What direction would you like to see ATG go?

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Tac2i
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RE: What direction would you like to see ATG go?

Post by Tac2i »

Suggestion: A bottom panel that slides out the way so you can see more of the map.
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gazfun
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RE: What direction would you like to see ATG go?

Post by gazfun »

To be able to code features in this game, and a if you like a more user friendly way of doing this right for us non coders out there. There is a lot here not explained. And although WW2 is good, would be great to be able to code other historical areas other than WW1 or WW2 with this game
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gazfun
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RE: What direction would you like to see ATG go?

Post by gazfun »

Another feature I would like to see where there is large map games, multiplayers only in one side or the other type game, where 3 players control side A and 3 players control side B. This would be ideal in ACW where there are differing theaters of operation or "war in the east" or "war in the west" for that matter. Using the same password system for each player where it can be changed in case a player goes away temporarily for example.

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Khanti
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RE: What direction would you like to see ATG go?

Post by Khanti »

Rulervar that grants that AI units (except HQ) will not contain more than 8 kind/branches of SFTs (for human player to view them all at glance).
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There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown. 
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RE: What direction would you like to see ATG go?

Post by GaryChildress »

Not sure if this has ever been suggested but how about being able to design warships? For example we can now design tanks and things like that. It would be really cool to be able to design warship details such as for battleships whether we want to go with 15", 16" or 18" guns, amount of belt armor, boilers (speed) etc. Maybe have a "Ship Designer Window" where we can sort of plug in variables to come up with different types of ships. Maybe it wouldn't be possible for ATG but maybe it might be an idea for AT Platinum.
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Vic
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RE: What direction would you like to see ATG go?

Post by Vic »

ORIGINAL: Gary Childress

Not sure if this has ever been suggested but how about being able to design warships? For example we can now design tanks and things like that. It would be really cool to be able to design warship details such as for battleships whether we want to go with 15", 16" or 18" guns, amount of belt armor, boilers (speed) etc. Maybe have a "Ship Designer Window" where we can sort of plug in variables to come up with different types of ships. Maybe it wouldn't be possible for ATG but maybe it might be an idea for AT Platinum.

The same game features and rules used for tank design could just as well be used for ship design. I just never found the time to implement them. Models for everything is planned for the final ATP game and any experimentation done now by modders would be helpfull to determine what works well and what does not. Documentation is a bit sparse: http://www.vrdesigns.nl/atwiki/doku.php ... &s[]=model but taking a good look at the current tank models in New Dawn will help.

best wishes,
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RE: What direction would you like to see ATG go?

Post by arditidagger »

Id like to see more multiplayer options. Also, more of a rpg feel. Perhaps a single leader counter with a pic, history and stats to fluctuate and modify. Also, along with the climate fluctuations; how about disease, plague, radiation (tactical nukes) and the effects on units. This game has huge possibilities. Keep up the great work.
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Author of: "Italy at War: Uniforms, Weapons and Ephemera". "Japan at War: Uniforms, Weapons and Ephemera". "Italy's Battle Rifle" and "Germany at War: Uniforms, Weapons and Ephemera".
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Jeffrey H.
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RE: What direction would you like to see ATG go?

Post by Jeffrey H. »

An improved map generator for random games where we no longer have isolated parts of an island or land mass belonging to different regimes. Perhaps this should be an option, something like "land masses hold 1 regime only" or something like that.
History began July 4th, 1776. Anything before that was a mistake.

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RE: What direction would you like to see ATG go?

Post by arditidagger »

How about a spy or saboteur unit/counter that can move through enemy units and attack resources/cities? It would require the nation on the receiving end of the saboteur unit to garrison behind the lines/interior and perhaps search for the unit.
Author of: "Italy at War: Uniforms, Weapons and Ephemera". "Japan at War: Uniforms, Weapons and Ephemera". "Italy's Battle Rifle" and "Germany at War: Uniforms, Weapons and Ephemera".
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RE: What direction would you like to see ATG go?

Post by GaryChildress »

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.
 
 
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RE: What direction would you like to see ATG go?

Post by Jafele »

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.



Excellent idea!
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tinjaw
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RE: What direction would you like to see ATG go?

