Page 11 of 16

RE: Wishlist

Posted: Tue Sep 26, 2017 11:58 am
by Jason Petho
The game is changing... and that's OK.


RE: Wishlist

Posted: Wed Sep 27, 2017 7:26 pm
by MrRoadrunner
Except for that one thing, Mrs. Lincoln, how was the play? [>:]

RR

RE: Wishlist

Posted: Wed Sep 27, 2017 7:57 pm
by Jason Petho
Won't change.

There's always that.

Yay!

RE: Wishlist

Posted: Wed Oct 04, 2017 8:56 pm
by Three63
Good day Legion, I saulte your Tribuni Angusticlavii and once again give my humble input. 1) I was watching something here on The Yom Kippur War (It's the 44th anniversary of the war on the 6th of this month) and it talked about something worth mentioning about the deciding Tank battles in the Sinai between the Israeli Centurions and Egyptian T-55s. Watch from 27:00 on. It said in the dunes the Centurions had a advantage because of the arc of their gun which allowed them to have more cover behind dunes while the T-55's had a lower profile and the arc of their gun that made them a bigger target when coming out from behind dunes. Why not have T-55's or the like have a penalty in dunes and still be normal in sand?

2) Also a other idea for way in the future, why not have overall proficiency % checks for all units every start of a scn. (were they would be ranked by random or not random idk) or Officers in every platoon that affect rolls? It could be a hidden stat in the background. It could simualte having good men in that platoon by chance (or a good c.o, Lt.) and it would be consistent through the whole scn. giving a bonus and even a pentalty to the base value of each unit. Units could also be effected if they're C, B, A and take on their basic Soft Fire, etc and then be affected by the check. An example could be, Rifle Platoon proficiency check =B85% (for a penalty) or =B110% (for a bonus), 100% would be the base value of the units normal stats. Other units without A, B, C would have their stats affected the same way based on a % change of their normal stat value.

A extra side note to that, the modder could maybe give a overall quality range it could fall between for each force/formation or even unit in a scn. Maybe some formations would be elite also and have better checks/ranges (example, units of the 23rd Tank Bat. have a range = 90-115% Proficiency Check at start of game), or depending on the nation, time period or what he wants in the given game. I notice only Rife Platoons have A, B, C experience indictors. The proficiency check idea could give an edge to certain Tank Platoons, Formations (units without A, B, C like Rifle Platoons) like the skilled, heroic Israeli Tank crews on the Goaln during the YKW. It could create a more historical result if done right.



That way every unit that is not a Rifle Platoon does not need three A, B, C units for the same type of unit/Platoon. This idea would help a given piece of equipment still have the same capability and stats while adding in the human variable that happened in real life that would effect what occured in battle. Connected to idea 4, maybe have the proficiency affect if a Tank (and other Hard Target, Equipment based units) hits it's target and then have the Tanks normal 100% stats rolled to see if it went through the other Tanks armour to have more balance, since it has a % increase in the units stats when in reality the equipment would stayed the same capability wise; or just keep it how it is since I guess Range plus Hard Fire abstracts that idea to start off with anyways, idk. Just an other long winded Idea I wanted to mention to you guys.

3) For a simpler idea, short term solution for the same area I'm talking about, I only really see Officers for Bat. and above in formations. Maybe more Caps. should be put out there in more scns. and particularly in GH YKW tank heavy games?

4) This one is more of a question, is there two rolls when tanks (+other hard targets) loss SPs? Is there one to see if it hits the other tank and an other if it went through the armour and scored a kill? I guess it would be more of a headache then help to do that. Just asking if that's what's going on.

THanks I won't give any more ideas after this for a while. I'm kinda going overboard, I already gave a major list of ideas in my last post.

RE: Wishlist

Posted: Wed Oct 04, 2017 10:32 pm
by Three63
Edit: October, 4th. I clarified the language some. You might want to reread it cause I made alot of edits to the original post.

RE: Wishlist

Posted: Wed Oct 04, 2017 10:46 pm
by Three63
Wishlist request, how about a PLO vs Jordan scenario in the future?

RE: Wishlist

Posted: Wed Oct 04, 2017 11:10 pm
by Jason Petho
ORIGINAL: Three63

Wishlist request, how about a PLO vs Jordan scenario in the future?

That's definitely on my hit list.

I just need to do the map for it.

There is one scenario that deals with Jordan and Syria related to the PLO in Jordan. I think it is best played as Jordan against the Syrian HAL.

RE: Wishlist

Posted: Thu Oct 05, 2017 1:29 am
by Crossroads
ORIGINAL: Three63

3) For a simpler idea, short term solution for the same area I'm talking about, I only really see Officers for Bat. and above in formations. Maybe more Caps. should be put out there in more scns. and particularly in GH YKW tank heavy games?

Alan's Ode to Divided Ground scenarios often have more Leaders, especially for Tank Coys. Have a look, if you haven't yet.
ORIGINAL: Three63

4) This one is more of a question, is there two rolls when tanks (+other hard targets) loss SPs? Is there one to see if it hits the other tank and an other if it went through the armour and scored a kill? I guess it would be more of a headache then help to do that. Just asking if that's what's going on.

Not as such, but with Armored Facing optional rule used, there's the specific armor capability of the particular facing used. So if you like that, make sure the rule is toggled ON. It is on by default.
ORIGINAL: Three63

THanks I won't give any more ideas after this for a while. I'm kinda going overboard, I already gave a major list of ideas in my last post.

Keep these ideas coming, folks. You too, Three63 [:)]

RE: Wishlist

Posted: Fri Oct 06, 2017 2:36 pm
by Three63
THanks. + Wishlist for future scns., Lebanese Civil war scns. Like Israel vs Syria, or Lebanese vs Lebanese. Also the Iran (is Iran even in the order of battle?) vs Iraq war. btw under the graphics folder what are the AD# pictures used for?

