Page 17 of 42

RE: Game Suggestions:

Posted: Fri Jun 24, 2011 5:47 am
by 56ajax
Have morale shown on the Assign Air Unit window.....as this is what I typically use to determine which units to rest...

beef up German AI; on beta 30 I displaced 5 HQs RRs etc on turn 2.

but my biggest problem with the game is that it takes way to long to play - it takes me 4-5 hours per turn in GC 41....so anythiny that can be set as an option/preference would be appreciated eg have AXIS reinfs appear on maps edge vs close to the Army Group they were historically assigned to, have a set destination function, factory evacs manual vs historical timetable, etc...

RE: Game Suggestions:

Posted: Fri Jun 24, 2011 1:29 pm
by saintsup
I would like to have %TOE in the assign window for SU.

RE: Game Suggestions:

Posted: Tue Jun 28, 2011 7:14 am
by 56ajax
have the Event Log display non combat units that have been automatically disbanded eg Soviet Corps HQs

RE: Game Suggestions:

Posted: Tue Jun 28, 2011 2:45 pm
by Baelfiin
ORIGINAL: DTurtle

It is quite difficult to tell when what units can be built or combined as Soviets.

I would love it if some lines could be added in the logistics report that tells me when I can combine rifle brigades into divisions, cavalry divisions in to corps, etc - similar to the lines that currently tell me when the TOE of a unit is upgraded.

So something simple along the lines of: "Cavalry Corps can now be formed. Tank Corps can now be formed. Rifle Divisions can now be built." And so on.
I would like to see something like this as well, would be very nice.

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 2:49 am
by WarHunter
The ability to Click on a FBD unit and give it a path to repair. Instead of clicking on each and every hex. Each and every turn.

The ability to Toggle Rail damage for both Axis and Soviet rail nets.

The option to breakdown German air groups consisting of 40 aircraft  into 2 to groups of 20.

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 4:53 am
by Chunnetter
I think it should be simply zero APs to turn a unit to static mode (but you get the trucks back into your pool), and 1 AP to turn any unit of any size from static mode to active again.

That way players will actually use static mode. At the moment I won't put units into static mode because the cost to reactivate them is too high. I[align=left] [/align]

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 5:08 am
by randallw
Another bot account to be deleted ( up there ).  Admins please take note.

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 11:44 am
by Tarhunnas
A function to highlight all units out of command range of their HQ. That would save a lot of time.

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 12:08 pm
by DTurtle
ORIGINAL: Tarhunnas

A function to highlight all units out of command range of their HQ. That would save a lot of time.
I use refit/reserve mode for a lot of stuff like this. First turn off refit for everyone, then filter the commander's report by whatever I want and set them to refit.

Makes it easy to have a quick on-map overview of that stuff.

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 12:23 pm
by Tarhunnas
ORIGINAL: DTurtle
ORIGINAL: Tarhunnas

A function to highlight all units out of command range of their HQ. That would save a lot of time.
I use refit/reserve mode for a lot of stuff like this. First turn off refit for everyone, then filter the commander's report by whatever I want and set them to refit.

Makes it easy to have a quick on-map overview of that stuff.

I don't understand. How would that help me see units that are out of command range of their HQ?

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 4:48 pm
by DTurtle
ORIGINAL: Tarhunnas
I don't understand. How would that help me see units that are out of command range of their HQ?
I don't have the game at hand right now, but IIRC there is a filter in the bottom right of the commander's report for units out of HQ range. Then you set all of those units to refit/reserve and with the border thing turned on you can easily see them on-map.

If I don't recall correctly, you can sort them by range to HQ and do the same thing with a few more clicks (just going down the list and setting them to refit with on e click).

RE: Game Suggestions:

Posted: Wed Jun 29, 2011 4:58 pm
by Tarhunnas
ORIGINAL: DTurtle
ORIGINAL: Tarhunnas
I don't understand. How would that help me see units that are out of command range of their HQ?
I don't have the game at hand right now, but IIRC there is a filter in the bottom right of the commander's report for units out of HQ range. Then you set all of those units to refit/reserve and with the border thing turned on you can easily see them on-map.

