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RE: AT Platinum - Suggestions
Posted: Thu Nov 01, 2012 11:23 am
by cbardswell
A lot of people seem reluctant to pay for a new game so I think Vic would need to justify the pricing point with some good improvements - there is a big sense in the forums that the game needs a large overhaul rather than just incremental patches.
For what it is worth, I love playing this game and do not feel another £20 is unreasonable given how much pleasure I get from the game - I for one will purchase ATP the day it is released. Also, big improvements take time and I do not think it is unreasonable that these should generate revenue (Matrix games is a commercial operation after all). It is a matter of determining what should have been done in the original release and what is genuinely new content.
Taking a step back - I think many people are looking to customise their game experience - some want more detailed supply, different graphics - overall I think the next version needs above all to recognise that and incorporate that optionality into the game, rather than require fiddling about in the file structure.
Finally - completely agree re the formations and auto reinforce as below - would massively improve the game experience (actually I'd buy it for that alone)
ORIGINAL: TPM
Webizen's 6, 8, 9 and 10
Shadehawk's ability to duplicate formations (I'm big on this, wrote a lot about it under "Templates" heading or something like that)
Lazy Boy's create and transfer suggestion.
I've got two lists:
Probably difficult and most players don't care anyway:
1. The ability to create units from a pre-defined template. Either through the production screen, or through the card system, doesn't matter.
2. The ability to reinforce your units to a predefined template with one click (either a bunch of them, or one at a time). This would work wonders for those HUGE East Front scenarios...if I have a infantry units that I always want to have at least 30 Rifle, 3 MG and 3 Mortar, 5 horses, I want to be able to reinforce depleted infantry units to that standard with one click.
Should be easy:
1. The ability to rename units from the OOB screen. I'm a total OCD freak when it comes to organization and unit naming, etc. I'd love to be able to get all my freakish naming ducks in a row from the OOB screen, instead of wandering around the map.
RE: AT Platinum - Suggestions
Posted: Sun Nov 04, 2012 8:20 pm
by Jafele
I would love to see engineers building paths or tracks [8|]. Obviously trains cannot cross it or distribute supply. Paths are cheaper to build than roads (no raw required). Supply can only be brought through paths by trucks or horses (if this option is accepted). Travelling by trucks (or bringing supply by trucks) must be problematic when mud or rain is in effect. Tracks must be more common than roads in any map.
RE: AT Platinum - Suggestions
Posted: Mon Nov 05, 2012 7:07 pm
by Strategiusz
More realistic fog of war:
- Ships can't recon land hexes and land units have limited (1 hex?) recon range for sea hexes.
- Fog of Battles as option - player can see only friendly causalities, enemy causalities only approximately (based on approximate values from recon). No detail screen for combat.
RE: AT Platinum - Suggestions
Posted: Tue Nov 06, 2012 6:51 am
by Vic
ORIGINAL: Madlok
More realistic fog of war:
- Ships can't recon land hexes and land units have limited (1 hex?) recon range for sea hexes.
- Fog of Battles as option - player can see only friendly causalities, enemy causalities only approximately (based on approximate values from recon). No detail screen for combat.
More realistic fog of war:
- Ships can't recon land hexes and land units have limited (1 hex?) recon range for sea hexes.
- Fog of Battles as option - player can see only friendly causalities, enemy causalities only approximately (based on approximate values from recon). No detail screen for combat.
This is defenitely something that is on my long-term to do list as well.
best,
Vic
RE: AT Platinum - Suggestions
Posted: Sun Nov 11, 2012 11:23 am
by kombrig
Just some ideas concerning intelligence.
Signals (radio) intelligence - SIGINT SFT which in every turn "illuminate" every enemy hex in their range. The range might be around 8-10 hexes. The level of "illumination" is random for every hex (0-100% accuracy). The more SIGINT SFT's in a unit, the more there is a chance that the "illumination" level is higher.
