Wishlist for next Steel Panthers?
Moderator: MOD_SPWaW
- V22 Osprey
- Posts: 1593
- Joined: Tue Apr 08, 2008 2:07 pm
- Location: Corona, CA
RE: Wishlist for next Steel Panthers?
One thing to add to my list:
KEEP I repeat KEEP the Battle and Campaign Generator.These 2 features really add to replayability.
KEEP I repeat KEEP the Battle and Campaign Generator.These 2 features really add to replayability.


Art by rogueusmc.
RE: Wishlist for next Steel Panthers?
A rumor? Sales of Generals Edition seems to pace along, even today. Why not? A SP4 ,Its a good rumor even if its not true.
RE: Wishlist for next Steel Panthers?
Work on the gamey loopholes:-
1. Make dismounting troops trigger opfire (like SPWW2)
2. Opfire on tank riders with non-AT weapons
3. Make smoke more variable and less predictable and forcefield-like
4. Remove ability to fire smoke once shots used up
5. Show wind direction and introduce wind strength (faster smoke dissipation sometimes)
6. Priorities for opfire (i.e. tanks only or infantry only, etc)
7. Reduce smoke grenades to WW2 levels.
Make C&C less robotic and more realistic. Introduce waypoints. Increase number of orders when in radio contact with company or battalion command. Allow vehicles to pull back a hex or two after dropping guns without using orders.
Increase arty delay times - too responsive at the moment. Get rid of US 0.1 delay!
More trigger points for designers to use for AI to make it responsive, rather than use up VHs. Make waypoints work for the AI so it uses terrain better in designed scenarios.
Make VCR in PBEM see movement, not just weapon firing (like online play). Troops don't forget what they just saw just because a unit finished the turn out of sight.
Allow AI speculative artillery fire near where movement was spotted. Let AI target onboard artillery for counterbattery.
Let each AI unit fire during it's movement if enemy spotted, rather than move all the AI units first (and all get suppressed) then deciding to do all firing afterwards.
Reduce visibility and opfire ability for turretless vehicles against targets on flanks - no more spinning StuGs of death.
Reduce ability to see right through 150m of trees at 35 vis and above. Lets have 3000m engagement ranges (occasionally) without the weird LOS effects.
Allow troops to re-embark on landing craft without taking along their own wooden bridge.
Aircraft pilot that plant bombs on infantry positions without getting distracted by the first truck that winks at them.
Wishful thinking? Of course! Bring it on![:D]
1. Make dismounting troops trigger opfire (like SPWW2)
2. Opfire on tank riders with non-AT weapons
3. Make smoke more variable and less predictable and forcefield-like
4. Remove ability to fire smoke once shots used up
5. Show wind direction and introduce wind strength (faster smoke dissipation sometimes)
6. Priorities for opfire (i.e. tanks only or infantry only, etc)
7. Reduce smoke grenades to WW2 levels.
Make C&C less robotic and more realistic. Introduce waypoints. Increase number of orders when in radio contact with company or battalion command. Allow vehicles to pull back a hex or two after dropping guns without using orders.
Increase arty delay times - too responsive at the moment. Get rid of US 0.1 delay!
More trigger points for designers to use for AI to make it responsive, rather than use up VHs. Make waypoints work for the AI so it uses terrain better in designed scenarios.
Make VCR in PBEM see movement, not just weapon firing (like online play). Troops don't forget what they just saw just because a unit finished the turn out of sight.
Allow AI speculative artillery fire near where movement was spotted. Let AI target onboard artillery for counterbattery.
Let each AI unit fire during it's movement if enemy spotted, rather than move all the AI units first (and all get suppressed) then deciding to do all firing afterwards.
Reduce visibility and opfire ability for turretless vehicles against targets on flanks - no more spinning StuGs of death.
Reduce ability to see right through 150m of trees at 35 vis and above. Lets have 3000m engagement ranges (occasionally) without the weird LOS effects.
Allow troops to re-embark on landing craft without taking along their own wooden bridge.
Aircraft pilot that plant bombs on infantry positions without getting distracted by the first truck that winks at them.
Wishful thinking? Of course! Bring it on![:D]

