Obligitory Wish List Thread

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
benpark
Posts: 3069
Joined: Mon Aug 12, 2002 1:48 pm

Obligitory Wish List Thread

Post by benpark »

I'm largely enjoying the game, but here are a few things that would make it fun-er-er:

-On map place names

-Ability to create hasty fortifications

-Major transportation networks (road, rail) shown on map

"Fear is a darkroom where the devil develops his negatives" Gary Busey
User avatar
doomtrader
Posts: 5319
Joined: Tue Jul 22, 2008 5:21 am
Location: Poland
Contact:

RE: Obligitory Wish List Thread

Post by doomtrader »

Something disconnected me a while before so here comes it again:
 
On map place names
Might be usefull, indeed.
 
Ability to create hasty fortifications
You mean something like sandboxes and barbedwire or maybe some concrete bunkers built by production?
At the first glance, first option is not good for this scale of map, and the second one would take too much time and resources and I think might unbalance the game. We will discuss it with other devs. :)
 
Major transportation networks (road, rail) shown on map
Is it only, an eyecandy or should it have some game impact?
 
User avatar
GJK
Posts: 542
Joined: Sat Jul 17, 2004 3:37 am
Contact:

RE: Obligitory Wish List Thread

Post by GJK »

On map place names

-Might be usefull, indeed.

Agreed, this is needed. The ability to add more cities would be nice too (I *think* that this may be possible by editing the appropriate .csv file - correct?)
Ability to create hasty fortifications

-You mean something like sandboxes and barbedwire or maybe some concrete bunkers built by production?
At the first glance, first option is not good for this scale of map, and the second one would take too much time and resources and I think might unbalance the game. We will discuss it with other devs. :)

Again agreed, I think that this is the wrong scale (EXC: West Wall, Maginot Line, etc. Are those modelled here?)
Major transportation networks (road, rail) shown on map

-Is it only, an eyecandy or should it have some game impact?

I don't think road networks would fit in at this scale, but railroads would; but I would assume that is what strategic movement simulates, correct?
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
User avatar
doomtrader
Posts: 5319
Joined: Tue Jul 22, 2008 5:21 am
Location: Poland
Contact:

RE: Obligitory Wish List Thread

Post by doomtrader »

Looks I've got some problems with autologgoff :/
 
The ability to add more cities would be nice too (I *think* that this may be possible by editing the appropriate .csv file - correct?)
You are correct
 
EXC: West Wall, Maginot Line, etc. Are those modelled here?)
They are in the game
 
I don't think road networks would fit in at this scale, but railroads would; but I would assume that is what strategic movement simulates, correct?
 
You are right again :)

benpark
Posts: 3069
Joined: Mon Aug 12, 2002 1:48 pm

RE: Obligitory Wish List Thread

Post by benpark »

I was thinking of the road and rail network as being a useful visual "on board" representation of major supply lines.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
slimer
Posts: 2
Joined: Fri Jul 25, 2008 7:04 pm

RE: Obligitory Wish List Thread

Post by slimer »

Generated unit names (from a list of pre-created names, perhaps?)
A list of units eligible for reinforcements
Deployment of fleet units en masse, ie several units at once instead of one at a time
Keyboard shortcuts, for instance for strategic movement of units
User avatar
GJK
Posts: 542
Joined: Sat Jul 17, 2004 3:37 am
Contact:

RE: Obligitory Wish List Thread

Post by GJK »

Are naval units also a "purchase and deploy" type of unit (as are the others)? What is the time scale of the game, is it quarterly or bi-monthly? I liked how Clash of Steel (and I think about every other ETO game) handles new builds by putting them on a production schedule.
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
User avatar
Barthheart
Posts: 3079
Joined: Tue Jul 20, 2004 3:16 pm
Location: Nepean, Ontario

RE: Obligitory Wish List Thread

Post by Barthheart »

ORIGINAL: GJK

Are naval units also a "purchase and deploy" type of unit (as are the others)? What is the time scale of the game, is it quarterly or bi-monthly? I liked how Clash of Steel (and I think about every other ETO game) handles new builds by putting them on a production schedule.

Yes naval unit are purchase and deploy. Turn length varies by season - Summer=1 week, Fall/Spring=2 weeks, winter=4 weeks. Naval units cost a lot of PP so the build up of PP could be considered the time required tobuild a ship.

(And yes I caved in a bought the game.... enjoying it so far. Definate reincarnation of Clash of Steel)
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
User avatar
Jim D Burns
Posts: 3991
Joined: Mon Feb 25, 2002 6:00 pm
Location: Salida, CA.

RE: Obligitory Wish List Thread

Post by Jim D Burns »

Here’s my wish list for the game after spending a few hours with it:

1. A text document covering all possible in game events. It’s kind of silly to spend political points on activating a neutral if an in game event is going to fire off and activate it later (Italy). On the other hand if there is no in game event and you think there should be (Hungary, Romania, Bulgaria, etc.) it would be nice to know you should be spending points to get those neutrals in game. I’m almost to the end of 1941 and none of Germany’s minors have entered play. Unfortunately I spent most of my points on Spain because I assumed an event would bring in the historical minors.

2. Display unit locations with country specific colored dots on the mini map.

3. A global list that shows all upgradable units. And another list that shows all under-strength units. You would/should be able to spend points on the units from this list without having to search all over the map, so the actual cost should also be displayed.

4. There should be some indication if an enemy fleet is present in an area. Not exact numbers, but perhaps a color-coded outline (based on a comparison to the size of your total fleet)such as green, yellow, red. Green would be a small presence, yellow about the same size as you total fleet and red indicates a very large fleet presence. Subs of course would not be a part of this calculation.