Operational level human intelligence and counter intelligence - HUMINT and Counter Intelligence SFTs. The concept is similar to air reconnaissance:
- a hex for HUMINT operation is selected
- unit or units containing HUMINT SFTs are selected for participating in the operation
- counter-intelligence SFTs may intercept the operation if it's in their range. The more counter-intelligence SFTs, the higher the chance that the operation will be intercepted and HUMINT SFTs either killed or returned without fulfilling their task.
If the operation is succesful, then the target hex and an area around it is illuminated. The more HUMINT SFTs participating in the operation, the higher the chance for better illumination. The HUMINT SFTs may have range around 6-8 hexes; the counter-intelligence SFTs about the same.
Strategic level human intelligence - a special SFT, which has very long range (basicaly the whole map). The SFT is costly, its operation is costly and it has low rate of success. However if successful, it may illuminate large parts of the map with high accuracy or give more or less accurate report about opponents production power, OOB etc (this represents the recruitment of very valuable agent, who has high level of access to secrets).
RE: AT Platinum - Suggestions
Posted: Sun Nov 11, 2012 2:38 pm
by kombrig
Some more thoughts...
Humint and sigint can be used also against regimes which are in peace with you.
Radar SFT - gives bonus to intercepting fighters in the range of radar (or increases the chance of interception).
It would be great if there are besides parachute infantry also paradrop machine guns, mortars and bazookas, maybe also AT guns and jeeps.
RE: AT Platinum - Suggestions
Posted: Fri Nov 23, 2012 3:22 am
by rich12545
Yeah there was an AI mod floating around somewhere, its been ages since ive played it, but I know it kicked my butt a few times.
[/quote]
If the Empire Deluxe you're referring to is the Enhanced version, I wrote the only AI mod available. Anybody who wants it can go to the Empire Deluxe Yahoo Group and download.
RE: AT Platinum - Suggestions
Posted: Sat Nov 24, 2012 2:01 pm
by Jafele
I wish Coastal guns can be available someday. Land artillery is extremely strong against ships.
RE: AT Platinum - Suggestions
Posted: Sat Nov 24, 2012 11:14 pm
by Tac2i
+1
ORIGINAL: Jafele
I wish Coastal guns can be available someday. Land artillery is extremely strong against ships.
RE: AT Platinum - Suggestions
Posted: Wed Nov 28, 2012 4:19 pm
by Jafele
I wish no more auto-repair at free cost. A semidestroyed (50% damaged) gun factory should need half of its cost to be repaired (15 raw/160 supply/40 PP). Furthermore it must be player´s option to do it or not (using engineers). In this way there´s a place for sabotage and players must build carefully. It is not against any player, the same rule applies to all participants. However cities can be auto-repaired by the population cos they need to live there.
RE: AT Platinum - Suggestions
Posted: Thu Nov 29, 2012 10:13 pm
by CSO_Talorgan
ORIGINAL: kombrig
Just some ideas concerning intelligence.
Signals (radio) intelligence - SIGINT SFT which in every turn "illuminate" every enemy hex in their range. The range might be around 8-10 hexes. The level of "illumination" is random for every hex (0-100% accuracy). The more SIGINT SFT's in a unit, the more there is a chance that the "illumination" level is higher.
Operational level human intelligence and counter intelligence - HUMINT and Counter Intelligence SFTs. The concept is similar to air reconnaissance:
- a hex for HUMINT operation is selected
- unit or units containing HUMINT SFTs are selected for participating in the operation
- counter-intelligence SFTs may intercept the operation if it's in their range. The more counter-intelligence SFTs, the higher the chance that the operation will be intercepted and HUMINT SFTs either killed or returned without fulfilling their task.
If the operation is succesful, then the target hex and an area around it is illuminated. The more HUMINT SFTs participating in the operation, the higher the chance for better illumination. The HUMINT SFTs may have range around 6-8 hexes; the counter-intelligence SFTs about the same.
Strategic level human intelligence - a special SFT, which has very long range (basicaly the whole map). The SFT is costly, its operation is costly and it has low rate of success. However if successful, it may illuminate large parts of the map with high accuracy or give more or less accurate report about opponents production power, OOB etc (this represents the recruitment of very valuable agent, who has high level of access to secrets).
Excellent ideas.