If I don't recall correctly, you can sort them by range to HQ and do the same thing with a few more clicks (just going down the list and setting them to refit with on e click).

Yes, that works, thanks! Though it is kind of a roundabout way, and it messes up the allocations I want for Reserve, Refit etc.

RE: Game Suggestions:

Posted: Thu Jun 30, 2011 1:32 am
by 56ajax
Attach Unit to the nearest HQ function....rarely use this coz I never know in advance how much it will cost and what the AI chooses to be the nearest HQ...so perhaps a confirmation message....

RE: Game Suggestions:

Posted: Thu Jun 30, 2011 1:42 am
by jomni
ROE / casualty tolerance selection for units (can also be set via HQ) to determine retreat.  This does away with the fixed doctrines in the game and the unpopular 1:1 retreat odds for German defense vs Russian attack.

With this, it is now up to the player if he wants to stage a fanatic defense or a human wave attack. But expect ahistorical results and increased casualties since most people will take the fanatic stance. :)

RE: Game Suggestions:

Posted: Thu Jun 30, 2011 10:25 am
by saintsup
ORIGINAL: johntoml56

Attach Unit to the nearest HQ function....rarely use this coz I never know in advance how much it will cost and what the AI chooses to be the nearest HQ...so perhaps a confirmation message....

+1
Or a choice when there are several HQ's at tehe same distance.

RE: Game Suggestions:

Posted: Fri Jul 01, 2011 6:29 pm
by Uxbridge
When examining a unit, I think I would rather have Ready-Damaged-Ground Element-Experience-Fatigue than Experience Ready-Damaged-Ground Element-Fatigue. Ready and Damage works together just as Morale and Fatigue seems to be related. The Ground Element description would work nice as a divider.

RE: Game Suggestions:

Posted: Mon Jul 04, 2011 3:42 am
by Kiith
Haven’t read the entire thread but I’d like to add a couple of suggestions regarding the Assign air unit window.

1)      Please add a column for Moral.

2)      Improve the method to filter by Type, or at least have an option to save your last sort. Unclicking all but the one you want all the time gets tedious fast. Also could the option to sort by aircraft name be included also.

RE: Game Suggestions:

Posted: Mon Jul 04, 2011 5:39 am
by delatbabel
ORIGINAL: jomni

ROE / casualty tolerance selection for units (can also be set via HQ) to determine retreat.  This does away with the fixed doctrines in the game and the unpopular 1:1 retreat odds for German defense vs Russian attack.

With this, it is now up to the player if he wants to stage a fanatic defense or a human wave attack. But expect ahistorical results and increased casualties since most people will take the fanatic stance. :)

+1

RE: Game Suggestions:

Posted: Mon Jul 04, 2011 1:23 pm
by Shupov
+1
ORIGINAL: Tarhunnas

A function to highlight all units out of command range of their HQ. That would save a lot of time.

RE: Game Suggestions:

Posted: Mon Jul 04, 2011 3:23 pm
by Lieste
Have AP cost to support units as well as to build them originally. Units used (movement, digging beyond basic trenches or fighting) would have a higher 'cost' than those left alone - artillery heavy formations a heavier combat cost than lighter troops etc.

The cost should be sufficient to just permit brief all-front operations, but not to sustain them, or to perform large scale rebuilding at the same time. Ideally have the cost most efficient when 'prepaid' as HQ build-up is now, so that impromptu offensives are more expensive/less efficient, or just cannot be implemented within a 1 week timescale (depending on size of forces involved).

It seems a pre-occupation of Red Army players to keep ~400AP (500 less likely arrivals) 'in the kitty' during the autumn/winter of 1941, which seems to be odd - that while the Red Army is fighting for it's very life there is a mechanism (corps conversion, future building needs) that enforces 'everything for the future' rather than 'everything for the front'.

The severe reductions in TOE, and the need to build Brigades (which may in fact have resembled most in-the-field Rifle Divisions, after the losses in 1941), suggest that there was nothing 'spare' running into the first winter.

OTOH, with a maintenance cost per unit/weapon, a reduction in army size (from losses) or operational tempo (mud, winter, voluntary) frees this for restructuring/rebuilding/building stocks for a new limited offensive etc.