Please post reasonable thoughts on improvements.

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

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z1812
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Please post reasonable thoughts on improvements.

Post by z1812 »

Hi All,

It might be useful for all suggestions for improvements to be in one area. Many issues have already been covered and acknowledged by the developer. So please, as far as possible, only items not addressed elsewhere.

I would like to see the system much more open to modding and AI scripting for scenario design. The game system is great. Hopfully it will be the engine for various groups of games in the future. Flexibility in a system re: modding and map editors, only increases a games worth. Many of the most successful games offer this without having future sales jeopardized at all. Quite the contrary in fact.

I can only assume that the abiblity to mod graphics and create maps is overlooked as a sales feature. After all the proof is in the pudding and games such as Combat Mission, to mention only one, are excellent examples of how Modding ability and Map editing has propelled the game arguably close to the top of the heap if not at the pinnacle.

The FPG system has much to offer. I have lots of wargames but I have not felt the same kind of excitement at the potential of a game since the Campaign Series by Talonsoft or the Combat Mission Series by Battlefront.

So thats more like my 2 dollars than my 2 cents. LOL

Regards John
CommC
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RE: Please post reasonable thoughts on improvements.

Post by CommC »

Feature request: splitting units... if this is already in the game and I missed it, someone please let me know. I would like to split, for example, a tank platoon of 4 tanks into 2 sections of 2 tanks each... or a recon platoon of 6 vehicles into three of 2 each. It would also be nice to be able to recombine them.
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leastonh1
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RE: Please post reasonable thoughts on improvements.

Post by leastonh1 »

1. Keeping the setting for moving the right display pane over to the left between games. It resets every time at the moment.
2. Change/amend the way the map can be scrolled. Arrow keys instead of mouse as an option would be great.
3. Allow the taskbar to be accessed when the game is full screen. Doesn't work on Win2k as the game stays on top all the time.
2nd Lt. George Rice: Looks like you guys are going to be surrounded.
Richard Winters: We're paratroopers, Lieutenant, we're supposed to be surrounded.
hank
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RE: Please post reasonable thoughts on improvements.

Post by hank »

I like watching the replay/resolution with the silhouettes on. I plan and move with NATO symbols on.

I would like to see an M2 Bradley IFV silhouette on the map counters if the platoon is all M2's. I would like to see all the silhouettes reflect what the predominant vehicle is.

Also, On some NATO (and maybe some WP) HQ units, I would also like the see the silhouettes for the HQ's reflect the predominant vehicle type (the NATO symbol will show it as an HQ). In the A Few Good TAnks scenario, there are two NATO armored HQ units with 2 M1A1 Abrams; that silhouette should show tanks ... IMHO.

(this was posted elsewhere, but I believe it was ever acknowledged)
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IronManBeta
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RE: Please post reasonable thoughts on improvements.

Post by IronManBeta »

Keep the ideas coming! No promises yet, but we will consider everything carefully.

Cheers all, Rob.
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IronManBeta
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RE: Please post reasonable thoughts on improvements.

Post by IronManBeta »

ORIGINAL: Jim_H

1. Keeping the setting for moving the right display pane over to the left between games. It resets every time at the moment.
2. Change/amend the way the map can be scrolled. Arrow keys instead of mouse as an option would be great.
3. Allow the taskbar to be accessed when the game is full screen. Doesn't work on Win2k as the game stays on top all the time.

I'll add 1 and 2 to the list for version 1.0.2. (ver 1.0.1 has been frozen for final testing now.) Item 3 I believe is a Windows Task Bar setting - something like 'stay on top' if you look at the task bar properties. I did the bulk of the development on Win 2k and the taskbar always showed so you just need to fiddle with it a bit.

Cheers, Rob.
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IronManBeta
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RE: Please post reasonable thoughts on improvements.

Post by IronManBeta »

ORIGINAL: hank

I like watching the replay/resolution with the silhouettes on. I plan and move with NATO symbols on.

I would like to see an M2 Bradley IFV silhouette on the map counters if the platoon is all M2's. I would like to see all the silhouettes reflect what the predominant vehicle is.

Also, On some NATO (and maybe some WP) HQ units, I would also like the see the silhouettes for the HQ's reflect the predominant vehicle type (the NATO symbol will show it as an HQ). In the A Few Good TAnks scenario, there are two NATO armored HQ units with 2 M1A1 Abrams; that silhouette should show tanks ... IMHO.

