What would you like to see in a new Steel Panthers?
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RE: What would you like to see in a new Steel Panthers?
I agree with updating to a more modern OS, and increasing the number of OOB slots and all of the rest. I would also like to see the modern weapons code retained, (SAMS, ATGMs, AARs, Guided bombs and so on.) Also I would like to see Brazil, South Africa, Thailand and Manchukuo added to get all the combatants in WW2.
troopie
troopie
Pamwe Chete
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- Posts: 644
- Joined: Sat Apr 08, 2000 8:00 am
- Location: Directly above the centre of the Earth.
RE: What would you like to see in a new Steel Panthers?
Also, there needs to be more than one purchase page for each formation group. Now, on many orbats there are so many formations that some are pushed off the page, and can't be read.
Pamwe Chete
RE: What would you like to see in a new Steel Panthers?
I'd like equipment have reliability ratings. In campaigns it would be hilarious to have message at beginning of a scenario: "Following equipment broke down along the way and aren't available for the scenario: Panther A, Panther A, Panther A..."
Opinions?
Opinions?
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
RE: What would you like to see in a new Steel Panthers?
Yes, moving breakdown frequency from the exe to the OOBs would be very good. Also, weapon malfunctions should be repairable during play, just as immobility is.ORIGINAL: Matti Kuokkanen
I'd like equipment have reliability ratings. In campaigns it would be hilarious to have message at beginning of a scenario: "Following equipment broke down along the way and aren't available for the scenario: Panther A, Panther A, Panther A..."
Opinions?
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RE: What would you like to see in a new Steel Panthers?
1. General prestige. Winning not only give points for a nation, but increase a general prestige.
2. Better support for multiple theater, each theater consist of left army, center army, and right army.
Each army has three division that could face a battle at the same period of time (army resource should be distributed between division).
3. The battle in a sector between opposing division, each has 3 brigade commander (left, center, and right brigade) which is the current SPWAW commander. A sector has 3 battle map (or better, 9 map), the center is where the force meet, and rear map behind each player. When loose a battle with force intact, a new battle will start on the rear map of the loosing side. Player could emulate an arranged withdrawal under fire as Rommel, Zhukov, and Manstein tried to do, while the side with advantage has to try to eliminate enemy force. Multiplayer 3 vs 3.
4. The battle map should be large enough, with escape hex that could be blocked. Having all escape hex blocked by enemy will increase suppression for regular troops.
5. Option for:
a. Objective based movement per company (line movement), per platoon, per section.
b. Auto shooting, where all units will shoot its weapons: weapons free, or shoot only when attacked.
c. Artillery in support for a unit will provide fire support automatically, with options: fire in front of unit (for advancing), fire to protect retreat, and request fire support to attacking enemy.
6. Artillery menu, without bugs, for win10 and Core i7, or simply release the source code
2. Better support for multiple theater, each theater consist of left army, center army, and right army.
Each army has three division that could face a battle at the same period of time (army resource should be distributed between division).
3. The battle in a sector between opposing division, each has 3 brigade commander (left, center, and right brigade) which is the current SPWAW commander. A sector has 3 battle map (or better, 9 map), the center is where the force meet, and rear map behind each player. When loose a battle with force intact, a new battle will start on the rear map of the loosing side. Player could emulate an arranged withdrawal under fire as Rommel, Zhukov, and Manstein tried to do, while the side with advantage has to try to eliminate enemy force. Multiplayer 3 vs 3.
4. The battle map should be large enough, with escape hex that could be blocked. Having all escape hex blocked by enemy will increase suppression for regular troops.
5. Option for:
a. Objective based movement per company (line movement), per platoon, per section.
b. Auto shooting, where all units will shoot its weapons: weapons free, or shoot only when attacked.
c. Artillery in support for a unit will provide fire support automatically, with options: fire in front of unit (for advancing), fire to protect retreat, and request fire support to attacking enemy.
6. Artillery menu, without bugs, for win10 and Core i7, or simply release the source code

RE: What would you like to see in a new Steel Panthers?
7. Option to purchase fighter to intercept bomber or to protect bomber and intercept enemy fighter. Player can choose to spend resource for air superiority.
8. Better mine/obstacle rule: Build point decided on theater / sector basis, related to how long before fighter, and place where the battle happen. Deep in enemy territory without sufficient time, less build point to lay mine and obstacle.
9. Officers management, to promote / demote officers.
Officers luck, defensive skill, offensive skill, etc, can be increased when an officer successfully perform combat operation. Probability calculation involving this factor.
