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RE: MCS User WISHLIST

Posted: Tue Jul 29, 2008 3:22 pm
by borsook79
Sound
-Allow for adjustment of the volume of in-game audio - would be great if you want to listen to some music while playing while still hearing the sounds.

User interface or General
- The game should remember settings like unit bases, thermometers etc

- When conserve AP for firing is set to on, and the unit has too few AP to fire anyway it should be possible to move it without turning off the conserve option.

- The game when run changes the colour scheme of Windows, it would be nice to be able to disable this.

- Autosave feature in campaigns could allow for at least starting the last map from the beginning - now it's very hard for new players, if they screw something up by accident they have to start the whole campaign from scratch.


RE: MCS User WISHLIST

Posted: Fri Aug 01, 2008 11:49 am
by kool_kat
Suggestion on revising the Rising Sun Banzai rules (CS version)

Here is what Wikipedia stated about Banzai assaults:

"Early in World War II, Japanese banzai charges had proven effective as an offensive infantry tactic against poorly-trained Chinese soldiers armed mostly with bolt-action rifles and hand-to-hand combat weapons. Against Allied troops armed with semi-automatic rifles and machine guns, the banzai charge proved to be costly, despite having a chance of success, and its use was largely discontinued, except as a final suicidal gesture by surrounded Japanese forces."

So, I agree that the Banzai assault (CS version) is unrealistic, but playing the Japanese, I would like to have the option of utilizing the Banzai assault either in a very restricted manner (ex. 1-2 times per game) or with surrounded Japanese units + leaders. I would also reduce the chances of a "successful" Banzai assault.

IMHO, this would eliminate the unrealistic utilization of the Banzai assault as a regular offensive tactic and instead would restrict its use as "... a final suicidal gesture by surrounded Japanese forces." It would also keep the Allied troops "on guard" against a final, desparate Banzai charge by a surrounded enemy that had a chance of inflicting some casualties and a momentary setback.

It is also difficult to get persons to play RS because of the belief that the current Banzai rules turn the Japanese troops into "supermen" causing unbalance in the scenarios. I know several DYO scenario developers that severely limit the number of Japanese officer units to reduce Banzai assaults in their games.

Anyway these suggested changes could be incorporated into the pending game patch?

What do you folks at Matrix think about this suggestion?


RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 12:52 am
by 1925frank

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 2:33 pm
by schaef
I hope that the game will allow the motorcycles to move without a rider (This is now allowed with the horses)! I was very disappointed that this was not included in 1.03!!

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 4:22 pm
by Deputy
ORIGINAL: schaef

I hope that the game will allow the motorcycles to move without a rider (This is now allowed with the horses)! I was very disappointed that this was not included in 1.03!!

[:D][:D][:D] I know you are joking about this. Thanks for the insertion of some humor. That's a good one. Haunted motorcylces moving around by themselves. Heck....we could have a "haunted battalion" that is run by zombies. Maybe a "phantom brigade" of dead soldiers that is invulnerable to being killed. WOW!!!! That would be so cool!!![8D]

BTW....horses move because they don't need riders to move. Next time you see a motorcycle zooming down the street with no rider, please take a picture of it. Ripley's will definitely give you a big reward. [:D]

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 4:39 pm
by R_TEAM
Hi,
 
he,he .. motorcycles without raiders in move .. very funny ;)
 
But i musst say btw. , moving horses without riders is a bit silly too ..
Not the move from the horses alone is silly .. but the "controlled" move from Horses without
riders is a bit out of reality.Maybe distant Mind control ....
 
R_TEAM <Aka R-TEAM>

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 4:45 pm
by borsook79
ORIGINAL: Deputy
BTW....horses move because they don't need riders to move. Next time you see a motorcycle zooming down the street with no rider, please take a picture of it. Ripley's will definitely give you a big reward. [:D]
But this is nonsense... horse not only move on their own, which they indeed can, but they move as the player wishes. This is further from realism than making them unmovable.

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 4:55 pm
by Deputy
ORIGINAL: R_TEAM

Hi,

he,he .. motorcycles without raiders in move .. very funny ;)

But i musst say btw. , moving horses without riders is a bit silly too ..
Not the move from the horses alone is silly .. but the "controlled" move from Horses without
riders is a bit out of reality.Maybe distant Mind control ....

R_TEAM <Aka R-TEAM>

I agree 100%. Horses making "intelligent" moves is right off Fantasy Island. It SHOULDN'T be in the game and I'm a bit surprised it is. Is this something in the new patch or has it been that way for a while? I never really bother with horses unless they are hauling something. Then they become soft targets that are destroyed rather easily.

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 4:57 pm
by Deputy
ORIGINAL: Borsook

ORIGINAL: Deputy
BTW....horses move because they don't need riders to move. Next time you see a motorcycle zooming down the street with no rider, please take a picture of it. Ripley's will definitely give you a big reward. [:D]
But this is nonsense... horse not only move on their own, which they indeed can, but they move as the player wishes. This is further from realism than making them unmovable.

Horses moving "intelligently" if they are manned by a crew makes sense. Horses that have no crew should only move randomly, if at all, and wih NO control by the player. If horses are being guided with no crew/riders, then something is VERY wrong and needs to be corrected.

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 6:38 pm
by 1925frank
I don't know what the thinking was, but I thought the thinking was that a few people could move a number of horses, so there are people guiding the horses, just not combat people.&nbsp; A motorcycle would require at least one person per motorcycle.