RE: Wishlist for next Steel Panthers?
Several items i'd love to see:
1) seperate delay timer settings for messages reporting AFV and Arty fire.
I love to be able to see the rich detail displays here, which of course include the location hit, base % and very importantly....penetration vs. adjusted armor. Unfortunately to see this info properly one must set a large msg delay which makes getting through the morass of small arms fire a timely process making game turns extremely long for the larger battles. Right now the only recourse is for players to turn the delay down or off completely to speed up turns which then denies you any info whatsoever.
2) Tweaking of rout/retreat rules.
I have always thought this was one area where SP:WW2 has WAW beat. Thx to all the various rally/pinning actions/op fire rules, INF units tend to stick close to where they start a turn which leads to bloody decimation of units. In SPWW2, the greater tendancy is for INF units to be routed out positions but intact enough that they can eventually rally and set up new positions with sufficient men remaining to be combat viable.
3) Tweaking of entrenched positions. WAW, using the SP-3 engine (heavily modified) still seems very bloody for soft targets.....see little difference in protection from a INF unit moving or in open terrain vs one entrenched. Makes them fairly easy to snuff out of their positions. (right now only counter is to greatly turn up INF toughness)
4) Improved representation of SPG/fixed turret AFV's vs. turreted AFV's
The famous 180 degree swivel effect of Assault guns and fixed turret Tank destroyers. There seems little penalty for choosing between the two. Ideally it should be much easier to flank them due to the need to move the entire tank vs. just the turret. At the very least the # of shots remaining should be heavily penalized.
5) improved AI
nuff said.
6) more dyanmic campaign/battle generator.
It would be nice if AI OPFORCE generation could be more adapatible in long campaigns for player core battle force that tends to get stronger and stronger as campaign progresses due to exp gains and such. Tends to make later battles far too easy. An optional button here would be helpful.
1) seperate delay timer settings for messages reporting AFV and Arty fire.
I love to be able to see the rich detail displays here, which of course include the location hit, base % and very importantly....penetration vs. adjusted armor. Unfortunately to see this info properly one must set a large msg delay which makes getting through the morass of small arms fire a timely process making game turns extremely long for the larger battles. Right now the only recourse is for players to turn the delay down or off completely to speed up turns which then denies you any info whatsoever.
2) Tweaking of rout/retreat rules.
I have always thought this was one area where SP:WW2 has WAW beat. Thx to all the various rally/pinning actions/op fire rules, INF units tend to stick close to where they start a turn which leads to bloody decimation of units. In SPWW2, the greater tendancy is for INF units to be routed out positions but intact enough that they can eventually rally and set up new positions with sufficient men remaining to be combat viable.
3) Tweaking of entrenched positions. WAW, using the SP-3 engine (heavily modified) still seems very bloody for soft targets.....see little difference in protection from a INF unit moving or in open terrain vs one entrenched. Makes them fairly easy to snuff out of their positions. (right now only counter is to greatly turn up INF toughness)
4) Improved representation of SPG/fixed turret AFV's vs. turreted AFV's
The famous 180 degree swivel effect of Assault guns and fixed turret Tank destroyers. There seems little penalty for choosing between the two. Ideally it should be much easier to flank them due to the need to move the entire tank vs. just the turret. At the very least the # of shots remaining should be heavily penalized.
5) improved AI
nuff said.
6) more dyanmic campaign/battle generator.
It would be nice if AI OPFORCE generation could be more adapatible in long campaigns for player core battle force that tends to get stronger and stronger as campaign progresses due to exp gains and such. Tends to make later battles far too easy. An optional button here would be helpful.
-
- Posts: 15
- Joined: Thu Jul 10, 2008 2:05 pm
RE: Wishlist for next Steel Panthers?
1.SSM's
2. Chemicial weapons (maybe nukes)
3. better graphics.
4. bigger explosions.
5. better ai i guess.
6. more animations
7. more sound fx.
2. Chemicial weapons (maybe nukes)
3. better graphics.
4. bigger explosions.
5. better ai i guess.
6. more animations
7. more sound fx.
RE: Wishlist for next Steel Panthers?
I wish you quit pretending this is going to happen. Damn Im salty!
I will see you on the beach!
RE: Wishlist for next Steel Panthers?
Wishlist?...Hmmm.......I would like night illumination from mortar rounds and adjacent hexes being lit up by fires in a somewhat less abstract manner.
Gosh...I love all the improvements the mods at SPWAW.com have done for the game.

Gosh...I love all the improvements the mods at SPWAW.com have done for the game.

