Panzer Command Features Poll

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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Erik Rutins
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Panzer Command Features Poll

Post by Erik Rutins »

Hi all,

Please give us your feedback on how important each of the below feature improvements is to you. Multiple choices are allowed, but please limit yourself to no more than three so that we can get a sense of your priorities. Feel free to discuss the reasons behind your votes here. If your #1 item didn't make this list, please also let us know. Thanks!

Regards,

- Erik
Erik Rutins
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Hidde
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RE: Panzer Command Features Poll

Post by Hidde »

Major wish of the above: Branching non-linear Campaign (and longer).
Not included: Ability to see all movement arrows at the same time. Some easier way got get hull down(but not too easy).
Keep up the good work[:)]
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invernomuto
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RE: Panzer Command Features Poll

Post by invernomuto »

My wish list:
- More detailed Inf combat and losses.
- Hide&Ambush order
- Waypoints and better pathfinding for units.

Bye!
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Erik Rutins
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RE: Panzer Command Features Poll

Post by Erik Rutins »

ORIGINAL: Hidde
Not included: Ability to see all movement arrows at the same time. Some easier way got get hull down(but not too easy).
Keep up the good work[:)]

Thanks, those other two are on our list as well, but on the expanded list of other features rather than the more major work.

Regards,

- Erik
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Der Oberst
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RE: Panzer Command Features Poll

Post by Der Oberst »

Erik,

Whoops! I checked off more than three before I read your message!

My top three would be:

Usability Improvements
Branching Non Linear Campaign System
More Detailed Infantry Combat and Losses

Overall I'd like to see improvements in the game mechanics before "shiny new bikes" like Kharkov '42, map editor etc.

While I'm thinking about it .. what about improved performance on "Simulaitn Turn" phase?


Regards,

Der Oberst
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HardRock
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RE: Panzer Command Features Poll

Post by HardRock »

Hurry..we need more votes for non-linear campaign!

Or are you going to listen to your opponent candidates who promise more detailed inf combat results when they will be just as dead...

Or waypoints because the right wing is trying to cram 12 units into a 6ft corridor.....

Broaden your horizons......vote non-linear campaigns

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Zmoney
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RE: Panzer Command Features Poll

Post by Zmoney »

Why can't all of these be included? It would make for one great game with a long replay life. Even if these improvements took a while I think it would be good to do. How long would it take to add all these things?
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himmelstoss
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RE: Panzer Command Features Poll

Post by himmelstoss »

ORIGINAL: Zmoney

Why can't all of these be included? It would make for one great game with a long replay life. Even if these improvements took a while I think it would be good to do. How long would it take to add all these things?


2nd that! [:)]

himmelstoss
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gammalget
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RE: Panzer Command Features Poll

Post by gammalget »

Wishlist from Svedala:
#Full Map and Scenario Editor (includes additional mod support)
#Usability Improvements (Collision, Pathfinding, Interface Tweaks)

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Vic Rattlehead
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RE: Panzer Command Features Poll

Post by Vic Rattlehead »

For me............same as above post, with HIGH emphasis on the Map, and Scenario editor.
thewood1
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RE: Panzer Command Features Poll

Post by thewood1 »

I voted for infantry, waypoints, and editors.
 
I think the game is basically tanks vs tanks.  That is a common perception amongst wargamers when in reality infantry was the key to battles on the east front.  As in CM, until the perfect AI is developed, waypoints with mutiple commands are needed to keep pixel soldiers alive.
trikky
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RE: Panzer Command Features Poll

Post by trikky »

Quick battle, waypoints, tcp/ip!
 
I checked too many srry.
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junk2drive
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RE: Panzer Command Features Poll

Post by junk2drive »

If smoke makes it in, please allow area fire through it.
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PDiFolco
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RE: Panzer Command Features Poll

Post by PDiFolco »

My priority of priority should go towards usability : waypoints, units bases or other remarkable sign, unit denominations that actually says what they are ("Tank platoon/1 destroyed" ! Huh who's this one ? [&:]), minimap correctly oriented....
 
As #2 I'd say a scenario editor, which will give +1000% game lifetime [:'(]
 
The rest is not critical- although everything should be good to take ! [;)]
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Erik Rutins
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RE: Panzer Command Features Poll

Post by Erik Rutins »

Thanks for your input everyone!

We're working on getting more detailed infantry combat and losses into a free post-release update. As this is a major change, it may take a little while but we've decided to do it. I'll post more info on what else is coming down the line soon, but I think it will make a lot of you happy.

Regards,

- Erik
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Reanimator
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RE: Panzer Command Features Poll

Post by Reanimator »

Sadly I didn't read the first post either :(
 
My top three would be
tcp/ip
map/scenario editor
smoke
 
My reasons are I figure waypoints are comming either, smoke would be useful in the way the game plays, tcp/ip would get my friends playing, and a editor allowing others to add content will create a dedicated community really fast.
 
kipanderson
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RE: Panzer Command Features Poll

Post by kipanderson »

Hi,

My vote was for Full Map and Scenario Editor, more Infantry detail and live TCP/IP support.

When it comes to the editor I am tempted to add that although not all would use it, editing and scenario building is at the heart of all wargames communities. Only a few may fully use the features, but many enjoy the benefits.

Kharkov’42 does not take my imagination because it is the wrong time period. Spring ’42 was the all time low point of the Soviet Union in WWII. The troops were almost entirely untrained, most of the equipment obsolete or if new totally lacking in support, spares or maintenance crews and they had no logistics. Hence the operational casualty ratio of 10 plus:1 and tactical casualty ratio probably as high as 6 plus:1. If realistically modelled an early/summer ’42 Panzer Command game would be like watching paint dry [;)].

Better to look at the mid part of the war, ’43 for more balanced and challenging campaigns and scenarios. Remember PzC is a tactical game so the gap between the parties at the tactical level cannot be limitless in quality or the “game” will be no fun.

During the first half, well more like first 2/3 or 3/4 of ’42, the gap in quality and training was so huge that tactical games set on the Eastern Front, if realistically modelled, will be dull.

Anyway… enough of my ranting… great to see PzC marching on… looking forward to many more.

All the best,
Kip.
kipanderson
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RE: Panzer Command Features Poll

Post by kipanderson »

Hi,

BTW… I am assuming that a feature allowing one to order troops to hold fire, as in CM, will be patched anyway and so did not make it on to the list. Currently, PzC is a broken game as human defender.. just does not work.

As you can see from my above posts… I am a huge fan of PzC but this is on the unspoken assumption that the above feature will be added [;)].

All the best,
Kip.
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Erik Rutins
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RE: Panzer Command Features Poll

Post by Erik Rutins »

Kip,

Yes, in fact that's already in and will be in the first post-release update. [8D]

Regards,

- Erik
Erik Rutins
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kipanderson
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RE: Panzer Command Features Poll

Post by kipanderson »

Erik,

Thanks…

All sounds good to me… I look forward to lots more PzC [:)].

All the best,
Kip.
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