5. Please make country borders darker, thicker and permanent. It makes no sense to have to switch between country borders and control borders. If country borders were displayed as permanent lines color-coded for their country on the actual terrain tiles, then you could always have the control border active and use both at the same time.

6. Allow a minimum of one strategic move per minor. The idea that any European minor (even Slovakia) did not have enough rolling stock on hand to rail at least a single division in 1939 is ludicrous. And spending 50 PP when your income is only 1.5 is simply too severe, so please give every country at least 1 SMP at start.

7. Get rid of the auto attack with a single mouse click. All attacks should have to be initiated by selecting the defender first. The current auto-attack feature constantly causes accidental devastating attacks when you are looking through dense concentrations of units and you accidently click a defender. If all attacks required a defending unit first be selected, then the extra click needed would cut down a lot on these devastating accidents. Color coding the group attack dot to red or orange to indicate a unit can only attack by itself would help a lot too.

8. Some kind of air recon should be auto-flown at the start of the turn. It’s silly to play with a 4 hex limit because you’ll never see an enemy air unit to attack it. So gaining air superiority before a landing is nearly impossible if your opponent keeps his airforce 25 hexes inland. A small chance of spotting units further than 4 hexes from a friendly unit if it is within range of friendly air would be a nice feature. That way if your opponent is 25 hexes inland, you can attack units you spot 10 hexes inland to generate an air battle over the hex to help win air superiority if that’s your goal.

9. Please make the one week turns last from March-October. As things are now, there aren’t enough turns to get the historical job done, due to how fast time moves with 2 week turns for most of the game. Getting Denmark and Norway done before attacking France is nearly impossible due to the two week (and eventually one month) turn spread, if turns were one week for the months listed, there would be time to get it all done before going into France. The rest of the time turns should be two weeks.

I can’t think of any more right now, but I’m sure more will come as I get further into the game.

Initial impressions are good so far, kudos on a job well done.

Jim
BlueMak
Posts: 102
Joined: Sun Sep 17, 2006 2:31 am
Location: Hellas
Contact:

RE: Obligitory Wish List Thread

Post by BlueMak »

I don't have the game yet, but I too would like to see an increase of the duration for the 1 week months. Perhaps have Winter only more weeks, 3? [:D]
User avatar
Barthheart
Posts: 3079
Joined: Tue Jul 20, 2004 3:16 pm
Location: Nepean, Ontario

RE: Obligitory Wish List Thread

Post by Barthheart »

Number of weeks(impulses) per game month is modable in the scenario files. Easy to change.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
Grognerd
Posts: 15
Joined: Sat Jun 15, 2002 6:03 am
Location: Virginia Beach, VA

RE: Obligitory Wish List Thread

Post by Grognerd »

Be able to scroll the map with the keyboard arrow keys.
darrellb9
Posts: 147
Joined: Sun Mar 05, 2006 7:34 pm

RE: Obligitory Wish List Thread

Post by darrellb9 »

Would be nice if the unit selected were highlighted on the map.
benpark
Posts: 3069
Joined: Mon Aug 12, 2002 1:48 pm

RE: Obligitory Wish List Thread

Post by benpark »

I'll ask for this, but it may be in- variable chance for game events.

This would be good for modeling events such as neutral country entrance into the war or severe winter, etc. It would also add greatly to replayability.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
Lucky1
Posts: 383
Joined: Mon Oct 30, 2006 8:31 am

RE: Obligitory Wish List Thread

Post by Lucky1 »

I am wondering what role (if any) land-based aircraft play in naval battles / seazones. In CoS, aircraft units based on hexes adjacent to water increased the odds of naval battle and, in some instances, participated in a battle (either on their own or in concert with naval units). Frankly, it was one of the only ways for Germany / Italy to have a fighting chance v the Royal Navy.
LuckyJim1006
Posts: 35
Joined: Mon May 05, 2008 2:36 pm

RE: Obligitory Wish List Thread

Post by LuckyJim1006 »

A OOB Screen would be nice. Showing under strength units, units available for upgrades etc. Should also go to the selected unit. That way I wont keep missing my airborne units :-)
LuckyJim1006
Posts: 35
Joined: Mon May 05, 2008 2:36 pm

RE: Obligitory Wish List Thread

Post by LuckyJim1006 »

Screen showing VP cities/Resource Hexes etc.
benpark
Posts: 3069
Joined: Mon Aug 12, 2002 1:48 pm

RE: Obligitory Wish List Thread

Post by benpark »

-Ability to upgrade an infantry unit to a mechanized one.

-Ability to upgrade a mechanized infantry unit to an armored one.

-Ability to meld two depleted units that are adjacent together to form a new unit (think Task force or Kampfgruppe). This might cost a certain amount of PP and would also not be fully up to strength, possibly even less than the combined depleted forces added totals.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
User avatar
Vypuero
Posts: 232
Joined: Sat Apr 07, 2007 5:11 pm
Location: Philadelphia, PA USA
Contact:

RE: Obligitory Wish List Thread

Post by Vypuero »

I like the dots on the left showing the tech level of the armor - why can't we have the same for Infantry? Would make it easier.
User avatar
GJK
Posts: 542
Joined: Sat Jul 17, 2004 3:37 am
Contact:

RE: Obligitory Wish List Thread

Post by GJK »

Ok, the "1 click to attack" feature has got to go - wayyyy to many times do you accidentally attack 1on1 when you're trying to set up a multi-hex attack!
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
Post Reply

Return to “WW2: Road to Victory”