RE: Wishlist

Posted: Fri Oct 06, 2017 2:43 pm
by Jason Petho
The Iran/Iraq War will be a DLC that is going to be sometime in 2018.


RE: Wishlist

Posted: Fri Oct 06, 2017 3:30 pm
by Three63
I'll buy it since you guys update with patchs so much and this is my fav wargame, but how much will the cost be? A other scn. I would request is Kurdish, PLO or a other kind of Insurgency scn. small or med. Connected to a post from the other day, I played that Jordan vs Syria PLO related scn. Black September Intruders PBEM as Syria and it worked fine. You don't need only AI to play it right IMO.

We had a CSME tournament at The Blitz Wargaming club last year/this year and all those tourney scns. were fun to play also.

RE: Wishlist

Posted: Fri Oct 06, 2017 6:42 pm
by Jason Petho
I don't know what the price will be, but I don't expect it to be too expensive.

The primary focus of the DLC will be the Iran/Iraq War. I'm not sure what else will be included in that DLC.

RE: Wishlist

Posted: Fri Oct 06, 2017 6:44 pm
by Jason Petho
Typically with the UPDATES, we include additional free scenarios (Alan is including some!).

This time, I won't be adding any new ones as this 2.00 UPDATE is all about the Folder restructuring, User Interface remake, graphics upgrade, AI enhancements and the Event Engine.

RE: Wishlist

Posted: Sat Oct 07, 2017 4:01 am
by Crossroads
The "Crisis in Sirte" UK vs Libya scenarios will be included as stock scenarios now. The one's I put to Mods and Scenarios forum have been played quite a few time, there's been some great feedback on how to improve them further, and, especially the first one, they will receive the Events Engine treatment.

And as Jason pointed out, Alan's various Ode to AIW / DG / October War will be tested to be 2.0 compliant, and included in the release.

RE: Wishlist

Posted: Sat Oct 07, 2017 11:54 pm
by Deepstuff3725
As a "wishlist" item, I'm wondering at some point if you could make some kind of "setup phase" available, as an option of course, at the start of scenarios?

I've seen other games where you get to place your units in a setup mode prior to the battle starting. And I've seen this occur in many board game scenarios where it may call for the defender to place their units first, in a specified range of hexes, then the attacking player can place their units along a board edge.
With this option toggled on then each side would have no idea where the opponents forces are going into turn one, adding to the Fog of War.
Not sure if the AI could be programmed to handle rearranging of units in a setup phase before a scenario starts, or if adding such a setup phase to the game engine is even possible?

Another option... how about allowing for multiple initial setups of forces for each side for a particular scenario? Maybe even allowing scenario creators to give percentages to them on how likely they will get used in that particular scenario. Then when the scenario starts, one of the initial force placement options is picked at random?

One more option... allowing the player at the start of the scenario to pick from a few initial scenario placement options for their forces, and once each side has selected the one they want, the scenario begins. This could add to scenario replayability, because with fog of war on, you won't know how the enemy is positioned going into turn one.





RE: Wishlist

Posted: Sun Oct 08, 2017 10:40 am
by Deepstuff3725
After posting that item above I figured there is a way to allow for a "setup phase" in the game now. By making all the attacking units "fixed" for a number of turns, this would give the defender some turns to reposition their forces and prepare for an assault. No problem...

One more idea, perhaps some day down the road..... How about the possibility of more detailed after action reports, or stats? A breakdown of kills achieved and losses taken per organization, and down to the platoon level? And maybe make this viewable during a scenario?



RE: Wishlist

Posted: Sun Oct 08, 2017 10:48 am
by Crossroads
Cheers Deepstuff, those are all neat ideas [:)]

RE: Wishlist

Posted: Tue Oct 10, 2017 9:31 pm
by Three63
I notice my scouting units always get thrashed and smoked. I'm playing a game were my Jeeps w/ mg always get wiped out by tanks. Maybe those units with Agile should get a better bonus to doge tank shots. It would seem hard to hit them in real life idk.

I know sighting units always happens at the end of a turn with the scouting unit having to end their turn within sight of enemy units to spot them. That always leaves them venurable, why not have a extra ability button to help out? Have the scout ability on the tool bar and have units be able to use it and spend APs to sight units from a given spot instantly mid turn. Then they can split and back off that way rather then sit there at the end of a turn to be wiped out. The units spotted may or may not spot units that will have a ?.

You understand what I mean? Anyways, thanks. I like the new LOS rules a lot. Much better then the past CS where you could always 'cheat' and find out what a unit will see from a given spot. Helps tactics out in the game to not know if a unit will be exposed if going into a given spot.

RE: Wishlist

Posted: Tue Oct 10, 2017 9:38 pm
by berto
ORIGINAL: Three63

I know sighting units always happens at the end of a turn with the scouting unit having to end their turn within sight of enemy units to spot them. That always leaves them venurable, why not have a extra ability button to help out? Have the scout ability on the tool bar and have units be able to use it and spend APs to sight units from a given spot instantly mid turn. Then they can split and back off that way rather then sit there at the end of a turn to be wiped out. The units spotted may or may not spot units that will have a ?.
Already implemented and sneak peeked here.

See also here and here.

Finally, this (and following) and this:
ORIGINAL: berto

Oh, one more thing: Recon units are newly harder to hit (the likelihood is reduced of any enemy opfire scoring a hit).

So recon units can be more brazen in advancing towards the enemy, and with the instant reveal capability (if they retain sufficient APs), there is more reason for them to advance also.
[:)]

RE: Wishlist

Posted: Tue Oct 10, 2017 10:14 pm
by Three63
Right on! THanks. I'm glad you guys are open minded about adding new features!