Player can choose officer from officer's pool.
10. Civilian
There are civilian around cities and villages. Killing civilian will increase officers dread.
RE: What would you like to see in a new Steel Panthers?
Except for #5, you would have something entirely different from Steel Panthers [:'(]
However, I would like to see your suggestions in #9 expounded upon. I'd enjoy the option to have a more in-depth command structure, with just a taste of an RPG aspect.
However, I would like to see your suggestions in #9 expounded upon. I'd enjoy the option to have a more in-depth command structure, with just a taste of an RPG aspect.
"An army without a leader.. is like a foot without a big toe..."
Bill Murray
'Stripes'
Bill Murray
'Stripes'
RE: What would you like to see in a new Steel Panthers?
Number 5 will make easier for player to fight a large battle (entire division, but can manage single section). Not as fully AI movement, just simple automated movement that pre-arranged and can be override by manual control or by enemy fire.
The "set waypoint" for company level will move all unit in line movement, taking the shortest path by lining up entire formation on the road.
For platoon and company level the set waypoint will move all units in its column combat formation. Its a simple way point.
The auto shooting allow player to concentrate on some units while let other units perform regular attacks, that is shooting to its nearest/preferred enemy unit.
Same concept with auto artillery. Just to reduce micromanagement at certain phase of the battle. No need to use smart AI.
The "set waypoint" for company level will move all unit in line movement, taking the shortest path by lining up entire formation on the road.
For platoon and company level the set waypoint will move all units in its column combat formation. Its a simple way point.
The auto shooting allow player to concentrate on some units while let other units perform regular attacks, that is shooting to its nearest/preferred enemy unit.
Same concept with auto artillery. Just to reduce micromanagement at certain phase of the battle. No need to use smart AI.
RE: What would you like to see in a new Steel Panthers?
Number 9, Officers modifier
The simplest way is to create a "luck factor" as slight advantage for entire unit. The luck factor gives 0 - 10% increase in probability for entire chain. You could add "defensive" and "offensive" skill as modifier.
The more complicated way is to create officers ability based on real live virtue
Ability to defend and reduce suppression
Ability to lead an attack, avoid getting killed, and inspire the troops
- Lead from the ground (infantry)
- Lead from armored
Ability to perform large caliber firing, from tank gun to artillery
Could be given in form of medals.
It could be a simple list that player might look at, or complex list that made it difficult to arrange by the player.
At the end of each battle there should be a promotion that increase each officer traits according to his role. A lost battle could result in good trait for many officer who fought well.
The simplest way is to create a "luck factor" as slight advantage for entire unit. The luck factor gives 0 - 10% increase in probability for entire chain. You could add "defensive" and "offensive" skill as modifier.
The more complicated way is to create officers ability based on real live virtue
Ability to defend and reduce suppression
Ability to lead an attack, avoid getting killed, and inspire the troops
- Lead from the ground (infantry)
- Lead from armored
Ability to perform large caliber firing, from tank gun to artillery
Could be given in form of medals.
It could be a simple list that player might look at, or complex list that made it difficult to arrange by the player.
At the end of each battle there should be a promotion that increase each officer traits according to his role. A lost battle could result in good trait for many officer who fought well.
RE: What would you like to see in a new Steel Panthers?
ORIGINAL: mudy
Number 5 will make easier for player to fight a large battle (entire division, but can manage single section)
Bruh.. unless I'm misunderstanding you, Panzer Corps is the best place for this sort of thing.
"An army without a leader.. is like a foot without a big toe..."
Bill Murray
'Stripes'
Bill Murray
'Stripes'
RE: What would you like to see in a new Steel Panthers?
I dont know, I somehow dislike Panzer Corps. When playing Panzer Corps, it felt like something is missing. Its battlefield doesn't reflect actual ground war like SPWAW. Units represent by symbols on platoon level, I think SPWAW is better with units in section level. Panzer Corps and all platoon level TBG lost some feel of strategic ground maneuver. Thats why I dont enjoy them after Steel Panther series.
The SPWAW campaign is much more fun. Its just the combat level should be increased to Division level, that is three of current Commander.
Reorganizing army is more fun with SPWAW, replacing trucks with Panther tank while keeping entire brigade through out the war.
