PitF Wish List Thread

Close Combat: Panthers in the Fog is the first new release (not a re-make of a previous games) in years in the critically acclaimed Close Combat series. It details the desperate German counter-attack at Mortain, the last chance of the Wehrmacht to stave off defeat in Normandy. Can you match the tenacity of the American defenders of Hill 314? Or can you succeed where the Panzers failed, driving through to the sea and changing history? Improved 32-bit graphics and the ability to control more squads than ever bring the Close Combat engine to a new level.
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Kanov
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RE: PitF Wish List Thread

Post by Kanov »

Can we have a detailed briefing at the start of a campaign or operation? Explaining your objectives and the victory conditions including ground that I must hold and the time I have for accomplishing this, a detailed info about your available units at the start and reinforcements you have coming in would be nice too.
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Pvt_Grunt
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RE: PitF Wish List Thread

Post by Pvt_Grunt »

ORIGINAL: xe5

So how does the enemy 'capture' the points for the VL/HQ command team? All KIA/Incap? If so that means often the last surviving Pvt on the team becomes the most important soldier on the map. It also will make players more reticent about committing such a valuable asset on the front line and fewer teams would get the benefit of command radius.

I think I know what you are saying, but to me "Front Line" means in battle, actively firing.
A player should avoid useing Command Teams as "Front Line" troops - I like to keep them at the back of buildings / hedges out of direct LOS but still in command range of the real "Front Line" troops.
Still, it's a great idea, to have VL's deterimined by the units' position, instead of moving the units to a pre-determined VL.
This would be the biggest change to the tactical game in years....
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Kanov
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On VL's....

Post by Kanov »

Attacking.

How about the attacker sets up HIS objectives on the enemy controlled map BEFORE the battle and the defensive side can't see them. They will appear as current VL's only to the attacker on the map and will remain so for the reminder of the OP/Campaign, they can only be set at the very first attacking battle from his side on a map from that OP/Camp.

Quantity of objectives available to place is based on map size, must be placed inside enemy controlled zone, map is internally divided on a grid, can't place two VL's on a same column or line (like sudoku numbers).

Can choose starting entrance shape based on number of squares given to deploy that you can set adjacent one another starting from the entry road VL.
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Defending

Likewise the defensive side can choose what the defensive conditions will be. Here there are many ideas, maybe choose from a dropdown menu between various options like 'hold on to map', 'defend x quantity of enemy objectives at the end of battle' (unknown location, remember),'Rout the enemy', 'Kill x number of enemies/vehicles' etc.

Other idea could be placing defensive lines/objectives on map before battle that must be defended. If enemy crosses/takes one then your score diminishes.
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Meeting

-Both sides are like attacking and can place their own objectives, this on a map attacked for the first time by both sides
-If the map has previously experienced battle, previously VL's set on attack by either side remain, if one side hasn't attacked that map yet then he gets to set his own VL objectives.

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End of battle

At the end of the battle you can only see how well you did based on YOUR set objectives, you can't see how good or how bad the enemy performed, can't see his losses only what you killed and your own losses.

Morale of units is affected now by how good you achieved your objectives.

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Roads

I don't know about VL's on roads, for now they must remain static I guess unless someone comes up with an idea.
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Tactics
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RE: On VL's....

Post by Tactics »

I second the desire to have a game that is polished upon release. The last CC I purchased Modern Tactics, the one where the crawl animation was broken on medium speed - When I asked about it I was told that I was playing wrong. That I needed to play on fastest speed setting, not medium, which is what I've been using for 10 years.
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RE: PitF Wish List Thread

Post by heckler »

ORIGINAL: xe5

@Kanov - my mistake...CC3-style partial team refit using Requisition points would be a nice addition. The current method where soldiers from low-strength (<50%) teams being disbanded are used as replacements to fill out empty slots in other teams could be retained, but any additional replacements required should cost Req points if the player chooses to do so.

re: '2 Brens in CC2 teams' - Agree, any game function which randomizes the standard 'cookie-cutter' team rosters to any degree would be welcome. Something along the lines of "If enough soldiers from low strength teams are left over (i.e. not needed to fill out other units in the Battle Group) they are grouped together to form reduced strength teams (4 man ad-hoc / ersatz rifle teams, or 2 man light machine gun teams) that are added to your Forcepool automatically" except that those 'left-overs' would retain their original weapons and be grouped in 2-4 man teams.

re: "Panthers in the Fog will keep the history of all your teams and soldiers, even when you remove them from your active team slots. These teams will also receive individual replacements, but that happens automatically. - Steve McClaire"

Im guessing that teams with any battle history, which reside in the inactive roster, will be the first teams available for selection from their respective team type pools.

I like the sounds of much of that! One of the peripheral things I really enjoy is the tracking of BG attrition during a campaign-the more persistent and understood the effects, the better for me!

I like terrain based VL, based on key terrain on that map, and not necessarily where historical battles took place. I can't recall specifics, but a 'hedgerow corner' that saw a fight in 1944 wouldn't be my ideal VL, I would prefer it to be the military crest of a hill that dominates the map, or a building with excellent observation of the area.

