What Would You Like?

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Dave R
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Post by Dave R »

Hi Bill and crew.
OK here's my thoughts for a Beyond SPWAW.

I'd like to see a move towards a real time game rather then turn based, or at least a more intergrated turn based game, allowing more responce actions by the non- active side.
One real time game engine that I was realy impressed with was the Microprose X-Com Apocolyps. Something like that would be ideal for me.

A more detailed, but indirect orders system, say based on a way point system. One that can simulate the effect of giving orders to the platoon leader and letting him get on with it and not micro managing each element.

I guess that on the whole I'd like to see a move towards a battle simulator rather then just a game, something like a land combat version of Harpoon.

In times of war we see the worst that man has to offer. But we also see the best that man has to offer.
Moonpie
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Post by Moonpie »

Also Overrun. I think that is missing from this version. Tanks overrunning infantry units.
mme
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Location: Germany

Post by mme »

I know it's a bit strange, but whats about mixing the generated campaign with some kind of "Clash of Steel" or "Axis & Allies" for having global strategies (control over supply pathes, real encirclements and so on...) and economics?

Its just an idea, but I dream of it...

mm


derint dum metuant
PR^Spanjab
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Post by PR^Spanjab »

Really cool te see you asking for this kind of input!

Most of this might have been said already, I didn't have time to read all the thread, sorry!

I would like to see crews with different skills, so perhaps a tank crew could man an AT gun but not vice versa? That would allow a crew to be better than useless after surviving its vehicle's destruction.

The info you can get on each unit should be more standard, for example the penetration with range info etc is very useful but doesn't appear in all records, so is the quantity of each type of ammo.

Naturally putting it into a scalable windows environment so I can play at 1600x1200 is a must Image

If a LAN/internet version is to be done then perhaps it would be possible for the off-turn player to decide whether or not each of their units engage in opportunity fire or if they should wait for a better shot before giving away their position.

I'm sure there are other little things that could be adjusted, but on the whole it is awesome and I would be loathed to make any major changes as you don't want to try to fix that which is far from broken!

Spanjab
Charles22
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Location: Dallas, Texas, USA

Post by Charles22 »

1. An asterisk in the force menu, between battles, to let you know that a unit, while not damaged has an imperfection which doesn't show up in the 'cost'. Upon the next battle, I found a PZI had a faulty engine or suspension.

2.CITIZENS!!! With all the buildings possible, you would think there would at least be some ol' cuss who wouldn't budge, which doesn't even begin to speak about citizens where attacks were by surprise. Perhaps even certain specific individuals, such as mayors could be included, so that protecting a specific territory was 'all-or-nothing'. There are certain situations in war, such as protecting citizens from cruel invadors, that you wouldn't be willing to give up that portion of the battlefield for anything. Perhaps the computer opponent would even specifically be geared to kill/enslave the citizenry, where there would not only be a reason, at times, to hold a town, but also even to pursue a unit in order to liberate the prisoners. Wacky? I don't even know if I like it, but it's sure different.
Big Joe
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Post by Big Joe »

More campaigns, Eagle was great. (thnks for the fix Bill) I would love to see campaigns for the marines, Brits and Aussies in the pacific. And a German and/or Russian east front campaigns. I'd also like to see more detail to infantry, such as uniforms and sqaud formations. Even the ability to break sqauds into half sqauds. The citizens idea is pretty neat maybe even have city militia or police units.
Wild Bill
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Post by Wild Bill »

Hey guys, I'm here...listening and writing. If I don't respond each time, I just don't want to make the list longer. But I'm here, monitoring everything you are saying Image

And I'm writing them down. No guarantees, but definite consideration of your request, that is a promise!

Thanks Ruxius, and all of you for your support of what we are doing. I need to be thanking all of you.

Wild Bill

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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
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Wild Bill Wilder
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Wild Bill
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Post by Wild Bill »

How did you come out in that campaign, Big Joe? You never let me know...Wild Bill

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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
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In Arduis Fidelis
Wild Bill Wilder
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Big Joe
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Post by Big Joe »

Sorry about that Wild Bill. I've been playing it ever since I got the fix and time slipped away! Thought it was great so much better than the pre-generated USMC pacific campaiagn I was playing. MORE PLEASE! Oh real nice taking away the glider drops in Sce.3. I played it with 3 AB plt., 2 Eng sq.3 inf AT Tm's and Jeep 60's. I also took CS-Scotts for support. I fought off the urge to buy better equitment and I think it made my Experience that much better. Thanks once again. I'm off to Tunis. Joe
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Redleg
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Post by Redleg »


The ability to place victory hexes when designing non-scenario maps.

Victory flags and start lines can be placed in non-scenario custom maps..... if you know how.

Go to TGN, Wild Bill's Raiders and read the map-making document posted there by some guy named "Redleg". That will tell you exactly how to do it. The document pre-dates SPWAW but the SP3 instructions work just fine.
Redleg
Mortis
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Location: VA

Post by Mortis »

How about the ability to pick your units movement hex by hex? Say, hold the shift or control key and click on the route you would like the unit to take (maybe highlighting the hexes as you indicate them), then press "move"...the unit then follows the pre-designated move...

