Wish List

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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KNac007
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RE: Wish List

Post by KNac007 »

An other for scenario making:
-If exit objectives are included, units have to quit with at least at X% strength (at scenrio maker discretion) to count the points.
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Makoto
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RE: Wish List

Post by Makoto »

A biggy for me is an ETA on an order. It's kinda hard to estimate how long it'll take unit X to move from point A to point B.

dunno if it's already on the list but it'd be nice to get a sitrep from units.
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Bertram
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RE: Wish List

Post by Bertram »

Coming back to rout behaviour.

I have played some scenario's after the patch, and the armoured units rout behaviour is stll a bit odd.

A armoured unit (take the German SP AT unit in Joe's bridge for example) will advance at the enemy when ordered. Under fire it falls back, then advances again, falls back, advances again, etc. Distance of advancing/retreating can be anything from 500 mtrs to 1000 mtrs, depending on cover.

Now I didnt fight in any war, but it seems to me this is no typical behaviour.


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Tzar007
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RE: Wish List

Post by Tzar007 »

ORIGINAL: Makoto

A biggy for me is an ETA on an order. It's kinda hard to estimate how long it'll take unit X to move from point A to point B.

dunno if it's already on the list but it'd be nice to get a sitrep from units.

I think this one was asked a few days ago in another thread. You can actually have an ETA for an order if you double click on the end point of the order (click on the unit, then double-click on the end point of the unit order). Look carefully at all the info that appears in the side bar and you will see start and end times of the order as well as duration. This is your ETA. Please note though that this info only becomes available when the unit is completed planning the order, it is not immediately available right after giving the order.
neofit
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RE: Wish List

Post by neofit »

I believe most of these things have already been asked for so let's say it's a vote.


* Game auto-pause on certain events, all togglable, with auto-centering on the triggering unit:
- when reinforcements arrive
- airstrike available
- maybe when new enemy unit sighted
- for those who like to watch: when a formation finished reorging at the FUP and is starting an assault :)

* Detailed losses window at scenario end, as in how many men, 81 mortars, Panthers, Sdkfz 251/1, etc. a side has lost. Maybe even with ammo expenditure for the stats freaks?

* Positional sound: when shooting starts in my left speaker, I'd know I should scroll the map to the left.

* I know a lot of people asked for the mousewheel zoom feature. I'd like the option to turn this off. I find it more natural to zoom with Alt-clicks and use the wheel to scroll the map (as I am scrolling this web page for instance).
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Jaws
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RE: Wish List

Post by Jaws »

I think this perhaps would apply to recon units more so then other units. Have a setting (maybe convert “losses - min” ?) when you give orders to a unit that if they get routed to “abandon” their current orders, find cover (which they, for the most part, already do) and hunker down and "stay there". Instead of what they do now: get routed, retreat, advance, get routed, retreat and so on.

They somewhat do this when ordered to probe with min losses but then they get back up and advance again. If you take your eye off of them in a big battle it's very frustrating when you know they won't be able to complete their orders and just keep on taking losses. Ordering them to pull back and defend with painfully realistic order delay will still cause them to advance before orders filter down.

POSSIBLE SPOILER COMING!!!










On another note, my first time playing Joes' Bridge as allied, after reading the briefing and taking note of defending to the south, I placed a flak and AT unit in the polder NW of the the main cross roads. What happened was they held off the entire Bn that was approaching from the south. Just my opinion but I think the AA unit is too powerful. Now I know they have a lot of firepower but you would think part of the Bn would be able to suppress it so that some units could move north.

Thanks
Jaws
MarkShot
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RE: Wish List

Post by MarkShot »

I've always felt the LOSSES parameter is somewhat confusing. For a long time, I had the impression that it determined a threshold by whether the unit determined if they should abandon their mission. I believe for [P]ROBE it does, in fact, do this. However, as I now understand, it is mainly used by the messaging system to set the threshold by which a message is issued to the player. It is up to you to decide how to act upon that information.
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Jaws
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RE: Wish List

Post by Jaws »

Wow, your right. Going back and rereading again, (my comprehension skills have dropped off after 50), yea, they'll take more losses the higher you set it before sending a message. In the heat of battle or with a speed other then slow it would be easy to miss the message.

As far as Probe, the default setting is Low but they will not abandon their orders. I've set Probe to Min losses and the unit will still try to advance after a while.

My actual wish would be for a unit to abandon their orders (just as it would sometimes happen in real life) with some kind of setting if they ran into stiff opposition and were taking losses. I was just using losses - min as an example.
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MarkShot
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RE: Wish List

Post by MarkShot »

For [P]ROBE, they don't really abandon, but they will hunker down which usually keeps them fairly safe.

In the recent past, the only "abandon mission" messages I recall is for secure crossing when the crossing gets blown.
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Arjuna
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RE: Wish List

Post by Arjuna »

Part of the problemks you encounter with forces "not abandoning" a mission is the fact that for human controlled forces - ie all of yours - we have deliberatly turned off the reasessments which would do exactly that - bunker down or abandon. The reason we did that was to increase user involvement and to give the user the option of when and where. In the same vain we also turned off the reassessments which would launch an attack if enemy encountered.

