Wishlist
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
RE: Wishlist
I'd be happy if they ended a DG game to include wars up to '83. That way you could include Lebanon, the Falklands and Grenada.
RE: Wishlist
How 'bout some BUTT NAKED WOMEN!!!!
WOOO HOOOO!
WOOO HOOOO!
RE: Some suggestions
Some of the new units created by Jason introduce interesting possibilities to the game: for instance in the Stalingrad scenarios, the crewed boats and landing barges give us the option to recreate the transfer (under artillery and air attack) of Soviet units and equipment from one shore of the Volga to the other. I have tried to do that in the "Volga Inferno" scenario made by Greg Allen (great map) but these vessels do no seem to work the way they should.
Also wrecked trains could be put on the railroads near the two train stations of the city to make the simulation more realistic...
I know it sounds crazy, but adding underground movement (sewer in Stalingrad and U-Bahn in Berlin) would be great.Also armor facing within a platoon (tanks from the same platoon facing different directions to deal with incoming threats). But I know I am asking for too much...
Thank you guys.
RE: Some suggestions
My wish list:-
Update the 2D graphics engine with some nicer terrain and unit counters. Im not a fan of the 3D view nowdays and the 2D veiw could do with some touching up.
Update the 2D graphics engine with some nicer terrain and unit counters. Im not a fan of the 3D view nowdays and the 2D veiw could do with some touching up.
"In times of peace, a good general is preparing for war" - Gaius Julius Ceasar
RE: Some suggestions
The underground movement might not be that farfetched. The Rising Sun Campaign Series had underground cave movement provided the cave hexes were within three hexes of one another.
RE: Some suggestions
redo DG in phases so we get product sooner. that is get a DG system/game in place to handle '48-50s and thus the Korean War
and then release a 60s-70s product for nam and the later arab-israeli wars
and then a final modern war product introducing 80s weaponry to current,or at least 90s
these all would require extensive work and should probably be priced as separate product
except for the first DG on which much work has already been done and the weaponry doesn't diverge too much from world war II era
and I would love for the new DG to be able to handle DCG(dynamic campaigns)
and then release a 60s-70s product for nam and the later arab-israeli wars
and then a final modern war product introducing 80s weaponry to current,or at least 90s
these all would require extensive work and should probably be priced as separate product
except for the first DG on which much work has already been done and the weaponry doesn't diverge too much from world war II era
and I would love for the new DG to be able to handle DCG(dynamic campaigns)
"Whenever I watch TV and see those poor starving kids all over the world, I can't help but cry. I mean I'd love to be skinny like that, but not with all those flies and death and stuff,"
--Mariah Carey
--Mariah Carey
RE: Some suggestions
I wrote this yesterday:
"Some of the new units created by Jason introduce interesting possibilities to the game: for instance in the Stalingrad scenarios, the crewed boats and landing barges give us the option to recreate the transfer (under artillery and air attack) of Soviet units and equipment from one shore of the Volga to the other. I have tried to do that in the "Volga Inferno" scenario made by Greg Allen (great map) but these vessels do no seem to work the way they should"
Well. I have to correct myself: last night I was able to recreate this situation by simply creating a pontoon bridge in the scenario editor as a transitional element between land and water; my Soviet troops now walk to the bridge and from there "jump" into the vessels.
This is getting exciting... Thank you guys.
"Some of the new units created by Jason introduce interesting possibilities to the game: for instance in the Stalingrad scenarios, the crewed boats and landing barges give us the option to recreate the transfer (under artillery and air attack) of Soviet units and equipment from one shore of the Volga to the other. I have tried to do that in the "Volga Inferno" scenario made by Greg Allen (great map) but these vessels do no seem to work the way they should"
Well. I have to correct myself: last night I was able to recreate this situation by simply creating a pontoon bridge in the scenario editor as a transitional element between land and water; my Soviet troops now walk to the bridge and from there "jump" into the vessels.
This is getting exciting... Thank you guys.
RE: Some suggestions
You should be able to load and unload in shallow water without having to use a pontoon bridge. Some of the small boats can be carried onto land, and, from there, you can unload. The "range of movement" light will show the boat cannot go on land, but if the boat is carriable (portable), it'll go onto the land, and you'll see soldiers carrying it.