Ofcourse to maintain the strategic maneuver advantage SPWAW needs more upgrade:
11. Additional map feature will be the main advantage of new version of SPWAW that is not exist on other platoon level game.
a. More ground height level: at least 10 level. Hiding on slope behind high ground should provide some protection.
b. More tree hex type: dense tree that is un-passable by tanks, dense bushes that is un-passable by infantry but can be passed by tanks. For example, we could create better Ardenesse Offense reenactment.
c. More river hex type: river segment that cannot be passed by tanks but can be passed by troops.
d. More winter hex type
You can explain historical battle using SPWAW, but you cannot explain those battle using Panzer Corps (or other platoon level TBG).
Without new version of a good section level TBG we might see SPWAW around for 10 more years.
The SPWAW campaign is much more fun. Its just the combat level should be increased to Division level, that is three of current Commander.
Reorganizing army is more fun with SPWAW, replacing trucks with Panther tank while keeping entire brigade through out the war.
Ofcourse to maintain the strategic maneuver advantage SPWAW needs more upgrade:
11. Additional map feature will be the main advantage of new version of SPWAW that is not exist on other platoon level game.
a. More ground height level: at least 10 level. Hiding on slope behind high ground should provide some protection.
b. More tree hex type: dense tree that is un-passable by tanks, dense bushes that is un-passable by infantry but can be passed by tanks. For example, we could create better Ardenesse Offense reenactment.
c. More river hex type: river segment that cannot be passed by tanks but can be passed by troops.
d. More winter hex type
You can explain historical battle using SPWAW, but you cannot explain those battle using Panzer Corps (or other platoon level TBG).
Without new version of a good section level TBG we might see SPWAW around for 10 more years.
RE: What would you like to see in a new Steel Panthers?
12. The new campaign story
I'd like to see the game starts tutorial campaign with battle in WW1. Trench warfare, limited tanks. Entire German Division facing allied assault.
New player plays as Germany will learn how to perform basic game task. Lost at center map, the game re-spawn on German rear map, new deployment, with no more trenches but heavier German divisional artillery. Allied failed to break through and the player win, but the game ends with news of Versaille treaty. German surrender.
The second tutorial campaign game, Germany starts with early WW2 advance pre-Poland.
After that, the Mega campaign start on invasion to Poland.
Player could form his main combat division, selecting from officers pool and creating his order of battle for main brigade, left and right wing brigade to protect his flank or to do flanking maneuver. This division will fought in hundreds of major and minor battle to the end of the war. Every battle played on large map.
Thats what I like to see.
I'd like to see the game starts tutorial campaign with battle in WW1. Trench warfare, limited tanks. Entire German Division facing allied assault.
New player plays as Germany will learn how to perform basic game task. Lost at center map, the game re-spawn on German rear map, new deployment, with no more trenches but heavier German divisional artillery. Allied failed to break through and the player win, but the game ends with news of Versaille treaty. German surrender.
The second tutorial campaign game, Germany starts with early WW2 advance pre-Poland.
After that, the Mega campaign start on invasion to Poland.
Player could form his main combat division, selecting from officers pool and creating his order of battle for main brigade, left and right wing brigade to protect his flank or to do flanking maneuver. This division will fought in hundreds of major and minor battle to the end of the war. Every battle played on large map.
Thats what I like to see.

RE: What would you like to see in a new Steel Panthers?
How about a Hotkey that sets the Range to 1 for all units....?

RE: What would you like to see in a new Steel Panthers?
mudy, Steel Panthers game on brigade level is Steel Panthers 3. In that game units on the map are platoon size (vehicles too). If you want play with division size force, a good one could be John Tiller's Panzer Campaigns. Maybe SPWAW could handle division size force, but clicking through that many infantry squads and individual vehicles & heavy weapons could get little tedious.
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
RE: What would you like to see in a new Steel Panthers?
Thank you for the recommendation.
I played most of those games. I have JTPC Korea 85 and finished the campaign like decades ago, but I dont play it again like SPWAW. I believe its smallest unit is platoon or company or batalion level. Its a good game. The last TBG I get at Steam was Unity of Command, also at platoon level. But feels like a board game, not a combat simulator.
Platoon/Company/Batalion level games lacks of tactical maneuvering and strategy have little to do with geographic environment: ground condition, level of ground heights etc. So player simply stacks up units, no need for infantry strategy and armored assault strategy. For that kind of game, I prefer my buggy Hearts Of Iron III with Steam generous discounts [8D] (hopefully they will launch the IV soon). It covers all aspect of strategic TBG at nation level.
SPWAW 2016 had something better than those games, that is the realistic nature of the ground (hex) that allow many aspect of ground combat strategy. For example having to take high ground, not just stacking unit on a board game.
