more features wish list

Get ready for Mark H. Walker's Lock ‘n Load: Heroes of Stalingrad. This is the first complete computer game in the Lock ‘n Load series, covering the battles in and around Stalingrad during World War II.
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Blond_Knight
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RE: more features wish list

Post by Blond_Knight »

ORIGINAL: D.K McLeod

As a player of the board game I wouldn't have said that second story buildings are useless...depending on Scenario terrain a tripod MG 42 has its uses.


I disagree. A machine gun above grazing-fire level(ground)is a waste. I think even Squad Leader recognized that.
SilliusSodus
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RE: more features wish list

Post by SilliusSodus »

If you out range the approaching units you can slow them down (a bit), but yes eventually you take it back down to ground level as they get closer, I should have said limited uses
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76mm
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RE: more features wish list

Post by 76mm »

ORIGINAL: Blond_Knight
A machine gun above grazing-fire level(ground)is a waste.
Is grazing fire even represented in this game? As far as I can tell so far (several scenarios and half the rules!) machine gun fire is treated exactly like rifle or submachine gun fire in this game.
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Blond_Knight
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RE: more features wish list

Post by Blond_Knight »

ORIGINAL: 76mm

ORIGINAL: Blond_Knight
A machine gun above grazing-fire level(ground)is a waste.
Is grazing fire even represented in this game? As far as I can tell so far (several scenarios and half the rules!) machine gun fire is treated exactly like rifle or submachine gun fire in this game.

True. Machine gun fire doesn't have the pass-through ability, to effect multiple hexes, that was in Squad Leader.
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Gizuria
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RE: more features wish list

Post by Gizuria »

ORIGINAL: markhwalker
I'd like to see the next version include second story buildings.

I hate second story buildings. No second story buildings in LnL. Ever.

I think.

I might change my mind.

Ha! That gave me good laugh this morning. Thanks.

Now, a suggestion or two of my own. First, would it be possible at some stage in the future to filter missions that are suitable for play against the AI as one side only? I'd like to be able to find missions designed for play as the Germans v Soviet AI with one click, or vice versa, or Multiplayer.

Second, would it be possible for the MG support weapon team to leave a Fire for Effect marker or something similar in a hex after it fires? The mortar SW already does this and I'd like to think that the MG is still projecting some residual firepower (couldn't help myself, sorry) in the hex it fires upon. I know this is a port of the board game to the PC so if it's not in the board game, that's fine. But if you don't ask, you don't get.

Third, I'd also like to ask for the inclusion of a toggle in options to turn off the Rally Voices. They are quite funny to start with but, like any joke, stops being funny after the 3rd or 4th tellings.
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76mm
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RE: more features wish list

Post by 76mm »

ORIGINAL: Fascist Dog
Third, I'd also like to ask for the inclusion of a toggle in options to turn off the Rally Voices. They are quite funny to start with but, like any joke, stops being funny after the 3rd or 4th tellings.

er, yes...I didn't care for them the first time I heard them, now they are really irritating. If I have time this weekend I might see about modding them out, because I don't need an option to turn them back on.
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Tom Proudfoot
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RE: more features wish list

Post by Tom Proudfoot »

I put an option in 1.04 to toggle them off, just for you. [:'(]
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z1812
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RE: more features wish list

Post by z1812 »

More zoom levels, or better yet zoom to the mouse wheel as in Flashpoint Campaigns.

Information windows and a map interface that don't take up so much of the map.

And multi-storied buildings.
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76mm
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RE: more features wish list

Post by 76mm »

ORIGINAL: Tom Proudfoot
I put an option in 1.04 to toggle them off, just for you. [:'(]
heh, thanks.

Is there any prospect for some kind of quick battle system for this game (ie, players select the forces, etc.)?

Also, I've only played a few scenarios so far, but all have been rather small, with maps 20-30 hexes across. Is there any reason why much larger scenarios wouldn't work? Does the game "scale" well given the impulse system, etc.? It seems to me that the impulses would work even better with more units, but maybe not...
chemkid
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RE: more features wish list

Post by chemkid »

.
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midgard30
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RE: more features wish list

Post by midgard30 »

A different color for the path line when not all unit in the stack have sufficient MF to reach the destination hex. Actually, if only one has enough MF, the line is white but when moving the stack, it stops at the hex of the slowest unit.
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markhwalker
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RE: more features wish list

Post by markhwalker »

Filter scenarios....

Yeah, good point. We'll work on it. As for now... Multiplayer scenarios are marked as such. Single player... they boot with "Human Player" selected for the side that the human should play.
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RE: more features wish list

Post by chemkid »

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DjangoX
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RE: more features wish list

Post by DjangoX »

Hopefully I'm not overlooking something when requesting the option to turn off units. I hate having to hover to see what terrain a unit is in.
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madDdog67
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RE: more features wish list

Post by madDdog67 »

ORIGINAL: Eduardo X

Hopefully I'm not overlooking something when requesting the option to turn off units. I hate having to hover to see what terrain a unit is in.

I'd like this myself. There are times when I'd like to be able to hide all units to get a better look at the terrain all at once, since I can forget every once and a while who's where if there are a lot of counters on the map.
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smittyohio90
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RE: more features wish list

Post by smittyohio90 »

It'd be nice to be able to scale the music volume separately from the game sounds.
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midgard30
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RE: more features wish list

Post by midgard30 »

ORIGINAL: Eduardo X

Hopefully I'm not overlooking something when requesting the option to turn off units. I hate having to hover to see what terrain a unit is in.

+1
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midgard30
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RE: more features wish list

Post by midgard30 »

ORIGINAL: macob30

A different color for the path line when not all unit in the stack have sufficient MF to reach the destination hex. Actually, if only one has enough MF, the line is white but when moving the stack, it stops at the hex of the slowest unit.

Ok, I realized there's a very thin red line very close to the white one that indicates there's a unit not able to complete the path. Completely missed it until now, but I suppose I'm gonna get used to it...
ioticus
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RE: more features wish list

Post by ioticus »

ORIGINAL: markhwalker

Yep, board game does. We meant to take all reference to second level out of the book. If I redesigned the board game now, I wouldn't include second level. They're useless.

Well that's very disappointing to hear. In the other thread where I asked if there were any changes to the boardgame this was not mentioned. I consider this an important feature of tactical squad level boardgames and hope it can be added in the future, but your response tells me I shouldn't hold my breath. I wonder what other features have been taken out that I don't know about?
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Barthheart
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RE: more features wish list

Post by Barthheart »

2nd level buildings are the only thing taken out.
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