- Jason Petho
- Posts: 17539
- Joined: Tue Jun 22, 2004 10:31 am
- Location: Terrace, BC, Canada
- Contact:
RE: Some suggestions
ORIGINAL: Ichili
I wrote this yesterday:
"Some of the new units created by Jason introduce interesting possibilities to the game: for instance in the Stalingrad scenarios, the crewed boats and landing barges give us the option to recreate the transfer (under artillery and air attack) of Soviet units and equipment from one shore of the Volga to the other. I have tried to do that in the "Volga Inferno" scenario made by Greg Allen (great map) but these vessels do no seem to work the way they should"
Well. I have to correct myself: last night I was able to recreate this situation by simply creating a pontoon bridge in the scenario editor as a transitional element between land and water; my Soviet troops now walk to the bridge and from there "jump" into the vessels.
This is getting exciting... Thank you guys.
Excellent news. Glad to hear it works!
Jason Petho
RE: Some suggestions
add the coy leader function to arty HQs so they have a purpose
that is the arty HQ "helps" undisrupt artillery
that is the arty HQ "helps" undisrupt artillery
"Whenever I watch TV and see those poor starving kids all over the world, I can't help but cry. I mean I'd love to be skinny like that, but not with all those flies and death and stuff,"
--Mariah Carey
--Mariah Carey
RE: WishlistTe
If we are wishing:
(1) Programmable scenario building. This feature would allow an individual not only to set the initial placement of units, but also create a program for a particular type of attack. Thus, a scenario designer can say, "These three companies will move up along road R until they get to town T, then take a left," or "If victory location L is in friendly hands, advance to L. If it is in enemy hands, advance to K."
(2) Team play. Regimental leader gives commands to battalion leaders who pass along commands to company leaders who move and fire.
(Ultimately, my "dream game" is still a game like this, except that company leaders operate on a game model more like "Close Combat" - with their company represented as 15 "close combat" units. Then, I would be pleased if scenario designers would go to work converting Campaign Series scenarios into this model - at least for the smaller scenarios.)
Okay, enough dreaming. Back to reality.
(1) Programmable scenario building. This feature would allow an individual not only to set the initial placement of units, but also create a program for a particular type of attack. Thus, a scenario designer can say, "These three companies will move up along road R until they get to town T, then take a left," or "If victory location L is in friendly hands, advance to L. If it is in enemy hands, advance to K."
(2) Team play. Regimental leader gives commands to battalion leaders who pass along commands to company leaders who move and fire.
(Ultimately, my "dream game" is still a game like this, except that company leaders operate on a game model more like "Close Combat" - with their company represented as 15 "close combat" units. Then, I would be pleased if scenario designers would go to work converting Campaign Series scenarios into this model - at least for the smaller scenarios.)
Okay, enough dreaming. Back to reality.
- Jason Petho
- Posts: 17539
- Joined: Tue Jun 22, 2004 10:31 am
- Location: Terrace, BC, Canada
- Contact:
RE: WishlistTe
ORIGINAL: RAF
If we are wishing:
(1) Programmable scenario building. This feature would allow an individual not only to set the initial placement of units, but also create a program for a particular type of attack. Thus, a scenario designer can say, "These three companies will move up along road R until they get to town T, then take a left," or "If victory location L is in friendly hands, advance to L. If it is in enemy hands, advance to K."
This is one of my dreams too!! An event editor like the one found in TOAW.
ORIGINAL: RAF
(2) Team play. Regimental leader gives commands to battalion leaders who pass along commands to company leaders who move and fire.
(Ultimately, my "dream game" is still a game like this, except that company leaders operate on a game model more like "Close Combat" - with their company represented as 15 "close combat" units. Then, I would be pleased if scenario designers would go to work converting Campaign Series scenarios into this model - at least for the smaller scenarios.)
Okay, enough dreaming. Back to reality.
You can already do this, either as a PBEM or using a TCIP connection while playing live. It's just a matter of finding opponents whom are willing to take orders. The Blitz usually has team games going on. I also believe that Gamesquad is looking to start one!
Jason Petho
- Chris Bisson
- Posts: 147
- Joined: Sat Oct 22, 2005 11:18 pm
RE: WishlistTe
I would like to see minefields reworked so that they do not become invisible after out of LOS. Always, later on you "blunder" back into them when moving and they should stay visible once discovered. I have no other wish regarding minefields. Just that they stay "discovered".
What's with the negative waves?
