Wish List

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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mtvaill
Posts: 117
Joined: Fri Jul 06, 2007 7:29 pm

RE: Wish List

Post by mtvaill »

I'd like the ability to paradrop HQs.  It may not have been a great idea historically, but it should at least be possible in the game engine.
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seille
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Location: Germany

RE: Wish List

Post by seille »

ORIGINAL: mtvaill

I'd like the ability to paradrop HQs.  It may not have been a great idea historically, but it should at least be possible in the game engine.

Imho highly unrealistic and not good for gameplay.
mtvaill
Posts: 117
Joined: Fri Jul 06, 2007 7:29 pm

RE: Wish List

Post by mtvaill »

I don't mean all HQs should be paradroppable by default, but it did happen during WWII so it should at least be an option in the editor.
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hazxan
Posts: 70
Joined: Fri Nov 09, 2007 10:45 pm

RE: Wish List

Post by hazxan »

One small wish: I'd like to be able to remove the grid lines from the "Strategic Information" map. Overall I find this map and the info beneath very useful, I just think it would look better without the lines.
serg3d1
Posts: 82
Joined: Fri Nov 16, 2007 7:48 am

RE: Wish List

Post by serg3d1 »

1.I would like options to automate production and distribution. That would make huge scenarios like Russia 1941 less micromanagement and more fun.

2.Another wish - make engineers actions like blowing bridge more transparent - for any engineers action show chance of success. Also I think if other side of the bridge is in the player zone chance should be 100%.

3.Cosmetic changes
3.1 Rename bazooka to Infantry-AT
3.2 Put different pictures for modifications like II, III etc.


Peterk1
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Joined: Sun May 04, 2003 3:13 am

RE: Wish List

Post by Peterk1 »

How about a little AI tweak...

I noticed that the AI will waste huge amounts of units attempting amhibious assaults when it doesn't have air or sea superiority in an area. How about nudging the AI into trying to attempt those two pre-reqs before loading guys onto the cargo ships? Would lead to more realistic long-term battles, if it could be done.

Also I'm seeing too many unescorted cargo ships being sent out and getting killed by my subs turn after turn. It's Ok if the AI tries it once or twice but it should eventually learn that it has no hope until it starts escorting.


DasTactic
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Joined: Mon Oct 10, 2005 7:16 am

RE: Wish List

Post by DasTactic »

I love the simplicity of the game. You don't need to constantly be running to the manual to play it. So I would like to see changes that aid the simplicity:

1. When clicking on stacks of units, the right mouse button reverses the cycling (I'm always cycling through then going one too many - over and over).

2. Have more diagnostic information on the strategic map triggered by option buttons. Specifically: Toggle the value of cities; highlight battle locations that turn; list current product point figures for all players; etc.

3. I like the idea of showing ranges for aircraft.

4. Love the idea of a turn reminder if you haven't set production in cities or moved units (perhaps the entrenchment could be used as a trigger - units with less than 100 Entrenchment give the reminder). 'Massive Assault' did this very well.

5. I like the ideas regarding setting up random games: remember last settings; more options; Civ-style map algorithms; etc.

6. I would like to have pushing the shift button while clicking the sliders multiply the factor by another five (so you could move 55 units with just two clicks rather than 10).

7. I like the idea of only having relevant units selectable (and perhaps highlighted) depending on the function: HQ's when making new units; Artillery for artillery ops; Aircraft for bombing runs. BTW, I noticed that transport planes will select themselves for bombing runs if you press 'all'.

8. I would also like to be able to be able to filter units in the tactical map. Such as only show Medium Tanks (and the strength number below show quantity) for example.

9. I find the close button on the history, reports etc, changes from a button in the lower left to a cross in the upper right. I have clicked the close game button a number of times because of this. I think I'd prefer not having the close and minimize buttons in the game window - just have accessible through the options screen.