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RE: Wishlist for next Steel Panthers?
For this you can turn on logging (Alt-L) and then check the combat.txt file for the details. Not the greatest solution, but it works. I like your idea of separate settings for the messages.ORIGINAL: Nikademus
1) seperate delay timer settings for messages reporting AFV and Arty fire.
I love to be able to see the rich detail displays here, which of course include the location hit, base % and very importantly....penetration vs. adjusted armor. Unfortunately to see this info properly one must set a large msg delay which makes getting through the morass of small arms fire a timely process making game turns extremely long for the larger battles. Right now the only recourse is for players to turn the delay down or off completely to speed up turns which then denies you any info whatsoever.
Reduce SP:WaW slaughter, "Low Carnage":
Settings: 80Spot,80Hit,100R/R,XXXTQ,110TkT,150InfT,180AvSoft,130AvArm,150SOFire / Command & Ctrl ON / AutoRally OFF
Enhanced http://enhanced.freeforums.org
Depot https://www.tapatalk.com/groups/spwawdepot/
Settings: 80Spot,80Hit,100R/R,XXXTQ,110TkT,150InfT,180AvSoft,130AvArm,150SOFire / Command & Ctrl ON / AutoRally OFF
Enhanced http://enhanced.freeforums.org
Depot https://www.tapatalk.com/groups/spwawdepot/
RE: Wishlist for next Steel Panthers?
I second all of this:
ORIGINAL: Swamprat
Work on the gamey loopholes:-
1. Make dismounting troops trigger opfire (like SPWW2)
2. Opfire on tank riders with non-AT weapons
3. Make smoke more variable and less predictable and forcefield-like
4. Remove ability to fire smoke once shots used up
5. Show wind direction and introduce wind strength (faster smoke dissipation sometimes)
6. Priorities for opfire (i.e. tanks only or infantry only, etc)
7. Reduce smoke grenades to WW2 levels.
Make C&C less robotic and more realistic. Introduce waypoints. Increase number of orders when in radio contact with company or battalion command. Allow vehicles to pull back a hex or two after dropping guns without using orders.
Increase arty delay times - too responsive at the moment. Get rid of US 0.1 delay!
More trigger points for designers to use for AI to make it responsive, rather than use up VHs. Make waypoints work for the AI so it uses terrain better in designed scenarios.
Make VCR in PBEM see movement, not just weapon firing (like online play). Troops don't forget what they just saw just because a unit finished the turn out of sight.
Allow AI speculative artillery fire near where movement was spotted. Let AI target onboard artillery for counterbattery.
Let each AI unit fire during it's movement if enemy spotted, rather than move all the AI units first (and all get suppressed) then deciding to do all firing afterwards.
Reduce visibility and opfire ability for turretless vehicles against targets on flanks - no more spinning StuGs of death.
Reduce ability to see right through 150m of trees at 35 vis and above. Lets have 3000m engagement ranges (occasionally) without the weird LOS effects.
Allow troops to re-embark on landing craft without taking along their own wooden bridge.
Aircraft pilot that plant bombs on infantry positions without getting distracted by the first truck that winks at them.
Wishful thinking? Of course! Bring it on![:D]
Reduce SP:WaW slaughter, "Low Carnage":
Settings: 80Spot,80Hit,100R/R,XXXTQ,110TkT,150InfT,180AvSoft,130AvArm,150SOFire / Command & Ctrl ON / AutoRally OFF
Enhanced http://enhanced.freeforums.org
Depot https://www.tapatalk.com/groups/spwawdepot/
Settings: 80Spot,80Hit,100R/R,XXXTQ,110TkT,150InfT,180AvSoft,130AvArm,150SOFire / Command & Ctrl ON / AutoRally OFF
Enhanced http://enhanced.freeforums.org
Depot https://www.tapatalk.com/groups/spwawdepot/
RE: Wishlist for next Steel Panthers?
Wislist number 1. Release day before year 2050.
- Sgt.Fury25
- Posts: 141
- Joined: Fri Jan 11, 2008 4:13 pm
RE: Wishlist for next Steel Panthers?
Whoa! Lets get that a little sooner please ,Ill be dead by 2050.
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- Posts: 421
- Joined: Mon May 08, 2000 8:00 am
- Location: kouvola finland
RE: Wishlist for next Steel Panthers?
^^ Heh sarcasm, I suppose [:'(]?
- junk2drive
- Posts: 12856
- Joined: Thu Jun 27, 2002 7:27 am
- Location: Arizona West Coast
RE: Wishlist for next Steel Panthers?
Hey Sami nice to see you post. Check the ACW thread at the Depot.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
RE: Wishlist for next Steel Panthers?
I am not playing SPWaW any more but if you include a decent OP-fire filter that may change! See SPCAMMO games!
Artur.
Artur.
"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
RE: Wishlist for next Steel Panthers?
Ice Age coming in 2010.At least Usa scientist presents in not anymore seacret document. Pls can we get new 3d SPWAW immediattly [&o]

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- Posts: 7433
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Wishlist for next Steel Panthers?
Two thing have alway annoyed me about Spwaw
- The poor random game options. For those of you who remember SSIs Kampfgroup, you could generate a good random game with an option to change the type of opposition (arm, inf etc) as well as the terrain.
- The start lines are normally two close to one another, particularly meeting engagements.
RE: Wishlist for next Steel Panthers?
[:D] Annoying SPWAW answer:
Answer on "too close start lines" are take biggest map and you definetly dont get too near start lines [&o]
Answer on "poor random settings" set all preference to 0-100% ,it calculates troop options on map and make your own map with map generator as many times as you get map you like [&o]

-
- Posts: 7433
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Wishlist for next Steel Panthers?
Answer on "too close start lines" are take biggest map and you definetly dont get too near start lines [&o]
Playing a campaign they are always too close.
Answer on "poor random settings" set all preference to 0-100% ,it calculates troop options on map and make your own map with map generator as many times as you get map you like [&o]
I don't want to make my own map, I want the computer to do it. However its been a while since I tried the random generator so I'll have a play.
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- Posts: 7433
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Wishlist for next Steel Panthers?
ORIGINAL: spwaw
Answer on "too close start lines" are take biggest map and you definetly dont get too near start lines [&o]
I've just tried a random battle, actually about 20, and every time the start lines were at most 20 and normally only 9 away from each other. Far to close as it leaves no room for manouvering
ORIGINAL: spwaw
Answer on "poor random settings" set all preference to 0-100%,it calculates troop options on map and make your own map with map generator as many times as you get map you like [&o]
Don't understand what the 0-100% is refering too?
(in reply to spwaw)