The Wish List

Please post your wish lists for future updates and releases here.

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nukkxx5058
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RE: The Wish List

Post by nukkxx5058 »

I would add : civilian and civil building causalities. Should be part of the scoring system (hey, negative VPs not positives [:D]).
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nukkxx5058
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RE: The Wish List

Post by nukkxx5058 »

Have an option to detach the diary and subunits window in a separate mobile window.
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22sec
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RE: The Wish List

Post by 22sec »

This has become my number 1 wish - the ability for the map vale editor to recognize user created elevations and terrain types.

If that is not possible than at the minimum I would like to see elevation levels 6 through 9 added.
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Radagy
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RE: The Wish List

Post by Radagy »

1) Put an hotkey to highlight all pertinent sub units of an HQ at once.
In large scenarios you need to identify the command chain through the OOB and it's an headache.
I thing you told me this feature was already on the list.
2) I would enjoy a Comander's Report, just like in War in the East. This way I could check if some of my units have low morale, low cohesion or are out of ammo. Right now, to have these informations I have to pick units one by one.
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Plodder
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RE: The Wish List

Post by Plodder »

2) I would enjoy a Comander's Report, just like in War in the East. This way I could check if some of my units have low morale, low cohesion or are out of ammo. Right now, to have these informations I have to pick units one by one.

You can scroll through the Force Roster tab in the TOC for this information but it could be laid out better. or have another tab with all the unit's stats and values laid out in tabular form similar to the reported kills and claims tab.
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nukkxx5058
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RE: The Wish List

Post by nukkxx5058 »

When a unit is selected on the map, all the units from the same group to be highlighted with the group color with a distinction (for example a darker color) to easily spot the group HQ.
(ie. a system similar to the one in WITE)
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Plodder
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RE: The Wish List

Post by Plodder »

- When naming units in the editor also have an option for a short name to show on the counter.
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TigerTC
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RE: The Wish List

Post by TigerTC »

Time.

I wish I had more time to play this game. I love it, but between work, family, and other stuff, I can't play it enough!
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Mad Russian
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RE: The Wish List

Post by Mad Russian »

+1

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Elfastball7
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RE: The Wish List

Post by Elfastball7 »

Editable Waypoints
Hold fire orders
Team Yankee campaign/scenarios
Chieftains campaign/scenarios
Amphibious assaults.(Warsaw Pact assault on Kiel)
Airborne assaults/drops
benpark
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RE: The Wish List

Post by benpark »

-Waypoints with mixed orders. Helpful for getting forces to move up quickly, then switching to a more covered move type as they close with the enemy

-A "withdraw" order. This would allow the unit in question to utilize the best cover in it's hex in order to break contact. Smoke enabled units could also utilize additional cover. Useful for preserving what's left of those beaten up units. Hopefully the AI could also be taught this behavior.

-"Ambush" command. Allows unit a better first fire chance when engaged. The unit with this order will gain a benefit due to better sighting advantages, etc. This order would need 1/3 an hour or so to be properly implemented (getting units in place, etc). Works somewhat like "hold fire", but with statistical advantages when the unit breaks cover to fire the first shots.

I also like a lot of the ideas above- surrender especially. Units fighting to the death in wargames has always bothered me. Unit types like airborne would also be great.

Named leaders with some basic stats that may impact their subordinate units slightly would also be great.

That said, there's lots here already to like.
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Hexagon
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RE: The Wish List

Post by Hexagon »

I want see:

-A "merge units" option to merge heavy damage units in a single unit/counter, a way to reduce the number of counters and improve units fighting value... i think that this kind of units improve morale and readiness when merge.

-More control in cross rivers with amphibios units, put a waypoint near a river and set this a a cross point using a bridge or using vehicles.

-Maybe i think game needs add "damage units" and not only use kills, for example in a tank company of 10 tanks you have 4 tanks destroyed and 2 damage this means you lose 5 tanks in combat value because damage units count 50% of a non damage unit.

-Add a way to highlight the organization selected... i refer if i select a company i want see the counters of this battalion marked, if i select a HQ see the units under this HQ marked etc etc.

Other things you say are good to improve game to.

EDIT: surround units... maybe a surrender rule as optional where when an unit with no retreat options under certain value in morale have a % of surrender, % that increase any 5-10 minutes it stays with no retreat path.
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Mad Russian
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RE: The Wish List

Post by Mad Russian »

ORIGINAL: Hexagon

I want see:

-A "merge units" option to merge heavy damage units in a single unit/counter, a way to reduce the number of counters and improve units fighting value... i think that this kind of units improve morale and readiness when merge.