10. Like the idea of a quick save/load.
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dazoline II
Posts: 400
Joined: Mon Nov 05, 2007 3:59 pm

RE: Wish List

Post by dazoline II »

ORIGINAL: Smirfy


Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.


I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.

Moscow by winter? Only if you send Fast Heinz to Kiev.
hazxan
Posts: 70
Joined: Fri Nov 09, 2007 10:45 pm

RE: Wish List

Post by hazxan »

ORIGINAL: Das123
1. When clicking on stacks of units, the right mouse button reverses the cycling (I'm always cycling through then going one too many - over and over).

Seconded - the right mouse button should be used much much more throughout the game.
2. Have more diagnostic information on the strategic map triggered by option buttons. Specifically: Toggle the value of cities; highlight battle locations that turn; list current product point figures for all players; etc.
I agree. Probably not too complex to develop, I guess more a matter of time to do it.
3. I like the idea of showing ranges for aircraft.
Again, I agree. I think if you select 'Recon Mission' it shows the range, so the code must be already there.

9. I find the close button on the history, reports etc, changes from a button in the lower left to a cross in the upper right. I have clicked the close game button a number of times because of this. I think I'd prefer not having the close and minimize buttons in the game window - just have accessible through the options screen.

Same here. Again, probably not too difficult to implement. The 'Surrender' button is also badly placed.
PDiFolco
Posts: 1195
Joined: Mon Oct 11, 2004 8:14 am

RE: Wish List

Post by PDiFolco »

ORIGINAL: dazoline II
ORIGINAL: Smirfy

Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.

I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.


Eeeeerk !! Noooo !! Please don't ! [:@] Have pity ! I don't want another HoI or Vicky !! [:D]
At most I'd like to have "manpower" and 1 unique "resource" that would be necessary to build units- à la GG WaW- coming from specific hexes that would be very worthwhile targets.
At least it'll forbid to build units in a cut off, besieged town...


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dazoline II
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RE: Wish List

Post by dazoline II »

I've never played HoI or Vicky so I don't know what those games model. I was thinking along the lines of a more robust WITP supply model as discussed on that message board. Interestingly another GG game.

I was also thinking that an expanded supply system would be on the lines as it is now but with more sub formations describing different forms of supply necessary instead of just the current supply for units in the field and unit potential in production.

I think if implemented this way it could be used in different ways for different senarios. One is modelled as it is now, one modelled with just some different types, another with many different types of supply. Sorta flavour to taste like we have with unit sub formations.
Moscow by winter? Only if you send Fast Heinz to Kiev.
PDiFolco
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Joined: Mon Oct 11, 2004 8:14 am

RE: Wish List

Post by PDiFolco »

Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke [X(], nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms [:D]
The current "generic" supply/logistics system is brilliant and very playable, keep it as it is. [:'(]
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Smirfy
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Joined: Fri Jul 16, 2004 8:24 pm

RE: Wish List

Post by Smirfy »

Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke , nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms
The current "generic" supply/logistics system is brilliant and very playable, keep it as it i

Like you said we already have Viccky for the masochists of the world[:D].I think this game is exceptionally good and well thought out but one thing I would love to see this team produce is a game based round countries rather than cities.

I am sure they could produce a model round what exists already without turning it into a micromanagement nightmare.

Another thing to think of next time round is railways for transport capacity, It would make interdiction a nice option.

Love the game
DasTactic
Posts: 1360
Joined: Mon Oct 10, 2005 7:16 am

RE: Wish List

Post by DasTactic »

Regarding multiple supply categories, I think this will add a lot of undue complexity to a game that is currently accessible to the 'beer and pretzel' player (like me [;)]).

I bought Vicky a couple of years ago and tried playing it (I really did try!) but everytime I played I never got a grip on what was going on. I would hate to see that happen here.

Instead, what could be good (and manageable) would be to have location tiles that boost production on the map. For example, capture an oil well and you get a bonus aircraft each turn from the well (or .5 etc of an aircraft). Capture a mine and you get armor. Capture farmland and get a boost in infantry.

