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RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Jul 01, 2011 9:50 pm
by Mobius
ORIGINAL: sztartur
No. You just make a new go/run/crawl whatever moving order into a building and the squad automatically enters. Same with exit. You just set the squad to go somewhere and they exit the building in the shortest path to the destination.
There's a big difference in just being inside a building and being in a position to defend from it. You can stack people in there like sardines but it doesn't do the defense of the position any good. Mounting gets men into defense positions.
But it would be good to unmount in different directions.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Jul 02, 2011 12:33 pm
by Mad Russian
It would also be good, if you were assaulting, to forgo the stacking limits. As you said, men can be stacked in a building like sardines and attackers are more worried about numbers than they are good defensive firing positions.
Good Hunting.
MR
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Tue Nov 01, 2011 5:46 pm
by dazoline II
Bump and can we sticky this?
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Dec 02, 2011 9:38 am
by Jafele
This is my favourite game (specially now with a new computer [:D]. However, a few small changes can improve the playing experience:
1-it would be good to show an explanation of the special abilities (by medals) of an unit passing the cursor over it or in unit specifications. In this way we don´t need to consult the manual during a battle.
2-The "Boot Camp" 1st scenario is pretty hard for a beguinner IMHO. This is one of the first games everyone play, because of this some people could have a bad impression of PCO.
3-The orders Engage-hold=Defend stay and Engage-Facing=Defend-Facing are the same. It can be simplified.
4-A right click on an unit should be possible to show the orders menu.
Thanks
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Dec 02, 2011 12:54 pm
by Mobius
ORIGINAL: Jafele
3-The orders Engage-hold=Defend stay and Engage-Facing=Defend-Facing are the same. It can be simplified.
Not exactly. With Engage you get egg-roll. With Engage you can order that unit and the others in the unit to move further or engage selected targets. With Defend other units can move, but slower and cannot choose their own targests. There is more of a difference in these two orders for Soviets than Germans because changing base orders causes the Soviets to delay a half phase.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Dec 02, 2011 3:00 pm
by rickier65
ORIGINAL: Jafele
This is my favourite game (specially now with a new computer [:D]. However, a few small changes can improve the playing experience:
1-it would be good to show an explanation of the special abilities (by medals) of an unit passing the cursor over it or in unit specifications. In this way we don´t need to consult the manual during a battle.
We're glad you're enjoying this game. we like it too. I agree this would be good information. I still have to dig out the manual and read these too. adding this info when cursoring over the medal would be a good addition.
ORIGINAL: Jafele
4-A right click on an unit should be possible to show the orders menu.
Thanks
if the unit is selected already, a right click will bring up the orders menu. But you're right, if the unit isn't selected the right click does not select the unit. In the back of my mind, I thought there was a reason for this, the unit not getting selected with a right click, but I don't recall what that reason was right now. But if you do select a unit (for example in the HUD at bottom, or using the NEXT UNIT key, then a right click will bring up the orders.
It's been a little quiet here, but the team is still working on making some improvements for the next patch.
Thanks!
rick
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Dec 02, 2011 6:48 pm
by Jafele
Another interesting addition would be to show the type of terrain were a selected unit is located. I know you can do it with LOS or key 5, but a small symbol (wood, light forest, etc) close to the unit description would be faster and useful in some circumstances.
At the moment it´s not possible to make random maps, though I still remember the old times when I used to play quick battles with ramdom maps in CMX1. Every game was totally different [8|]. You know what I mean. Maybe one day in the future... Who knows. That´s something I will always miss.
Happy to know you´re making some improvements [&o]. Personally I consider the graphics are good enough. The game is close to perfection: needs small changes and specially more maps.
Thanks
Javier
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Fri Dec 02, 2011 10:28 pm
by junk2drive
There are HUD symbols, the tree and house.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 8:18 am
by Jafele
ORIGINAL: junk2drive
There are HUD symbols, the tree and house.
I know. But I mean one different for every specific type of terrain: Light woods, heavy woods, brush, etc.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 4:19 pm
by ruixilyy
Is it possible that someone add an opening video for PCO?
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 5:13 pm
by rickier65
ORIGINAL: Jafele
ORIGINAL: junk2drive
There are HUD symbols, the tree and house.