Post by tinjaw »

I agree with the overwatch idea. I was thinking about how it works in Panzer Corp, which I've been playing along with ATG lately. I suggest that when you put an artillery unit on overwatch (which I personally would call Direct Support), then whatever APs are available should go toward a reactionary bombardment before the direct fire combat.
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RE: What direction would you like to see ATG go?

Post by arditidagger »

How about individual landmarks that "stand out". Perhaps a list of single hex landmarks that are placed randomly (10-15 hexes apart) that give some personality or morale boost (?) or combat boost if a unit is within an area. It would add visual interest to the map as well as be potentially important tactically/strategically. Some of the landmarks/hex sites could be statues, famous forests (trees), famous buildings, caverns, etc. Ones imagination could go wild with this option, but I believe it could make for another layer of concern and/or interest in playing a game. Perhaps an in-game list that can be added to by both developer and amateur gamer alike. Perhaps, it could be a national monument area that has particular relevance to the owning nation. Additional pp's added to the coffers if controlled by a particular nation? just a thought.
Russ
Author of: "Italy at War: Uniforms, Weapons and Ephemera". "Japan at War: Uniforms, Weapons and Ephemera". "Italy's Battle Rifle" and "Germany at War: Uniforms, Weapons and Ephemera".
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Vic
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RE: What direction would you like to see ATG go?

Post by Vic »

Note to self: At one point big overhaul of logistics, anti-supply and supply system and way production is shipped without logistical cost.
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RE: What direction would you like to see ATG go?

Post by Kaldadarnes »

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.


+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though
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Vic
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RE: What direction would you like to see ATG go?

Post by Vic »

ORIGINAL: Kaldadarnes

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.


+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though

Remember that any artillery inside the hex will participate in battle and they are rear-area sftype's meaning they will usually stay out of harms way during the battle. (unless enemy breaks through the lines - see wiki for combat calc. details on rear-area and breakthrough)
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RE: What direction would you like to see ATG go?

Post by tinjaw »

Remember that any artillery inside the hex will participate in battle and they are rear-area sftype's meaning they will usually stay out of harms way during the battle. (unless enemy breaks through the lines - see wiki for combat calc. details on rear-area and breakthrough)

Yes, but in my case/request, I am talking about artillery that is one hex away. It is in range to strike the enemy before they attack at no risk of loss to themselves. Basically it would work as a normal bombardment, but at a reduced effectiveness.
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RE: What direction would you like to see ATG go?

Post by Josh »

ORIGINAL: Kaldadarnes

ORIGINAL: Gary Childress

Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired.


+1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though

Yes well I used to think the same way. There were games I had that had this feature, AT didn't have this so I learned to live with it. And when you come to think of it, you don't really need it. What you are doing is instead of using the Arty action points during your turn, you're saving action points so you can deliver a bombardment during your opponents turn. You're switching your action from your turn to your opponents turn.
So while I certainly don't object this feature, after all it's pretty cool, it's not a big game changer IMHO.

Oh hang on..rereading Tinjaw's post... when you are talking about Artillery that is way back (1-2 hexes) things are different ofcourse. That unit normally wouldn't be able to participate in combat, so yeah in that case "artillery overwatch" wouldn't be such a bad idea at all. [:D]
Probably lots of hard work to implement?
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RE: What direction would you like to see ATG go?

Post by tinjaw »

Josh,

I would like to see defensive fire any time there is combat and an arty unit is in range of the attacked hex.

For example. I have an infantry division in a hex. I have an artillery brigade in the adjacent hex. There are three enemy divisions surrounding my infantry division. I don't want to use my arty just to attack one division. I want to save my arty, so when all three divisions attack my unit, my arty preemptively strikes all three enemy divisions as they enter my infantry division's hex, before regular combat is handled. I get a chance to weaken their attack my bombarding them as the approach my unit to attack.

So, I envision, choosing to click on a button to put the arty unit on direct support, and any APs are used to bombard an enemy attacker much like fighters intercept.
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RE: What direction would you like to see ATG go?

Post by cpdeyoung »

This will require significant play testing for balance issues. The balance I refer to is Offense-Defense of course.

Chuck
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