Im new to spwaw, but I am an old time SP fan and SL player from about 1980 on...I really like the new improvements so far...now if I could just get someone to fix Red Baron, Id be set...
Mortis
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Post by Mortis »

Also, maybe a setting for your opp fire to trigger only on hard or sort targets...hate my tigers firing main guns at inf, but I would like them to firing MGs at the squishies...

Thanks for asking Bill, think Im gonna like it here Image

Mort
Wild Bill
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Post by Wild Bill »

Make yourself comfortable, Mort. You're welcome here anytime, with good news or bad Image

I noted your ideas. I like moving my units one hex at a time and checking things out when in Indian country.

And since you are new to SPWAW you might want to know there is a stealth feature. By moving one hex at a time you can creep up on the enemy, especially recon and snipers and THEY DON'T SEE YOU. I've gotten more than one tank with a close assault that way.

Never could do that before in SP!

Drop by often.

Redleg, Big Joe, comments read. Thanks. When you get back from Tunisia, You'll be headed either to Crete or Japan, your call (G).

WB


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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
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In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
Alastair at Work
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Post by Alastair at Work »

Bill,

I would love to see some kind of accompanying campaign software as a couple of people here have already mentioned. I have created a rather clumsy campaign using a grid like map on Excel and a long winded set of "rules" - it works ok, but it is just too difficult to manage. For those of us who would like to extend our pbem battles into something linear - a progression with strategic effects of our defeats or victories it would be excellent, and I think many players would value the idea. Single battles are great, but combining them would be even better. It could be on a small or large scale - if I were a prgrammer at all I would do it myself, but unfortunately I am not .:-( This would only, of course, be for players willing to put many months into fighting a series of battles, but I think there are a fair few out there who would.

Thanks for all the work Bill. Much appreciated.

Cheers
Al
3rd Recon
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Post by 3rd Recon »

Hi Bill..
I would like to see the al have an organized TO&E. That is, sometimes(for example) in the pacific battles/campaigns, the Japanese come at me with more tanks than I've ever heard them use. I know the computer cant buy a whole brigade, but niether can we. Europe for example would have the Germans use more trucks in the early war years and more horse drawn equipment in later war years. At least for the al.
I would love to see fire spread. I remember when they added that to SL and I loved it. I almost never use Flamethrowers but if the fire could spread it would add smoke and mayham. I think i read there is a routine for wind in the air drops, so maybe it could be used at the beggining of a turn to see if a fire will spread or smoke will drift.

Thanks for the great game Image
3rd Recon
Juggernaut
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Post by Juggernaut »

Hi Bill,

Would like to see you guys concetrating more on the Russo-Finnish wars (Winter War 1939-40, Continuation War 1941-1944).

Scenarios that concentrate on Russo-Finnish front.

Please, include the Molotov cocktail which was widely used for TD in Winter War.

It would be nice to see somesort of limited fighter combat, fighter vs fighter, fighter vs bomber?

I'll write more later when I have time Image
Incendiary
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Location: Tampere, Finland

Post by Incendiary »

I'd like to occupy enemy vehicles and/or guns, and also get the original crew back to the mortar after the enemy has been dealt with and see what they can salvage.

I'd like an easier campaign and/or beginning for the existing campaigns.

I'd also like an autosave feature or a "restrainment" for the ALT+F4 combination, since i'm fed up with clicking both buttons at a time and effectively shutting the game after 4 hours of gameplay.

Otherwise, quite a nice game, especially since it's free.

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Indecision is the key to flexibility.
Indecision is the key to flexibility.
Poseidon
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Location: WA

Post by Poseidon »

-How about an Infantry/Armor toggle for the AI to determine it's force selection bias at the start of a campaign?


Big Joe
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Location: Colorado

Post by Big Joe »

Bill, My wife is from Greece so Crete would be Good (I could tell her I'm fighting for her homeland and play longer), Though I prefer Pacific. And how about taking the engine down to 1914 to cover WWI.
renwor
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Post by renwor »

That was dangerous idea you came up with Bill Image But ok. I guess we are kind of your beta testers for engine that could power other games? Ok with me!!! Doesn't happen often you could customize your future game .

I guess lot of my points were mentioned already here or in other threads, but I'll give them a vote, so that to influence preferences. So add one vote for : (each)

1. Select/forbid ammo type
2. Set preferences for opportunity fire
(ok, much of it could be achieved by 1.
AI doesn't fire AP at infantry, does it?)
3. Order "retreat upon receiving fire" for some special units .. recon, snipers ATR teams etc.

4. Beter core force management ... ditch useless formations.
( I can use AT guns at start, but later Tank Destroyers would replace them, even if at cost of full experience loss)
5. more "right click" info on units in batlefield: loaded units, slope angles for enemy, at least base "penetration" of main weapon
6. Battlefield overview map. The current is almost useless.

7. NOW HOLD YOUR BREATH!!!
CAP
(like in "combat air patrol")
I would like the possibility to purchase fighters (it's there) and to assign them to cap over battlefield. Ok, I'll make other thread for this.

8. Some "popup" with new available units in upgrade screen. (as in Panzer General) Or inique naming for units.
Units sometimes have same name like "Infantry sqad" but "Infantry Sqad 1940" is quite different from one in 1944. Sometimes in campaign I may find I have still ATR and 1903 rifles for my infantry, when I could have Garands and bazookas.

Enough is enough

renwor
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