Even compared to the real time combat simulator that I played now, Wargame (I have all three AirLand Battle, European Escalation, and Red Dragon), the ancient SPWAW still gain upper hand. I value SPWAW as having more realistic battle, and I could concentrate on combat strategy, rather than just sending units to the front.
That is why I'm hoping that new SP will be continue from SPWAW 2016, not SP3, that the smallest unit will still be section.
I would like to have division size force, that is three Brigade: center, right and left. Instead of having 1 GE Commander, I could get 3 GE Commander, and 1 Field Marshal/Divisional Commander.
Clicking through that many squads and individual vehicles will be overwhelming, unless the game provide way to make it easier, that is why I have suggestion number 5:
- some section/platoon/company waypoint (line and combat formation)
- auto fire based on rules of engagement
- auto shoot of units, including fire support
etc.
Those will allow player to focus on certain units on the map and concentrating on ground combat strategy.
I played most of those games. I have JTPC Korea 85 and finished the campaign like decades ago, but I dont play it again like SPWAW. I believe its smallest unit is platoon or company or batalion level. Its a good game. The last TBG I get at Steam was Unity of Command, also at platoon level. But feels like a board game, not a combat simulator.
Platoon/Company/Batalion level games lacks of tactical maneuvering and strategy have little to do with geographic environment: ground condition, level of ground heights etc. So player simply stacks up units, no need for infantry strategy and armored assault strategy. For that kind of game, I prefer my buggy Hearts Of Iron III with Steam generous discounts [8D] (hopefully they will launch the IV soon). It covers all aspect of strategic TBG at nation level.
SPWAW 2016 had something better than those games, that is the realistic nature of the ground (hex) that allow many aspect of ground combat strategy. For example having to take high ground, not just stacking unit on a board game.
Even compared to the real time combat simulator that I played now, Wargame (I have all three AirLand Battle, European Escalation, and Red Dragon), the ancient SPWAW still gain upper hand. I value SPWAW as having more realistic battle, and I could concentrate on combat strategy, rather than just sending units to the front.
That is why I'm hoping that new SP will be continue from SPWAW 2016, not SP3, that the smallest unit will still be section.
I would like to have division size force, that is three Brigade: center, right and left. Instead of having 1 GE Commander, I could get 3 GE Commander, and 1 Field Marshal/Divisional Commander.
Clicking through that many squads and individual vehicles will be overwhelming, unless the game provide way to make it easier, that is why I have suggestion number 5:
- some section/platoon/company waypoint (line and combat formation)
- auto fire based on rules of engagement
- auto shoot of units, including fire support
etc.
Those will allow player to focus on certain units on the map and concentrating on ground combat strategy.
RE: What would you like to see in a new Steel Panthers?
ps: I played SPWAW campaign 201 units with 1 artillery company, 3 infantry company, 3 armored company, and another company, so its 8 company, already close to a Divisional level. Only with a single Brigade commander.
RE: What would you like to see in a new Steel Panthers?
This game? Dude, in that game player commands whole frakkin' army group where most counters are size of division! Platoon isn't large enough to be worth of a tick ( = strenght point of a unit)!ORIGINAL: mudy
The last TBG I get at Steam was Unity of Command, also at platoon level.
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
RE: What would you like to see in a new Steel Panthers?
ORIGINAL: mudy
ps: I played SPWAW campaign 201 units with 1 artillery company, 3 infantry company, 3 armored company, and another company, so its 8 company, already close to a Divisional level.
No.. that's only about two battalions. A small brigade at best.
We're not trying to jack with you, bro.. just that SP is on a much smaller scale than what you're trying for [:)]
"An army without a leader.. is like a foot without a big toe..."
Bill Murray
'Stripes'
Bill Murray
'Stripes'
RE: What would you like to see in a new Steel Panthers?
Well, that's what I want to see if there will be a new SP, I don't mind with different thoughts.
My view:
I believe that the new SP will be better it it maintain smaller lowest unit, while increasing the largest unit to Divisional level, with theater representing army and army groups.
While adding some feature to help player manage the huge number of units.
Of course there should be small campaign, small scenario, and small battle, but the mega campaign could be made representing the real WWII theater.
My view:
I believe that the new SP will be better it it maintain smaller lowest unit, while increasing the largest unit to Divisional level, with theater representing army and army groups.
While adding some feature to help player manage the huge number of units.
Of course there should be small campaign, small scenario, and small battle, but the mega campaign could be made representing the real WWII theater.
RE: What would you like to see in a new Steel Panthers?
You right about UoC. It is divisional.