One option that we have been considering is providing a set of Standard Operating Procedures ( SOPs ) which the user could apply to each task, which would authorise or not autorise certain reactions and reassessments. Default SOPs could be defined for each Task type and then overridden for each task. So for those Tasks where you are going to leave the force to their own devises you may authorise more reasessment options and less for those you are going to personally pay close attention to.

Again it's on the wish list.
Dave "Arjuna" O'Connor
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MarkShot
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RE: Wish List

Post by MarkShot »

Was that stuff once upon a time on in RDOA? I thought I recall forces abandoning their missions in the early days?

Thanks.
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HercMighty
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RE: Wish List

Post by HercMighty »

ORIGINAL: Arjuna

Part of the problemks you encounter with forces "not abandoning" a mission is the fact that for human controlled forces - ie all of yours - we have deliberatly turned off the reasessments which would do exactly that - bunker down or abandon. The reason we did that was to increase user involvement and to give the user the option of when and where. In the same vain we also turned off the reassessments which would launch an attack if enemy encountered.

One option that we have been considering is providing a set of Standard Operating Procedures ( SOPs ) which the user could apply to each task, which would authorise or not autorise certain reactions and reassessments. Default SOPs could be defined for each Task type and then overridden for each task. So for those Tasks where you are going to leave the force to their own devises you may authorise more reasessment options and less for those you are going to personally pay close attention to.

Again it's on the wish list.

It's the attention to detail like this that has made me a lifetime customer. I have also persuaded 5 of my friends to buy and unlike some other games I have recommended each and everyone of them has been very happy with their purchase and is recommending the game themselves to others. [&o] Now get back to work [:D]
MarkShot
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RE: Wish List

Post by MarkShot »

"unlike some other games" which you recommended to your friends. Is that why you only have 5 friends left? :)
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HercMighty
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RE: Wish List

Post by HercMighty »

[:D]

And I count myself lucky, one more not so good game and who knows. I would probably be left with playing my wife in her favorite game of Clue [:(] Compared to this that is [>:]
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Arjuna
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RE: Wish List

Post by Arjuna »

[:D]

and if you recommend HTTR to your wife , I suppose you'll end up "Clueless"...[;)]
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HercMighty
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RE: Wish List

Post by HercMighty »

The wit on this board is killing me. [8D]
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Taipan61
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RE: Wish List

Post by Taipan61 »

Two weeks into this game and....


[*] Change the colour of the crosshairs you use for targeting artillery strikes to something other than black. I just can't seemed to see the crosshair immediately, especially during night operations. Yellow would be a much better colour.

[*] A single key strike to show "all moves". I like to have an overview of the orders I have issued. At present F4 shows what orders have been issued, but it doesn't show where all the troops are moving to, and the waypoints in-between. At present you can individual units/HQ's, but I am looking for a key that will shows me all the moves of all the troops at the same time.

[*]Clicking into an area in the map and zooming in, should keep you centred on the same position. At present the game do not do this.

[*]Make supply management an option. At present it is a behind the scence operation. Expand this side of the game

[*]Allow you to see each unit that is coming on as a reinforcement, not just the HQ.

[*]Make a hex overlay of the map an option [;)]
KNac007
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RE: Wish List

Post by KNac007 »

A single key strike to show "all moves". I like to have an overview of the orders I have issued. At present F4 shows what orders have been issued, but it doesn't show where all the troops are moving to, and the waypoints in-between. At present you can individual units/HQ's, but I am looking for a key that will shows me all the moves of all the troops at the same time.

I suppose you allready know it but you can select all units and they will show up their orders w/ waypoints included, until something like what you are demanding it's included it will be ok. Actually I use the mouse for that, but I think there is a key combo that will do it.
Make supply management an option. At present it is a behind the scence operation. Expand this side of the game

Rightnow supply it's abstracted. It has been allready modelled and it will be included in future games.
Allow you to see each unit that is coming on as a reinforcement, not just the HQ.

You can see the number of units coming under the that HQ (but not individual units), however I don't know if that would be much usefull to show each unit, but doubleclicking on an incoming HQ should show all the subForces. As I said maybe not very usefull but a nice addition.
Make a hex overlay of the map an option

This is something that I don't understand what would be usefull as the game just doesn't use hexes for movement. You allready have the 1/10 km grid, maybe you are seeking for a more detailed grid? Acool option would be that when you are at max zoom level a 100m grid is seen.
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Grotius
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RE: Wish List

Post by Grotius »

First off, great game! Wow! I really feel like a division commander. Er, a rather incompetent one.

Anyway, I read through some of this thread and did a search on "zoom," but I still didn't find this: I wish there were a way to zoom while staying centered on the unit you're zooming in on. As is, I always seem to need to pan left or right when zooming in. Maybe I'm doing something wrong?
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Arjuna
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RE: Wish List

Post by Arjuna »

Welcome! [:)]

Currently the zoom centres on the centre of the map not where you click. This is on the wish list already. Thanks. [;)]
Dave "Arjuna" O'Connor
www.panthergames.com
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