I wouldn't agree with this. I don't think merging two heavily damaged unit creates one of better morale and readiness. I think it creates a larger unit that is heavily damaged with low readiness. Half this unit doesn't have a personal relationship with the new unit leaders, they haven't trained together, they have already taken heavy casualties and seen friends and acquaintances die.

Add all that up and I don't think they gain anything but numbers.
-More control in cross rivers with amphibios units, put a waypoint near a river and set this a a cross point using a bridge or using vehicles.

If you put a movement order waypoint on both sides of a river it will do amphibious assault now if everybody in the unit is amphibious capable.
-Maybe i think game needs add "damage units" and not only use kills, for example in a tank company of 10 tanks you have 4 tanks destroyed and 2 damage this means you lose 5 tanks in combat value because damage units count 50% of a non damage unit.

I don't understand this one.

[/quote]
-Add a way to highlight the organization selected... i refer if i select a company i want see the counters of this battalion marked, if i select a HQ see the units under this HQ marked etc etc.
[/quote]

You mean marked on the map?

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Hexagon
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RE: The Wish List

Post by Hexagon »

I refer that in other wargames you select a unit and the units in same organization (battalion, regiment, division...) highlight on map and you see them better when are a lot of units and you miss where you send the 3rd company [:D]

Damage units... now is hit and score a kill, i think that see damage units is interesting, you can kill an unit or damage it and have the damage unit with a 50% of his combat value.

Merge units... well, you are right but are examples where destroyed units merge to create add-hoc units and manage to hold... i think in germans in WWII, they use a lot of this emergency units (and not allways with rest of first line units)... maybe if you see it better when 2 units merge (you only can merge units if both joined dont create an unit over the bigger unit... if you join a company and a section you cant have something bigger than a company) and both units are heavy damage you can have a chance of have a bigger unit with same problems or a unit a little better.

Even when you join 2 total diferent units think that military training is to create standar units, you can form task forces with companies from diferent units and they mantein a certain good teamwork.
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Mad Russian
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RE: The Wish List

Post by Mad Russian »

ORIGINAL: Hexagon

Damage units... now is hit and score a kill, i think that see damage units is interesting, you can kill an unit or damage it and have the damage unit with a 50% of his combat value.

So, let me get this right, you want a crew that was in a perfectly good tank that was then damaged by enemy fire to sit still in it and keep fighting until they are killed?

That doesn't happen in actual situations; for the obvious reason I stated.
Merge units... well, you are right but are examples where destroyed units merge to create add-hoc units and manage to hold... i think in germans in WWII, they use a lot of this emergency units (and not allways with rest of first line units)... maybe if you see it better when 2 units merge (you only can merge units if both joined dont create an unit over the bigger unit... if you join a company and a section you cant have something bigger than a company) and both units are heavy damage you can have a chance of have a bigger unit with same problems or a unit a little better.

Even when you join 2 total diferent units think that military training is to create standar units, you can form task forces with companies from diferent units and they mantein a certain good teamwork.

I'm not saying two battered units haven't ever combined in world history. I'm saying they get no benefit other than larger numbers for doing so. Your first post gave examples of them gaining benefits from the merge. I don't think that's correct.

Good Hunting.

MR
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TomBombadil711
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RE: The Wish List

Post by TomBombadil711 »

No idea if this may be possible, but campaigns playable PBEM++ would be fine too.
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Mad Russian
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RE: The Wish List

Post by Mad Russian »

We have discussed that. From a single side or possibly having a 2 player campaign. Where two units fight a series of actions against each other. Issues are who would decide when the next battle would be fought, etc...

Good Hunting.

MR
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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
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CptHowdy
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RE: The Wish List

Post by CptHowdy »

I would like to be able to give my arty units more than 3 barrage orders in a turn. currently I can order my arty to barrage a hex 3 times and all 3 barrages will arrive in about a 10 minute time period, usually at the beginning of the turn. if I have a command cycle of 30-50 minutes that means I have arty on call and being directed by the AI for the rest of the turn. I know we have shoot and scoot and that is fine but at least let me order my arty to continue to pound the same hex for the duration of my turn. it can move all it wants just keep firing where I told it when possible!! I let the AI give fire orders but a lot of times I find it lacking such as using suppressing fire or firing on empty hexes when I have enemy spotted in more dangerous positions.
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Mad Russian
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RE: The Wish List

Post by Mad Russian »

What about the turns when you have 20 minute command cycles?

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MR
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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
CptHowdy
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RE: The Wish List

Post by CptHowdy »

ORIGINAL: Mad Russian

What about the turns when you have 20 minute command cycles?

Good Hunting.

MR
doesn't really matter the cycle time. i want my arty to pound that hex whenever it can for as long as possible. perhaps im preparing for an assault. if it can only do it 4 times in twenty minutes then so be it. ill order it to do more on the next turn.
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