- Chris Bisson
- Posts: 147
- Joined: Sat Oct 22, 2005 11:18 pm
RE: WishlistTe
Another wish for the list... During a Dynamic Campaign. At the beginning when you are in setup mode. All your units from the same organisation are all over the map. If the map is very large it can take a loooooong time to sort them and then place them before you even start playing. I am not asking for any kind of intelligent setup so I can get started immediately, I am asking for same organisational units to be stacked or placed together or close proximity (within reason of course) Maybe have a control for organisation size at setup. Meaning you can pick a level of control for close proximity placement. Like Battalion level or Regimental level or Divisional level as far as proximity goes. Maybe Battalion level units of the same organisation could be placed in an area within 4 hexes of each other. Say 10 hexes for regiments ....etc. This way setup mode could be made much easier and you can get to the reason your running the program in the 1st place and "start playing". 

What's with the negative waves?
RE: Wishlist
One wish i would like is to revamp the range display in the Unit Handbook;
as it is, it's hard to discern what the attack values of the units are at the verying ranges or steps displayed by the graphic; this is fine if a units weapons characteristics decline at an even rate for the range. however some units weapons deminish in attack strenght more rapidly at longer ranges or they don't get to the 0 line at all even at there max range.
i would like the attack value shown for each of the steps displayed along the 'Y' axis and the range steps along the 'X' axis, red numbers for hard values and blue for soft.
as it is, it's hard to discern what the attack values of the units are at the verying ranges or steps displayed by the graphic; this is fine if a units weapons characteristics decline at an even rate for the range. however some units weapons deminish in attack strenght more rapidly at longer ranges or they don't get to the 0 line at all even at there max range.
i would like the attack value shown for each of the steps displayed along the 'Y' axis and the range steps along the 'X' axis, red numbers for hard values and blue for soft.
RE: Some suggestions
let's get some function for the arty HQsORIGINAL: warhead2
add the coy leader function to arty HQs so they have a purpose
that is the arty HQ "helps" undisrupt artillery
"Whenever I watch TV and see those poor starving kids all over the world, I can't help but cry. I mean I'd love to be skinny like that, but not with all those flies and death and stuff,"
--Mariah Carey
--Mariah Carey
RE: Some suggestions
I notice that you have included SMG sections (2 SMG) for the Germans infantry and SS infantry, YOU SHOULD ALSO INCLUDE A SIMULAR UNIT FOR THE MOTORCYCLE TROOPS!! The German early WW2 Motorcycle units had these sections also!
Larry
RE: Some suggestions
Coupla things.
Firstly, I'd like unit organisation and other additional info shown in the unit info box on right clicking, as in the HPS games.
Secondly, I'd like a revision of the scale views in 2D with an additional option added. With increased monitor resolutions since the initial release the 2D zoom-out is pointless for anything but the very largest scenarios, with 2D normal serving the purpose zoom-out used to have at 800 x 600. The counters in 2D normal are really too small and hard to see in 1280 x 1024 and above (it doesn't help that the business bit only occupies the middle part of the counter). The game needs another, more zoomed in 2D view to do what 'normal' should be doing, complete with new, larger, unit counters that provide rather more information at a glance.
Firstly, I'd like unit organisation and other additional info shown in the unit info box on right clicking, as in the HPS games.
Secondly, I'd like a revision of the scale views in 2D with an additional option added. With increased monitor resolutions since the initial release the 2D zoom-out is pointless for anything but the very largest scenarios, with 2D normal serving the purpose zoom-out used to have at 800 x 600. The counters in 2D normal are really too small and hard to see in 1280 x 1024 and above (it doesn't help that the business bit only occupies the middle part of the counter). The game needs another, more zoomed in 2D view to do what 'normal' should be doing, complete with new, larger, unit counters that provide rather more information at a glance.
RE: Some suggestions
variable game ending like in SPWAW
mostly for DCGs but it would be useful for some user designed scenarios
mostly for DCGs but it would be useful for some user designed scenarios
"Whenever I watch TV and see those poor starving kids all over the world, I can't help but cry. I mean I'd love to be skinny like that, but not with all those flies and death and stuff,"
--Mariah Carey
--Mariah Carey
RE: Some suggestions
The things I like to see:
* Get the special units working, like airfield units, trains, special engineers, boats, etc etc
* divided ground included in the game with possibility to play in the vietnam war
* possibility to group organisational units together during setupo phase
* possibility for artillery to use counterfire. (firing back at suspected position of enemy artillery)
Cheers
* Get the special units working, like airfield units, trains, special engineers, boats, etc etc
* divided ground included in the game with possibility to play in the vietnam war
* possibility to group organisational units together during setupo phase
* possibility for artillery to use counterfire. (firing back at suspected position of enemy artillery)
Cheers