)'

+2 [:)] [:)]

I totally subscribe to this idea which would greatly enrich the possibilities offered to the scenario designers
while preserving (IMO) the spirit of the game wanted by Peter.
Excessivily detailed Table of Equipment means inevitably more complex rules of use greedy in memory resources
and time of computation and leads to forget that essential goal: to keep the priority on the game's fluidity...
and also favor the scenwriters' imagination!
"On ne passe pas !" - - - - - - - - - - - - "Soyez tous les bienvenus !"
The French Motto (Verdun, 1916) - - - - Paris Olympic Games (2024)
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

Peter, add this description feature please, if you don't do for me, do it for UP.[:D]

Image
Attachments
feat1.jpg
feat1.jpg (25.98 KiB) Viewed 940 times
fuselex
Posts: 787
Joined: Sat Aug 02, 2014 2:04 pm

RE: Feature Request

Post by fuselex »

what we really need to do is not go down the path of ASL .
A lot of options that you require a degree in to understand , then find that there are not many others who have the same degree and dedication.
After all , to attract new followers , it is better to give them a condensed version of the bible rather than the whole book.
Even at this point of the game , someone picking it up ,playing a scenario , has to be daunting .


User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

Let's not be too hasty to keep TotH dumbed down to attract new players but fuselex has a point. My remedy, TotH 2![8D]
User avatar
Firebri
Posts: 310
Joined: Wed Mar 09, 2011 6:25 pm
Location: Bristol

RE: Feature Request

Post by Firebri »

Sorry if this has been said before, My request is a more graphical terrain.
This game is great to play, but I wish the graphics were a bit more like newer Close Combat titles.[:D]
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

I suggest during the Movement Phase that AFV's that have moved would have a (moved) indicator like the infantry.
Sometimes I forget which AFV has moved during the Movement Phase. Now and then I forget which AFV moved so
when I unknowingly select an AFV that moved and start the AFV just to find out it has moved and now the AFV is
stuck in Motion because the AFV was halted with 1 MF to spare. Just enough to start. I believe this is a minor fix to
show AFV's that moved to have (moved) as a suffix like the infantry during the Movement Phase. Thanks[:)]
eobrian2
Posts: 1
Joined: Thu Nov 22, 2018 5:00 pm

RE: Feature Request

Post by eobrian2 »

Hi, I’m new to the whole forum thing so I can’t seem to start a new thread yet. I’m trying to understand what features with respect to afvs, that are included in this sim. First: is there a noticeable difference in armor thickness for the different sides of an afv, second: are there different facings for turrent and body, third: is there a hull down status so that big guns with light armor such as tank destroyers become useful as in reality. I really like the concept of the game but these are things that really made the original squad leader pretty great. A dug in 88, a low silhouette tank destroyer, Shermans hull down on a ridge!
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

eobrian2,

Here the answers:

First: is there a noticeable difference in armor thickness for the different sides of an afv? There is usually a different armor rating for front and side/rear of AFV's.
Also, there is an armor rating difference between hull vs turret. Whether the difference is noticeable or not is dependent on the AFV.

second: are there different facings for turrent and body? Yes, the turret can face differently from the hull.

third: is there a hull down status? No






parko74
Posts: 1
Joined: Wed Jan 16, 2019 3:23 am

RE: Feature Request

Post by parko74 »

any plans on adding other nationalities anytime soon?as well as adding aircraft?
Post Reply

Return to “Tigers on the Hunt”