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RE: Obligitory Wish List Thread

Posted: Mon Jul 28, 2008 9:43 am
by JMass
ORIGINAL: GJK

Ok, the "1 click to attack" feature has got to go - wayyyy to many times do you accidentally attack 1on1 when you're trying to set up a multi-hex attack!

It happens me too a lot of times and sometimes it is difficult to distingue the unit selected.

RE: Obligitory Wish List Thread

Posted: Mon Jul 28, 2008 3:02 pm
by Vypuero
I concur - in fact I can't seem to get it to show the odds for 1 on 1 attacks either - I think I saw them once or twice by accident but can't get it to work again.  Needs to be 1 click - show red arrow and adds - second click = confirms!

RE: Obligitory Wish List Thread

Posted: Mon Jul 28, 2008 3:05 pm
by LuckyJim1006
Agree on the 1-1 attack thing. There does seem to be a feature that lets you get the odds but I'm damned if I can get it to replicate.

To be clear. No auto attacks on left click.

RE: Obligitory Wish List Thread

Posted: Tue Jul 29, 2008 5:59 am
by Magpius
customisable keyboard shortcuts instead of just mouse clicks.
ie:
u=upgrade
r=rebase
i=unit info
a=assign leader
etc....


RE: Obligitory Wish List Thread

Posted: Tue Jul 29, 2008 7:31 pm
by Plainian
Mentioned this in another thread but I'll add it here again. How about limited control of other countries units. Possibly using the event engine?
 
eg Rumania goes Axis and declares war on Russia then Germany selects 3/4 Corps units and takes control of them. They move as if they were German units and can attack as if they were German units? Same with Hungary. Why not Italy as well? eg Event triggers which sends or allows Germany to move  unit (the CSIR) to Russia?
 
Too gamey or open to player abuse? too difficult to programme? 

RE: Obligitory Wish List Thread

Posted: Tue Jul 29, 2008 8:22 pm
by Howard7x
Really enjoying this game so far.
 
1. I agree with the others above, number 1 priority needs to be taking the 1 click attack function away. Seeing as attacking with 1 unit vs 1 unit is in most causes a major loss for the attacker, its a pretty simple mistake to make when your continually right and left clicking units in close proximity. Also the 1v1 odds would be easier to display.
 
2. Units highlighted in the mini map.
 
3. Strategic front line needs to be brighter colour - I see this is already going to be changed...
 
4. When selecting a unit and browsing its stats, in the stats menu, the name of the unit would be handy.
 
Cheers for a cool an addictive game.
 
 

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 12:18 am
by wjthomps
Anyone notice that during the AI turn the combat results box covers the actual battle itself. I'd like to see it moved to one side so that I can see the battle it is referring to.

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 6:34 am
by canton
So here´s my wishlist. Basically it´s a list of things i saw in other WW2 grand strategy titles, but i think they would perfectly fit into RtV:

- Actually you can build everything with your political points. I understand that in a game like this you can´t simulate every ore mine or factory, but please add at least something like the manpower/oil system you have in "Commander Europe at War". It´s a very simple system but it has a huge impact especially on the Axis strategy. At the moment you don´t need to think about how to run your tanks and you can recruit millions of soldiers.

- What i also would like to see is the "oob management" system of Advanced tactics. First of all please introduce HQ units where you can attach Divisions and/or Korps. Actually when you move a Division around it may switch it´s leader depending if it´s in the radius of leader A or leader B; i´d prefer a fixed oob which can be defined by the player like in AT. Colorcodes like in AT would be the cherry on the cake of course :)

- The third point is something you´ve in almost every wargame: different countercolors for a nation. For Germany e.g.: grey the Wehrmacht, black the SS and light blue for the Luftwaffe :)

- Add at least the pbem option. An MP Mode is absolutely necessary today!


These are my four major wishes for the moment. I think RtV is a good game at the moment and for me it´s more fun than SC2 or Commander. But with some tweaks you can create a masterpiece (and sell it for the double price :) ).

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 7:08 am
by doomtrader
List of wishes in my notepad become longer and longer :)
First we will try to debug the game and then we will see what else could be done.
Some of the changes you are asking might be done, of course we will try to make the game become as close to masterpiece as it's possible :)

Thank you all for so positive feedback and advices.

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 8:01 am
by JMass
My add:

Pbem.
The possibility to hide units to see only the terrain.
One defensive bonus (and/or offensive) to units that not move.
A confirm when you click on End Turn.
Formations and Chain of Command (i.e. units in the same formation could launch 2 multiple attacks).
A limitation to give replacements to units pocketed (also if in the pocket are cities that give supply).
Possibility to have back some PPs when disbanding units (i.e. disband one infantry units to rebuild it as motorized one).

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 4:36 pm
by Plainian
Add a port on the map for Crete. It IS important despite what Comrade said in another thread.
 
Maybe there should be a map improvement thread? 

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 5:17 pm
by Toby42
It may have been mentioned before, but you are going to put name tags on the map for cities?

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 5:28 pm
by Anraz
It is already done (as part of upcoming patch).

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 5:37 pm
by Toby42
ORIGINAL: Anraz

It is already done (as part of upcoming patch).

Thanks for the quick reply. I'm getting real close to downloading this game.

Another question? Who's working on the programming if you all are monitoring this board all of the time [:'(]

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 5:56 pm
by Anraz
You know some of us are addicted to the forum ;)  Fortunately it is quite harmless to "gamedev" addiction [:D]

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 6:00 pm
by Toby42
ORIGINAL: Anraz

You know some of us are addicted to the forum ;)  Fortunately it is quite harmless to "gamedev" addiction [:D]

So, do you guys take turns sleeping and monitoring and programming?

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 6:22 pm
by Severian
So, do you guys take turns sleeping and monitoring and programming?
Sleeping... sleeping? What's that? [:D] We don't sleep ;)

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 6:28 pm
by Toby42
As a sidebar, you guys have a good command of the English Language! You sound better than a lot of Americans... [:)]

RE: Obligitory Wish List Thread

Posted: Wed Jul 30, 2008 9:35 pm
by winky51
A couple points...
 
I saw someone mention that every minor nation should have its own rail.  Only major powers should.   A controling major power should be able to rail any allied minor country unit though.
 
I also saw resource/manpower add on.  I think its already incorporated into the game by building better or worst units.  Oil is a much more complex scenario that would require much play testing.  Hindsight really comes into play here.  If any of you went back in time to play the allies Im sure you would not make the mistakes they did.  For example strictly bombing axis oil to cripple their armies.
 
A much simpler solution is this.  Base the maximum # of oil dependent units on the oil available each turn.  This should basically apply for the axis.  The allies had more oil than they knew what to do with.  Their limitation on units comes from the fact they simply couldnt ship enough supply over to support them all, hence the small size of the US army, what was it 89 divisions?
 
So for the germany give them a max equivelent of a 10,000 plane airforce.  Italy 3,000 planes.  If ploesti gets taken the maximum # of planes allowed on the board is reduced.  Or even another method is # of missions + # of tank movements is set based on if ploesti is taken.  Keeps the game simple.  Or even a modifier to combat.  I remember War in Russia had that.