I know. But I mean one different for every specific type of terrain: Light woods, heavy woods, brush, etc.
another good idea. though it might take a creative artist to come up with different icons for each terrain type.
Thanks
rick
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 5:39 pm
by rickier65
ORIGINAL: ruixilyy
Is it possible that someone add an opening video for PCO?
Interesting, it used to have one. It was taken out for this release. I imagine it's possible to add it back in at some point.
Thanks
rick
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 5:47 pm
by junk2drive
It is there the first time you start the game. Then it and the configure screen are no longer shown. I suppose there is some file that can be changed to get the video back.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 6:54 pm
by Jafele
ORIGINAL: Rick
another good idea. though it might take a creative artist to come up with different icons for each terrain type.
If it´s not possible to get an artist, I would be happy with a simple indication (a text) passing the cursor over the current symbol. Yes, small good ideas make a game greater! [;)]
Thanks
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 9:31 pm
by HintJ
ORIGINAL: Jafele
ORIGINAL: Rick
another good idea. though it might take a creative artist to come up with different icons for each terrain type.
If it´s not possible to get an artist, I would be happy with a simple indication (a text) passing the cursor over the current symbol. Yes, small good ideas make a game greater! [;)]
Thanks
Maybe a color code would work. Instead of a mini picture for light woods, heavy woods, light building, heavy building, rubble, trench, etc., you could assign each terrain type a cover %. Then assign a color code for each value range? 0-10 Black, 11-35 red, 36-65 yellow, 66-100 green perhaps? Instead of having to draw an image for each terrain type, a colored circle (like a traffic light) would suffice? Just an idea, and it would make it easier to do, hopefully.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sat Dec 03, 2011 9:38 pm
by HintJ
I would like to see a return to bino views for buttoned tanks. Also, lets have light mortars as indirect fire weapons.
I know in PC:K light mortars had an almost immediate impact upon the enemy, and this was unrealistic (and gamey), but reducing them to direct fire was the wrong response, as now they aren't historic or even realistic as direct-fire only weapons!
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sun Dec 04, 2011 1:42 am
by spellir74
ORIGINAL: ruixilyy
Is it possible that someone add an opening video for PCO?
Do you mean an alternative vid (and score) to the one that is there already?
That could be a contest.
Use in game footage.
Make your own score for bonus points.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Sun Dec 04, 2011 5:54 pm
by Jafele
ORIGINAL: HintJ
Also, lets have light mortars as indirect fire weapons.
I know in PC:K light mortars had an almost immediate impact upon the enemy, and this was unrealistic (and gamey), but reducing them to direct fire was the wrong response, as now they aren't historic or even realistic as direct-fire only weapons!
That would be GREAT! All these "little" changes we are talking about add realism and improve PCO in a far better way than spending thousands of hours working on graphics that basically are really good. Just my opinion.
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Tue Aug 07, 2012 3:23 am
by Andy Brown
Just a minor point, probably due to being spoiled too much by CM.
When I select a unit and right click to start giving it orders, all the other rubber-bands and target lines disappear.
This makes it difficult to coordinate the movement of several units, maintain spacing, avoid friendly fire etc.
How hard would it be to keep other units' rubber bands or target lines visible when giving orders?
(Do units suffer from friendly small arms fire if they get in the way? What about small arms area fire?)
Andy
RE: Ok WISHLIST TIME after seeing & playing game
Posted: Tue Aug 07, 2012 8:57 pm
by rickier65
ORIGINAL: Andy Brown
Just a minor point, probably due to being spoiled too much by CM.
When I select a unit and right click to start giving it orders, all the other rubber-bands and target lines disappear.
This makes it difficult to coordinate the movement of several units, maintain spacing, avoid friendly fire etc.
How hard would it be to keep other units' rubber bands or target lines visible when giving orders?
(Do units suffer from friendly small arms fire if they get in the way? What about small arms area fire?)
Andy
I agree having the rubberbands stay would be helpful when plotting moves.
Units don't suffer from friendly small arms fire. I don't think they suffer hits from friendly area fire. They can suffer damage from off-map indirect fire (both air and artillery).
Thanks
rick