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 8:42 pm
by scottintacoma
Calvary units left handelers with the horses. They would not be left unattended.

Scott in tAcoma


RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 10:01 pm
by schaef
I was not making funny about the Motorcycles!!! Have studied the German Army organizations for 25 years I know it to be a fact that each motorcyle in the German Army Motorcyle Infantry units had a Driver! This allowed the motorcycles to be available for quick remount for movement if and when needed.
(See "KradSchutzen" by Hasso Erb for a detailed listing of all men and vehicles in a 1941 Kradschutzen Kompanie). The motorcycle Platoon of 1941 had 14 motorcycles with sidecars and had 14 drivers (one for each motorcycle which carried the Schutzen and their weapons). Just as all trucks in Schutzen kp's had drivers so did the motorcyles.

RE: MCS User WISHLIST

Posted: Sun Aug 03, 2008 11:11 pm
by Deputy
Well either these horses are ridden or dismounted. If they are dismounted, then they shouldn't be moving around at all. I don't care if someone is detailed to keep an eye on them. And if an artillery barrage starts raining down, I guaranty that "someone" is gonna be deep in the nearest hole and to he** with the horses.

RE: MCS User WISHLIST

Posted: Mon Aug 04, 2008 4:13 am
by borsook79
ORIGINAL: Deputy

Well either these horses are ridden or dismounted. If they are dismounted, then they shouldn't be moving around at all. I don't care if someone is detailed to keep an eye on them. And if an artillery barrage starts raining down, I guaranty that "someone" is gonna be deep in the nearest hole and to he** with the horses.
If they is somebody there (at least 1 person per 5 horses), the horses can be moved. But they should move in such a case at a reduced speed.

RE: MCS User WISHLIST

Posted: Mon Aug 04, 2008 1:09 pm
by Deputy
The restrictions should be very heavy on movement if it is to be allowed. If they are under fire, whether direct or not, no movement should be allowed, and that should hold for at least two turns. The maximum movement even when not under fire should be 1 hex per turn. That is the only way I could see making this thing work with any realism.

RE: MCS User WISHLIST

Posted: Wed Aug 06, 2008 9:25 pm
by missionman
Is there or could there be an objective type that specific troop types (typically engineers) could obtain and hold for a set number of turns to simulate destruction of same and then leave the hex having claimed the objective value?

Asset Objectives

This item was aired sometime ago, well ok a long time ago (Jason Petho, Craig Foster) apologies for repeating but may be of interest to someone.

Generally these units are created as fixed assets such as munitions, vehicle depots and other such assets (radio installations, parked aircraft, V1/V2 rockets, gun emplacements or whatever else you can imagine) and given no movement, and depending on the type of asset a suitable level of VP, limited return fire and strength to suit within the unit files.

Similar items as pill boxes and guard towers could also be created to guard the assett objectives.

The intention is to provide an alternative to geographical objectives and others that 'run away', to suit the commando/LRDG style raid scenarios of attack, destroy and escape rather than having to hold a location. Even in large campaigns such as the Ardennes,such objectives were present.

It also provides an element of search and destroy game play, they could be sought out, located and air strikes/naval bombardment be called in.

The asset could even be a historic figure!

RE: MCS User WISHLIST

Posted: Thu Aug 07, 2008 11:18 am
by Jason Petho
ORIGINAL: missionman

Is there or could there be an objective type that specific troop types (typically engineers) could obtain and hold for a set number of turns to simulate destruction of same and then leave the hex having claimed the objective value?

Asset Objectives

This item was aired sometime ago, well ok a long time ago (Jason Petho, Craig Foster) apologies for repeating but may be of interest to someone.

Generally these units are created as fixed assets such as munitions, vehicle depots and other such assets (radio installations, parked aircraft, V1/V2 rockets, gun emplacements or whatever else you can imagine) and given no movement, and depending on the type of asset a suitable level of VP, limited return fire and strength to suit within the unit files.

Similar items as pill boxes and guard towers could also be created to guard the assett objectives.

The intention is to provide an alternative to geographical objectives and others that 'run away', to suit the commando/LRDG style raid scenarios of attack, destroy and escape rather than having to hold a location. Even in large campaigns such as the Ardennes,such objectives were present.

It also provides an element of search and destroy game play, they could be sought out, located and air strikes/naval bombardment be called in.

The asset could even be a historic figure!

While not "Asset Objectives", there are high valued, victory point, new platoon types that would fit the bill. Camps, Supply Depots, Supply Trains, Airfield Aircraft, "Personage", etc etc.

Jason Petho

RE: MCS User WISHLIST

Posted: Sat Aug 09, 2008 3:09 pm
by dgk196
Not so much an item or a new function.......

The establishment of a group responsible for addressing the 'airpower' aspects of the game.

With the goal of expanding the level of detail relative to 'air units' and identifying and adding the elements for
simulating 'airpower' at this level.

Dennis [&o]

RE: MCS User WISHLIST

Posted: Wed Aug 13, 2008 11:25 pm
by rich12545
Add mouse wheel zoom functionality.&nbsp; You can check with the devs at toaw for help if needed.

RE: MCS User WISHLIST

Posted: Thu Aug 14, 2008 2:18 am
by Eagle Strike
1. Allow the "hot spot" to move onto and/or track artillery when it hits an unoccupied hex during the replay.

2. Have a hot key to toggle the display of hexes reachable by selected unit when choosing to use "double time" movement