Wish List?
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- ahauschild
- Posts: 118
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RE: Wish List?
Ammo is handled abstract i belive. Meaning, Each type of ammo has a percentage change of running out each time shot. So in effect you can fire one tank all day, if you roll lucky and never run out. while another tank can run out of ammo after the first shot.
I do not know this for sure, but think I read it somewhere on the forum previously.
I do not know this for sure, but think I read it somewhere on the forum previously.
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RE: Wish List?
I understand that now, read the manual for a 3rd time !?!
But with that being said, if a tank runs out of ammo on say turn 10 can it regain ammo on turn 11, or does the system remember when a certain unit/tank runs out ??
I understand the system is kinda setup like a dice roll, sometimes your lucky and sometimes your not. I however have been unlucky..I have never seen such tough infantry..buildings must be able to be destroyed, can they not be re-meshed to mimick a tank with a set armour value for walls, roof, etc ??
But with that being said, if a tank runs out of ammo on say turn 10 can it regain ammo on turn 11, or does the system remember when a certain unit/tank runs out ??
I understand the system is kinda setup like a dice roll, sometimes your lucky and sometimes your not. I however have been unlucky..I have never seen such tough infantry..buildings must be able to be destroyed, can they not be re-meshed to mimick a tank with a set armour value for walls, roof, etc ??

RE: Wish List?
Let's scratch randomized defender placement off the todo list for now.
Instead we should upload some modified versions with new placements on our own. Much better placement from a human than a "randomized" AI placement and easy enough to do.
For the programming time of the development team there are other things that are equally or more important and cannot be done by the enduser.
Actually, I should put my fingertips where my mouth is and write a program that automatically does this. I wonder whether all the map info that I would need is available readily enough. Hmmmmm....
Instead we should upload some modified versions with new placements on our own. Much better placement from a human than a "randomized" AI placement and easy enough to do.
For the programming time of the development team there are other things that are equally or more important and cannot be done by the enduser.
Actually, I should put my fingertips where my mouth is and write a program that automatically does this. I wonder whether all the map info that I would need is available readily enough. Hmmmmm....
RE: Wish List?
I was also thinking about the placement issue and wondering how Matrix could do it? You can't use a computer algorithm because it would almost certainly make bad choices at some point. Even shifting placement around a 100m could be the difference between a AT gun being in a good spot and stuck behind a hill or something less ideal. The scenario developers obviously put thought into the force placement. So I think the only way would be to have a human devise X number of setups from which the computer would randomly choose. Of course I am not a game developer so who knows.
I have yet to play any of the stand alone missions but even the initial placement of friendly forces in a mission probably has some overall effect on the scenario. If players choose the free placement option they could do more gamey tactics like running everything up one side just because they know the enemy will be more spread out. The forced start locations at least attempt to keep one 'realistic'. Of course that isn't to say varied setups that included some lop-sided/odd placements wouldn't be interesting.
I have yet to play any of the stand alone missions but even the initial placement of friendly forces in a mission probably has some overall effect on the scenario. If players choose the free placement option they could do more gamey tactics like running everything up one side just because they know the enemy will be more spread out. The forced start locations at least attempt to keep one 'realistic'. Of course that isn't to say varied setups that included some lop-sided/odd placements wouldn't be interesting.
- FeurerKrieg
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RE: Wish List?
Yup, I think as little as three setups for each map is plenty, especially if they are significantly different. Since you won't necessaryily know where the enemy is 'strong' at. Set them up, then have the game randomly choose which setup it uses.
RE: Wish List?
It does seem a little early for a big wish list but it would be nice if there was a hot seat and/or tcp/ip version. It would be easier to convince my non wargaming friends to give the game a try if we could play against each other. (Other than pbem of course)
RE: Wish List?
More choice of actions in the reaction phase, I'd like to be able to Withdraw my PanzerIII's if they meet some KV's rather than sit there and die.
Can you withdraw or rout units from the map? I haven't managed to do so yet but maybe I'm missing something.
In the campaign be able to play the soviets from Dec12th, so you get to defend as well as attack... maybe needs the above point to work.
When tank crews bail out that's it - surely the tank and crew are seperate and the tank can be replaced rather than the whole platoon written off if the tanks are knocked out. Can this be changed?
More ideas to come I'm sure...
Jon
Can you withdraw or rout units from the map? I haven't managed to do so yet but maybe I'm missing something.
In the campaign be able to play the soviets from Dec12th, so you get to defend as well as attack... maybe needs the above point to work.
When tank crews bail out that's it - surely the tank and crew are seperate and the tank can be replaced rather than the whole platoon written off if the tanks are knocked out. Can this be changed?
More ideas to come I'm sure...
Jon
RE: Wish List?
Added hiding and engagement range/cones to list.
RE: Wish List?
Could the Bino view actually look like a Binocular view?? Silly I know but very cool.
- Laryngoscope
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RE: Wish List?
Here are a few more to add to mbtankers:
1. Please please PLEASE move the Withdraw order and place it as a subordinate order to the Move and Defend order where it should have been in the first place. This is similar although not exactly the same as jonny21 request (except not in the reaction phase)
2. WAYPOINYS - sorry it had to be said again [:D]
3. Could the bino command *not* start in full zoomed in mode, but rather in full zoomed out mode so I can see more of the battle field. I agree with Tomus that maybe a bino mask would be nice.