For exit roads (and road intersections in general) I'd like it if control required the surrounding area be taken as well. A huge flag would be unappealing, but if the game could note whether you control the nearby woods, or the corners of the city intersection, that could be cool.
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RE: PitF Wish List Thread

Post by rebon »

Forgive me if this has been asked before, can the game timer be like COI, where you\can set the battle time long or short duration? I love that feature in COI.
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RE: PitF Wish List Thread

Post by SteveMcClaire »

ORIGINAL: rebon

Forgive me if this has been asked before, can the game timer be like COI, where you\can set the battle time long or short duration? I love that feature in COI.

The game timer has specific settings -- 15, 20, 30, 45, or 60 minutes (or unlimited time).

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Hexagon
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RE: PitF Wish List Thread

Post by Hexagon »

As some people notice for me CC needs improve a lot the replacement system, the old model where when a team lose 50% or more made it dissapear is not very good because you lose veteran soldiers... maybe a pool of "survivors" is interesting, you can use them to create add-hoc units if you dont have enough to create a full squad... think in 3 regular infantry units of 7 soldiers 7x3=21, they lose 12 soldiers, well, you have now 9 survivors, you can decide if create a full regular infantry squad leaving 2 in the pool OR 2 add-hoc units, one of 3 soldiers with a MG and 6 only with ligth weapons...

Other point is the tactical AI for infantry units, many times react bad when they are in close combat.

And talking about future games... maybe over east front for me is more interesting cover the Pacific, i remember Okinawa as one of the best mods for CC5... maybe Guadalcanal where you can play over real terrain in map (as in Bloody Omaha mod) could be fine, i allways think that CC is better when is more center in infantry combats.
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SteveMcClaire
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RE: PitF Wish List Thread

Post by SteveMcClaire »

Thanks for the suggestions, Hexagon.
&nbsp;
There is going to be a new system in Panthers in the Fog where veteran soldiers will be retained, something like you describe.&nbsp; Conversely, new replacement soldiers that arrive to fill out teams&nbsp;will&nbsp;start out as&nbsp;green, rather than the base experience of the team, making it more improtant to preserve those vets.
&nbsp;
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tigercub
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RE: PitF Wish List Thread

Post by tigercub »

many good ideas from people here but the morale indicator to be less in your face...like what was used in the older games was fine dont need a big indicator

Thx

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Platoon_Michael
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RE: PitF Wish List Thread

Post by Platoon_Michael »

ORIGINAL: tigercub

many good ideas from people here but the morale indicator to be less in your face...like what was used in the older games was fine dont need a big indicator

Thx

Tigercub


I agree with that.

I don't need it in my face either and I don't want it covering up the Map.
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SteveMcClaire
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RE: PitF Wish List Thread

Post by SteveMcClaire »

Thanks for the feedback on the morale indicator,&nbsp;guys.&nbsp; I'll discuss it with the team.
&nbsp;
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Hexagon
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RE: PitF Wish List Thread

Post by Hexagon »

Is great know it, interesting the replacement system, expect it improve game experience.

Oooo other little feature that could be good is in the soldiers panel (i refer the one you can see in battle when select an unit) add in the left of soldiers name a % value for his xp and/or other for morale??? all extra usefull info in battle is wellcome.
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RE: PitF Wish List Thread

Post by grantr »

One of the features that I liked in earlier versions of CC, was if you selected a unit in zoomed out mode, the unit would remain selected when you zoom in. And vice versa. Not sure when it was discontinued, but I found it rather handy not having to reselect the unit after zooming in or out. Made for snappier game play in my humble opinion.
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wodin
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RE: PitF Wish List Thread

Post by wodin »

Make the Infantry as sturdy as they where in CC2. After that they get wiped out way to quickly. CC2 got it just right I feel.
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RE: PitF Wish List Thread

Post by Havlicova »

I would like to hear tank engines. I always found it strange how they would glide stealthily over the map :D
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RE: PitF Wish List Thread

Post by Fottemberg »

ORIGINAL: Havlicova

I would like to hear tank engines. I always found it strange how they would glide stealthily over the map :D

Yes, I agree. It could be fantastic with original sounds. [&o]
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Havlicova
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RE: PitF Wish List Thread

Post by Havlicova »

I think something along the lines has already been suggested, but I couldnt find it now:

Some sort of Intelligence/chance system (maybe recce flights you can order on the stratmap?) that lets you identify enemy battlegroups. I find it strange how you would exactly know the enemies units down to each soldier. Depending on how good the recce operation was, the reliability of the information might vary. It could be "3 PAnthers" or only "agroup of heavy tanks" -or it could even be a wrong information.


Something else, I dont know if many players wish this or if its easily implementable, but I would love to see a coop mode, like in sharing one battlegroup againt the AI. I havent played modern tactics, but I know you can have more players there than just one on one, so amybe its doable? Dont know if this is something many will be interested in though.
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GrognardThomas
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RE: PitF Wish List Thread

Post by GrognardThomas »

It would be nice to see ammo and fuel supplies before deployment. It is very disappointing to see your Panther stuck in a position where it can't participate in the battle.
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RE: PitF Wish List Thread

Post by GrognardThomas »

I agree on additional misc sounds in the game. As I recall CC2 had dos barking, birds chirping and even a cow moo every now and then. But more importantly misc sounds could be used to detect troops sneaking ( imagine birds flushed out as troops make their way through a field ). Sounds are critical to the game, even vehicles and soldiers cries in the heat of battle are what have made the CC series my favorite war game series.
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