(this was posted elsewhere, but I believe it was ever acknowledged)

Noted and in the works Hank.

I find that I am not able to keep up with all the posts and also work on the game. It is perfectly alright to repeat things a few times if you think I haven't seen them! If only there were 30 hours in the day....

Cheers, Rob.
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leastonh1
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RE: Please post reasonable thoughts on improvements.

Post by leastonh1 »

ORIGINAL: RobertCrandall
I'll add 1 and 2 to the list for version 1.0.2. (ver 1.0.1 has been frozen for final testing now.) Item 3 I believe is a Windows Task Bar setting - something like 'stay on top' if you look at the task bar properties. I did the bulk of the development on Win 2k and the taskbar always showed so you just need to fiddle with it a bit.
Cheers, Rob.

Brilliant! Thank you Rob [8D]

I don't know if it makes a difference, but I have my taskbar set to "Autohide" and "Always on top". I've played with the taskbar properties several times (e.g. removing and resetting these tickboxes) and just cannot get it to work with Autohide enabled (works perfectly with Autohide disabled btw). I guess it must be a glitch with my system. I'm probably overdue for a reformat anyway. Clean install = less problems [:)]

Regards,
Jim
2nd Lt. George Rice: Looks like you guys are going to be surrounded.
Richard Winters: We're paratroopers, Lieutenant, we're supposed to be surrounded.
AlvinS
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RE: Please post reasonable thoughts on improvements.

Post by AlvinS »

I would like to be able to change SOP settings to a group of units at one time. Also when giving orders to a unit, I would like to be able to "Get" orders from another unit. For those who are familair with TacOps4 you will know what I mean. As an example, I have a unit from company A that I am giving orders to and I want to give it the same orders as a unit in company B, there should be a "Get Orders" button that once I click on it, I can select the unit in company B that I want to copy the orders from. This would set up way points to go to the same location as the unit I selected, then I could fine tune them if I wanted. Little short cuts like these make the game easier to manage when you have a lot of units on the map.

I don't know if these changes are possible with this game engine, just my 2 cents.

I am absolutly addicted to this game. [8D] I don;t normally play by email, but I am thinking of starting with FPG.
"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain

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JudgeDredd
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RE: Please post reasonable thoughts on improvements.

Post by JudgeDredd »

ORIGINAL: Jim_H
ORIGINAL: RobertCrandall
I'll add 1 and 2 to the list for version 1.0.2. (ver 1.0.1 has been frozen for final testing now.) Item 3 I believe is a Windows Task Bar setting - something like 'stay on top' if you look at the task bar properties. I did the bulk of the development on Win 2k and the taskbar always showed so you just need to fiddle with it a bit.
Cheers, Rob.

Brilliant! Thank you Rob [8D]

I don't know if it makes a difference, but I have my taskbar set to "Autohide" and "Always on top". I've played with the taskbar properties several times (e.g. removing and resetting these tickboxes) and just cannot get it to work with Autohide enabled (works perfectly with Autohide disabled btw). I guess it must be a glitch with my system. I'm probably overdue for a reformat anyway. Clean install = less problems [:)]

Regards,
Jim

Ok...to clear this one up. If you have your taskbar on Autohide, then it will disappear when you start the game...however, you can get it back by pressing the "Windows" key on your keyboard.

If you don't have Autohide on and you have "Always on Top" selected then the taskbar will be displayed at the bottom of the main game window all the time. If you don't have "Always on Top" selected, then you have to press the "Windows" key to display the taskbar.

This was all ran and tested on Windows 2000
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JudgeDredd
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RE: Please post reasonable thoughts on improvements.

Post by JudgeDredd »

ORIGINAL: AlvinS

I would like to be able to change SOP settings to a group of units at one time. Also when giving orders to a unit, I would like to be able to "Get" orders from another unit. For those who are familair with TacOps4 you will know what I mean. As an example, I have a unit from company A that I am giving orders to and I want to give it the same orders as a unit in company B, there should be a "Get Orders" button that once I click on it, I can select the unit in company B that I want to copy the orders from. This would set up way points to go to the same location as the unit I selected, then I could fine tune them if I wanted. Little short cuts like these make the game easier to manage when you have a lot of units on the map.