4. HOLD FIRE order
6. A toggle to highlight *ALL* units *AND* their movement plots and targeting plots
7. A way to show on the movement line which movment will occur during the coming phase and which the phases to follow (maybe make the line blue for the distance covered in the comming phase and then grey for the rest - as per the defend command?)
8. For any movement command show some indication (little blue circles??) of where your squad mates will be relative to that units movement, this will make accurate positioning of the platoon much easier.
9. Hull Down [:@] This may be related to points 7 and 8 above, but at the moment Hull down is quite useless. Oh I am sure it works its just that given the camera and map controls we have the ability to acurately place the platoon in a hull down position is next to impossible. Either you slowly advance the unit 1 m at a time and then recheck with commander view (remember the 15 turn defender bonus [:@]) or you guess as best you can and then woefully overshoot - KAPOOO BOOOMB or undershoot WHERE IS MY SUPPORT!. With the minuatures game this is based on it is easy to go hull down because it is plain as day on the board, just not in the game. I really don't know how to fix this, maybe some type of selectable highlighting on the map to show the hull down locations? I don't know.
10. A better camera. Sorry the camera is good c/w CM it is not however state of the art. Fixed scroll speed and edge scrolling / minimap scrolling is so 20th century [;)] This will help a great deal with points 8 and 9 above and I have discussed camera improvements in this thread
11. Remove the victory conditions from the code and put into XML as per this thread
1. Please please PLEASE move the Withdraw order and place it as a subordinate order to the Move and Defend order where it should have been in the first place. This is similar although not exactly the same as jonny21 request (except not in the reaction phase)
2. WAYPOINYS - sorry it had to be said again [:D]
3. Could the bino command *not* start in full zoomed in mode, but rather in full zoomed out mode so I can see more of the battle field. I agree with Tomus that maybe a bino mask would be nice.
4. HOLD FIRE order
6. A toggle to highlight *ALL* units *AND* their movement plots and targeting plots
7. A way to show on the movement line which movment will occur during the coming phase and which the phases to follow (maybe make the line blue for the distance covered in the comming phase and then grey for the rest - as per the defend command?)
8. For any movement command show some indication (little blue circles??) of where your squad mates will be relative to that units movement, this will make accurate positioning of the platoon much easier.
9. Hull Down [:@] This may be related to points 7 and 8 above, but at the moment Hull down is quite useless. Oh I am sure it works its just that given the camera and map controls we have the ability to acurately place the platoon in a hull down position is next to impossible. Either you slowly advance the unit 1 m at a time and then recheck with commander view (remember the 15 turn defender bonus [:@]) or you guess as best you can and then woefully overshoot - KAPOOO BOOOMB or undershoot WHERE IS MY SUPPORT!. With the minuatures game this is based on it is easy to go hull down because it is plain as day on the board, just not in the game. I really don't know how to fix this, maybe some type of selectable highlighting on the map to show the hull down locations? I don't know.
10. A better camera. Sorry the camera is good c/w CM it is not however state of the art. Fixed scroll speed and edge scrolling / minimap scrolling is so 20th century [;)] This will help a great deal with points 8 and 9 above and I have discussed camera improvements in this thread
11. Remove the victory conditions from the code and put into XML as per this thread
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- Erik Rutins
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RE: Wish List?
ORIGINAL: Grey Legion
But with that being said, if a tank runs out of ammo on say turn 10 can it regain ammo on turn 11, or does the system remember when a certain unit/tank runs out ??
I understand the system is kinda setup like a dice roll, sometimes your lucky and sometimes your not. I however have been unlucky..I have never seen such tough infantry..buildings must be able to be destroyed, can they not be re-meshed to mimick a tank with a set armour value for walls, roof, etc ??
A tank can't resupply during a scenario. However, there are also some limits to make sure that common ammo types don't run out right away. It's a percentage roll based on ammo type, but some rolls don't start until a certain number of turns into the scenario. Rare ammo types (like APCR) can run out from Turn 1 if you start shooting with them that early.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
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CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
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- Erik Rutins
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RE: Wish List?
ORIGINAL: jonny211
When tank crews bail out that's it - surely the tank and crew are seperate and the tank can be replaced rather than the whole platoon written off if the tanks are knocked out. Can this be changed?
Actually, we roll for each unit at the end of the scenario. If a tank was abandoned by its crew, the chance of it being available again for the next scenario rather than a permanent loss depends on the actual damage to the tank. So you may have a crew abandon a tank after it took mobility damage and was stunned, but then they show up as a loss "recovered after battle" in the end of scenario summary and will be just fine for the next battle (got a new driver, etc.)
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
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RE: Wish List?
Hi everyone,
Thanks for all the suggestions. We're currently discussing and planning what will go into the post release updates and the first expansion. I'll post here once we've figured out the details. Sorry for the delay in replying - Origins kept me busy and I returned from that with a nasty cold that sidelined me for last week, so posting was erratic and my mental focus just wasn't there. Feeling better now!
Regards,
- Erik
Thanks for all the suggestions. We're currently discussing and planning what will go into the post release updates and the first expansion. I'll post here once we've figured out the details. Sorry for the delay in replying - Origins kept me busy and I returned from that with a nasty cold that sidelined me for last week, so posting was erratic and my mental focus just wasn't there. Feeling better now!
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.