Perhaps these locations could be handled the same way as cities where you get to choose between their troop bonus, supply or political points.

I could see a group of high production tiles giving a different strategic focus to the game.
rickier65
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Joined: Thu Apr 20, 2000 8:00 am

RE: Wish List

Post by rickier65 »

ORIGINAL: Das123

Regarding multiple supply categories, I think this will add a lot of undue complexity to a game that is currently accessible to the 'beer and pretzel' player (like me [;)]).

I bought Vicky a couple of years ago and tried playing it (I really did try!) but everytime I played I never got a grip on what was going on. I would hate to see that happen here.

Instead, what could be good (and manageable) would be to have location tiles that boost production on the map. For example, capture an oil well and you get a bonus aircraft each turn from the well (or .5 etc of an aircraft). Capture a mine and you get armor. Capture farmland and get a boost in infantry.

Perhaps these locations could be handled the same way as cities where you get to choose between their troop bonus, supply or political points.

I could see a group of high production tiles giving a different strategic focus to the game.


I'[m not certain, but it might be possible to create this type of occurance using the Event editor. i.e. check hex ownership, and if it's true, fire an event to increase production modifier by some percent, or perhaps just use it to send a predefined unit to HQ. This editor seems to be very robust.

Rick
PDiFolco
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RE: Wish List

Post by PDiFolco »

Yes, using editor events, cards and special terrain you can significantly change the production system.
See the tutorial about Event cards
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serg3d1
Posts: 82
Joined: Fri Nov 16, 2007 7:48 am

RE: Wish List

Post by serg3d1 »

I'm against supply categories. It would just increase micomanagment and sensory load, without contributing anything to tactics. AI will not be able to handle it properly probably.

After playing a big historical scenario I'd like to have some simple railway network model. It's not neccesary to draw separate railway lines on the map - existing roads good enough. What I'd like to have is just some fixed LANDCAP bonus value if both source and target is on the road. It would represent railways as separate means of transport quite nicely, without any additional load on AI or UI.

tweber
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Joined: Wed Jun 27, 2007 1:32 pm

RE: Wish List

Post by tweber »

I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.




Eeeeerk !! Noooo !! Please don't ! Have pity ! I don't want another HoI or Vicky !!
At most I'd like to have "manpower" and 1 unique "resource" that would be necessary to build units- à la GG WaW- coming from specific hexes that would be very worthwhile targets.
At least it'll forbid to build units in a cut off, besieged town...

You can do all this with the current editor. You could define resource locations - either as a land or a location type. Count the number of these per regime. Appropriately increment regime variables. Then only allow construction if sufficient resources are in place. You could also tailor production sites as well.

In the World at War scenario update I am building, I am including a manpower constraint on the major powers. Each unit produced consumes 1 manpower and most of the major powers have limits (China being the notable exception). I do not introduce the concept of other classes of supply (mostly for the reasons mentioned above) but I do increase the Japanese cost of supply during a 'US embargo' event.
After playing a big historical scenario I'd like to have some simple railway network model. It's not neccesary to draw separate railway lines on the map - existing roads good enough. What I'd like to have is just some fixed LANDCAP bonus value if both source and target is on the road. It would represent railways as separate means of transport quite nicely, without any additional load on AI or UI.

Probably the simpliest way to do this is create a rail sftype that has a high land cap and that can only travel on roads. This is what I did in the Great War scenario (the rail network is really a road with a different image).
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freeboy
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RE: Wish List

Post by freeboy »

?.. can I creat a new build type for my engeniers? I want /need the airfortsport etc?
"Tanks forward"
tweber
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RE: Wish List

Post by tweber »

?.. can I creat a new build type for my engeniers? I want /need the airfortsport etc?

You can build new locations types or edit the current ones. There is a button that makes a location type a port or an airbase so you could make a airbase, port, fortress in the same hex.
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