I don't know if these changes are possible with this game engine, just my 2 cents.

I am absolutly addicted to this game. [8D] I don;t normally play by email, but I am thinking of starting with FPG.

Changing SOP for groups of units will be available in v1.0.1. It's been tested and works well.

When I say groups of units, you can either set it at HQ level or Global. At HQ level, you select the HQ, change the SOP settings and then click the "Apply to all subordinate units" will assign those SOPs to the rest of the units in the Company/Battalion. For global changes, you can do this under the "View -> Set Global SOP and Reporting" menu option. This will display a dialogue where you can select, for example, American HQ units and set their SOP and reporting. You can then do this for American Tank units, Mech Infantry, Artillery, etc, etc...You can also set this for the other nationalities, obviously...BUT NOT FOR THE ENEMY!

As for the "Giving same orders to another unit", You can already do this. Holding the Shift key, select the units you want to assign orders to...then select the order (Screen, hold, etc) and click "Proceed"...the units then have the same orders.
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Siljanus
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RE: Please post reasonable thoughts on improvements.

Post by Siljanus »

Excellent! I'm glad that the ability to change SOP at the HQ level will be in the upcoming update along with some AI tweaks.

I posted this in a previous thread but I was wondering if there will be any changes to the way chemical attacks are modelled, specifically contaminated squares. Currently, when I use chem. weapons on a square I see a nice puff of toxic smoke that rapidly dissipates. I'm not certain if the square will be contaminated for a few turns or if the effects dissipate by the next turn because there's no marker on the square. Now if a square is only contaminated for the single turn, would it be possible to have this extended barring weather conditions like rain which would wash away any chemical agents? I would think that chemical agents would tend to stick around for a few hours which would be within the time frame of many scenarios within the game. And if it is extended, is there any way the square can be marked so the side that initiated the chem. attack can see the contaminated square but the opposing side cannot until the poor suckers run into it, much like the way minefields are modelled?

Thanks! Looking forward to the update!
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RE: Please post reasonable thoughts on improvements.

Post by Marines »

Artillery and counter-batterly fire issue-I noticed on one occasion that after an enemy barrage (DPICM), they rolled right over their own mines. I think its an issue all be it not that prevelant.

Has anyone else seen this?
Semper Fi

Kosovo and OIF vet and proud of it.
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IronManBeta
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RE: Please post reasonable thoughts on improvements.

Post by IronManBeta »

ORIGINAL: Marines

Artillery and counter-batterly fire issue-I noticed on one occasion that after an enemy barrage (DPICM), they rolled right over their own mines. I think its an issue all be it not that prevelant.

Has anyone else seen this?

Oooh, owww, yes I am hurting on this one! At this scale (500 x 500m) there is ample room to leave or clear lanes through your own minefields. It is not obvious when you watch it but the units move through friendly minefields at half the speed they otherwise would and this helps too. Even so life isn't perfect and there will be a few losses (war is hell) but those losses just have to be borne...

The problem is that it looks horrible. Nobody thinks it looks right. Accordingly, I have changed the minefield weightings in ver 1.0.1 so that if it is at all possible to drive completely around them then the unit will do so. Let the general rejoicing begin!

Ta, Rob.
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IronManBeta
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RE: Please post reasonable thoughts on improvements.

Post by IronManBeta »

ORIGINAL: Siljanus

Excellent! I'm glad that the ability to change SOP at the HQ level will be in the upcoming update along with some AI tweaks.

I posted this in a previous thread but I was wondering if there will be any changes to the way chemical attacks are modelled, specifically contaminated squares. Currently, when I use chem. weapons on a square I see a nice puff of toxic smoke that rapidly dissipates. I'm not certain if the square will be contaminated for a few turns or if the effects dissipate by the next turn because there's no marker on the square. Now if a square is only contaminated for the single turn, would it be possible to have this extended barring weather conditions like rain which would wash away any chemical agents? I would think that chemical agents would tend to stick around for a few hours which would be within the time frame of many scenarios within the game. And if it is extended, is there any way the square can be marked so the side that initiated the chem. attack can see the contaminated square but the opposing side cannot until the poor suckers run into it, much like the way minefields are modelled?

Thanks! Looking forward to the update!

Good point. I had just started to wonder about it too. I was so fixated on the delivery of the gas and then the dispersion of the cloud that I did not think about the resulting contamination of the ground enough.

