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RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 1:20 am
by Mobius
Two or three maps of Normandy bocage and fighting on that many scenarios and you get the picture.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 1:32 am
by hgilmer3
Fine by me. :)

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 1:44 am
by Mad Russian
I think expansions will be something like 10 scenarios; with a couple of campaigns thrown in for good measure. So, if it makes expansion status that's what you'll be looking at. If it's included in a game, along with other time periods in NWE, then there's no telling how many maps and scenarios you might see; besides Mobius' 2 or 3 maps and scenarios.

I might even convert my Barkmann's corner scenario. Although my research doesn't show the battle area with a village in it...........[:-]
My CMAK scenario covering that battle is still available at The Scenario Depot II.

http://the-scenario-depot.com/scenario_ ... udatarq=72

Good Hunting.

MR

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 8:29 am
by Krupinski
I'm really missing an order like "hunt" in the CM-series..

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 9:48 am
by junk2drive
Advance is as close to Hunt that we have.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 11:40 am
by Mad Russian
The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now.  

2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger.  

3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off  

5. Of course I want a female partisan and a female sharpshooter.   

6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.  

7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different.  

The F1 FPS measurement is accurate.


8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.

9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. Larger unit limit when creating scenarios.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

49. End of game carry over of data.

50. Import/export to xml save game file.

51. Exit Objectives.

52. Company formations.

53. Battalion formations.

53. Rejoin formation orders.

54. Sound contacts.  

55. Quicker expansion/game release cycle for future additions to the series.

56. Mine clearance.

57. More editing controls for Random Campaigns.

58. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.

59. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.

60. Show suppression status of your units on / with the floating icons that show up in the main window view.

61. Ability to toggle off Russian Science of War in Random Campaign.

62. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)

63. Ressuply out of ammo units.

64. Continue option for lost random campaign battles -- e.g. not to "Skip" it.

65.  End of battle tally of KIA, WIA etc...

66. Running campaign total of KIA, WIA for both sides.

67. Running campaign total of battles lost vs. battles won.

68. Different icons for different types of infantry and vehicles.

69. Add a "Next Target" hotkey.

70. Make complex orders possible. Example: Move + Advance + Defend

71. Being able to add a delay to an order.

72. Firing arcs.

73. Operational level for PC. Which would show units, supply level, etc...

74. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.

75. An icon at the left of the HUD that shows vehicles buttoned up.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 11:42 am
by Mad Russian
ORIGINAL: Ratzki

This might be out there somewhat, but here goes anyhow. How about some mounted cavalry? Kossack charges, or just as limber for weapons.


See #45. Cavalry will make it's way into the system at some point. There was just too much of it used in WWII for it not be eventually be included. When that will happen is anybody's guess. That would seem like a natural fit for either a Spanish Civil War or Axis Minor's expansion feature.

Good Hunting.

MR

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 1:36 pm
by ComradeP
A Face>Engage command would be really nice. When ordered to engage, tanks don't always turn around, they often just turn the turret and fire, which can mean that (for example) they're facing an enemy AT gun with the side of their hull. On the other hand, the Face command doesn't allow you to select a target as far as I know.

One possible way to do that in a way that would not require an actual new order on the list would be that when you select face, and click on an enemy unit, the unit will both face and engage that unit.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 2:46 pm
by Ratzki
I was more thinking Russian revolution. I missed #45. Now my day is complete[:)]

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 2:52 pm
by sztartur2
ORIGINAL: ComradeP

A Face>Engage command would be really nice. When ordered to engage, tanks don't always turn around, they often just turn the turret and fire, which can mean that (for example) they're facing an enemy AT gun with the side of their hull. On the other hand, the Face command doesn't allow you to select a target as far as I know.

One possible way to do that in a way that would not require an actual new order on the list would be that when you select face, and click on an enemy unit, the unit will both face and engage that unit.

Cavalry units fought as infantry units in almost every case. Only their transport is was by horse. Very few exceptions were of course raids mainly.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 2:54 pm
by junk2drive
The problem with horses is good 3d models and animation, plus mounting and dismounting and death.

Plus they can poop when they walk but have to stop to pee. Programmer's nightmare.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 7:27 pm
by Ratzki
Other then the poop and pee thing, which is beyond the skill of all but the best programmers, could horses be added as a 3d mod by anyone?

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 7:31 pm
by junk2drive
Yes but they will move like infantry or AFVs depending on what the maker choses. Maybe infantry wouldn't be so bad but then you couldn't mount troops.

edited

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 21, 2011 10:17 pm
by Mad Russian
There's no question that cavalry will be a challenge to do. That's one reason to maybe look at doing them in an expansion. Where all the resources are directed at doing them right. It will take a lot of resources to create cavalry units that will feel right.

Good Hunting.

MR

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 22, 2011 1:31 am
by HintJ
I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 22, 2011 1:51 am
by Mobius
ORIGINAL: HintJ
I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.
I miss the lock on the tank and move along with it while watching it from the outside. I used that a lot when working on the model so I could see if the wheels were centered right and the track bits were moving correctly. Now I have to watch the tank go by.[:@]

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 22, 2011 1:54 am
by Erik Rutins
I'd like to get both of those back in too, for what it's worth.

Regards,

- Erik

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 22, 2011 3:13 am
by Mad Russian
The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now.  

2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger.  

3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off  

5. Of course I want a female partisan and a female sharpshooter.   

6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.  

7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different.  

The F1 FPS measurement is accurate.


8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.

9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. Larger unit limit when creating scenarios.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

49. End of game carry over of data.

50. Import/export to xml save game file.

51. Exit Objectives.

52. Company formations.

53. Battalion formations.

53. Rejoin formation orders.

54. Sound contacts.  

55. Quicker expansion/game release cycle for future additions to the series.

56. Mine clearance.

57. More editing controls for Random Campaigns.

58. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.

59. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.

60. Show suppression status of your units on / with the floating icons that show up in the main window view.

61. Ability to toggle off Russian Science of War in Random Campaign.

62. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)

63. Ressuply out of ammo units.

64. Continue option for lost random campaign battles -- e.g. not to "Skip" it.

65.  End of battle tally of KIA, WIA etc...

66. Running campaign total of KIA, WIA for both sides.

67. Running campaign total of battles lost vs. battles won.

68. Different icons for different types of infantry and vehicles.

69. Add a "Next Target" hotkey.

70. Make complex orders possible. Example: Move + Advance + Defend

71. Being able to add a delay to an order.

72. Firing arcs.

73. Operational level for PC. Which would show units, supply level, etc...

74. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.

75. An icon at the left of the HUD that shows vehicles buttoned up.

76. Some way to tell you how long the platoon will be delayed.

77. A face>Engage command. Face the target while engaging. Not just turning the turret towards the enemy.

78. Lock on vehicle view from the outside of the vehicle.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 22, 2011 12:51 pm
by VictorCharlie
How about having gun crews crouching instead of standing?
I think that would look a lot more realistic.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Mon May 23, 2011 3:41 am
by VictorCharlie
Paratroops landing! :)