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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Txema
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RE: Panzer Command Features Poll

Post by Txema »

ORIGINAL: Erik Rutins

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 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.
ORIGINAL: Erik Rutins

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

Regards,

- Erik


Excellent !!!

That is what I needed to hear. I have just bought the game today.

Looking forward those updates !!!


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Erik Rutins
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RE: Panzer Command Features Poll

Post by Erik Rutins »

Thanks, Txema! We're already testing these internally and we hope to have the first update out by the first week of August.

Regards,

- Erik
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RE: Panzer Command Features Poll

Post by Yoozername »

ORIGINAL: 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
'

I would be happy to see the following:

1. Infantry 'losses' resulting in reduced firepower (definetly) and morale (possibly)
2. Infantry 'substantial' losses resulting in reduced command (longer delays as an example). i would like to see infantry units 'lose' certain command menu options once they are shot down a bit.
3. Infantry Hide command
4. Infantry Hold-Fire command
5. Infantry Rush command resulting in loss of Rush as a command for a subsequant turn. Also, distance actually 'commanded to Rush' is reduced to 100 meters or so. This will mean that troops have to 'rest' after using Rush and that Rush ordersare not abused.
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RE: Panzer Command Features Poll

Post by Erik Rutins »

ORIGINAL: Yoozername
I would be happy to see the following:

1. Infantry 'losses' resulting in reduced firepower (definetly) and morale (possibly)

Yep, in the first update.
2. Infantry 'substantial' losses resulting in reduced command (longer delays as an example). i would like to see infantry units 'lose' certain command menu options once they are shot down a bit.

Not in, sorry.
3. Infantry Hide command

Not in, but infantry that are stationary and not firing are effectively hidden based on the sighting rules.
4. Infantry Hold-Fire command

In the first update, with three variants - Hold Fire (Good Shot), Hold Fire (Close Assault), Hold Fire (Never Fire).
5. Infantry Rush command resulting in loss of Rush as a command for a subsequant turn. Also, distance actually 'commanded to Rush' is reduced to 100 meters or so. This will mean that troops have to 'rest' after using Rush and that Rush orders are not abused.

I don't see Rush orders being that open to abuse at present - infantry are fairly slow and vulnerable. Adding some sort of fatigue effect in the future is likely though.

Regards,

- Erik
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Yoozername
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RE: Panzer Command Features Poll

Post by Yoozername »

The game also needs the order menus tweaked. 
 
The most glaring error is the lack of a withdraw command during reaction phase.  Since many of the German tanks in the game  could pop smoke, and smoke is not modeled in the game, it would be nice to reverse when being targeted by multiple AT weapons.
 
I would like the game to also differentiate between the German and Soviet menus.  During reaction phase, it would be nice to see some limited 'pro-active' commands appear in the German menus.  This to model the superior German radio/command/training/etc.  An example would be to face the enemy/reverse/move-small-distances.
 
The game does appear 'raw'.  It has many features that I wanted in the CM series (especially platoon level commands).  But it does not appear to have been tested correctly.  I assure anyone, that if I was a playtester, it would not have been released in this state without a massive objection on my part.
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RE: Panzer Command Features Poll

Post by Erik Rutins »

ORIGINAL: Yoozername
But it does not appear to have been tested correctly.  I assure anyone, that if I was a playtester, it would not have been released in this state without a massive objection on my part.

What bugs have you encountered? Please post in the support forum and we'll work to fix them up.

Thanks for the other suggestions, I agree that we can probably do more to differentiate the doctrines through reactions. I think the upcoming update will make a lot of folks happy though.

Regards,

- Erik
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RE: Panzer Command Features Poll

Post by Mobius »

ORIGINAL: Yoozername
The most glaring error is the lack of a withdraw command during reaction phase. Since many of the German tanks in the game could pop smoke, and smoke is not modeled in the game, it would be nice to reverse when being targeted by multiple AT weapons.
No, I think it would be an error to include withdraw there. A withdraw order would be issued after a more thoughtful evaluation of the situation, not as a panic reaction. I agree popping smoke would be an appropriate reaction.
ORIGINAL: Yoozername
I would like the game to also differentiate between the German and Soviet menus. During reaction phase, it would be nice to see some limited 'pro-active' commands appear in the German menus. This to model the superior German radio/command/training/etc. An example would be to face the enemy/reverse/move-small-distances.
Yeah, bound should be limited to German, US and UK. Russians maybe should be given Charge in some situations but that might be a little hard to implement.
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RE: Panzer Command Features Poll

Post by Yoozername »

It is not a pensive situation.  Its a reactive situation.  facing the enmy, and reversing is natural.  Just to be clear, it is not a 'platoon' order but  an individual unit 'tweak'.
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RE: Panzer Command Features Poll

Post by redwolf »

The problem with any kind of retreat command that is special in that it can be used more freely than what the game allows for other move orders is simple. You need to figure out what exactly is away from the enemy. The answer might not be trivial if you don't want to break FOW.

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RE: Panzer Command Features Poll

Post by WITPgamer »

I wish there was an option to vote for a demo folks, as Im interested but am not ready to outlay the dollars just yet.  The next patch is sounding interesting though.
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RE: Panzer Command Features Poll

Post by Erik Rutins »

We are planning on a demo, as soon as development time allows.
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RE: Panzer Command Features Poll

Post by Mobius »

ORIGINAL: redwolf
The problem with any kind of retreat command that is special in that it can be used more freely than what the game allows for other move orders is simple. You need to figure out what exactly is away from the enemy. The answer might not be trivial if you don't want to break FOW.

Good point. I wasn't thinking about gamesmanship or ways of misusing the command. I was just thinking in terms of a tank after ordered to advance or rush moving forward and then taking a few incoming shots or even a hit on its own deciding to slam on its brakes. Then stopping and backing up (to the peril of anything behind it) while buttoned up all within 40 seconds.
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RE: Panzer Command Features Poll

Post by Yoozername »

Luckily that game SUPPOSEDLY uses relative spotting.  So the unit SHOULD react to what it CAN see.
 
And Armor units have morale, and can react to fire, just as infantry units do.  They WILL back up when hit and often change facing, etc.  In fact, T34s would sometimes be chased away by intense MG fire or concentrated 20mm/37mm fire.
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RE: Panzer Command Features Poll

Post by Mobius »

ORIGINAL: Yoozername
And Armor units have morale, and can react to fire, just as infantry units do.  They WILL back up when hit and often change facing, etc.  In fact, T34s would sometimes be chased away by intense MG fire or concentrated 20mm/37mm fire.
There are many things that sometimes happened. A shell splinter might kill Yanovitch which so enrages the rest of the T34 crew that they ram their attacker.
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RE: Panzer Command Features Poll

Post by Yoozername »

And that demonstrates armor crews having morale effects.  In that (rare) case of a crew actually ramming another vehicle, it would be the case of a morale effect like 'going berserk'.
 
But the more common effect of fire is that armor crews will attempt to minimize ienemy fire's effects (face the enemy if there is some benefit from doing so), pop-smoke and/or back away, etc.
 
In the time frame being modeled, most armor crews would be wary of actually taking hits.
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