Depending on how the chemical payload is formulated it can lose it's toxic effect in a period of time ranging from minutes to decades. Doctrine seems to call for non-persistent gas for battlefield use because there is such a high chance that your own troops will be exposed to it too. The more persistent stuff is for airfields, supply dumps, and rear-area combat support facilities. These are all sites well behind the lines in this game and not really represented. Further, a well orchestrated chemical attack goes on for days, not just a few minutes and the final result is really only to slow things down. Troop deaths are not expected to be very high but the loss of operational tempo can be huge because of the countermeasures that have to be used. This is why I have a fatigue penalty and speed reduction when moving through it.

The other tactical concept was to use it to form barriers of contamination in thinly held areas. Even if enemy troop losses were not very high, the morale effect would be high and this might serve to deny ground to the enemy that they otherwise might want to claim. This would be more of a FPG issue and one that I would like to pursue.

I'm thinking that I might make the average time to dispersion something more like four hours. The 'gas cloud' marker would remain in place the entire time and serve as sign that the location has become persistently contaminated. That would really help with the barrier visualization.

Still thinking...

Rob.
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RE: Please post reasonable thoughts on improvements.

Post by AlvinS »

Changing SOP for groups of units will be available in v1.0.1. It's been tested and works well.

When I say groups of units, you can either set it at HQ level or Global. At HQ level, you select the HQ, change the SOP settings and then click the "Apply to all subordinate units" will assign those SOPs to the rest of the units in the Company/Battalion. For global changes, you can do this under the "View -> Set Global SOP and Reporting" menu option. This will display a dialogue where you can select, for example, American HQ units and set their SOP and reporting. You can then do this for American Tank units, Mech Infantry, Artillery, etc, etc...You can also set this for the other nationalities, obviously...BUT NOT FOR THE ENEMY!

As for the "Giving same orders to another unit", You can already do this. Holding the Shift key, select the units you want to assign orders to...then select the order (Screen, hold, etc) and click "Proceed"...the units then have the same orders.

Awsome! I can't wait for the upcoming patch. [&o]
"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain

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miclogic
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RE: Please post reasonable thoughts on improvements.

Post by miclogic »

I just want to throw in that you're doing a terrific job, Rob. I for one am always willing to purchase games with such outstanding dev support, and this one is a real gem!
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Marines
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RE: Please post reasonable thoughts on improvements.

Post by Marines »

Oooh, owww, yes I am hurting on this one! At this scale (500 x 500m) there is ample room to leave or clear lanes through your own minefields. It is not obvious when you watch it but the units move through friendly minefields at half the speed they otherwise would and this helps too. Even so life isn't perfect and there will be a few losses (war is hell) but those losses just have to be borne...

The problem is that it looks horrible. Nobody thinks it looks right. Accordingly, I have changed the minefield weightings in ver 1.0.1 so that if it is at all possible to drive completely around them then the unit will do so. Let the general rejoicing begin!

Ta, Rob.

Outstanding Rob! Of course war is hell, s$%t happens and according to Soviet armored doctrine...this is something they may have done.
Semper Fi

Kosovo and OIF vet and proud of it.
Rogue187
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RE: Please post reasonable thoughts on improvements.

Post by Rogue187 »

I would like to throw in with the guy about splitting units. I am not sure if its a good idea since we are talking about platoon movement over one or two vechicles. I wanted to recommend the other direction and recombine units that are down to remenant level with possibly other units that are no longer full strength. I just don't know if this will play havoc with the HQ units.

Also, I noticed that friendly fire is an actual problem (well once) I had some Bradleys fighting with a WP group and they backed off and the Bradleys had already been given orders to move. (this was a surprise engagement) Well I had the artillery set to on call so the artillery barrage actually arrived at the same time MY units moved into the hex that the WP was. As a result I lost one Bradley. Is this supposed to happen? I doubt its a bug but it was a surprise.
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RE: Please post reasonable thoughts on improvements.

Post by Nemesis »

I have finished few scenarios, and I think this feature is not available:

I would like to be able to review the entire battle from start to finish. that is, I could replay the battle and watch it progress. It would also be nice, if I could re-play the battle with all units from both sides visible. That way I could really see the flow of the battle, and see how each side reacts to actions of the other.
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