Wishlist

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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Ichili
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Re: Wishlist

Post by Ichili »

Call me crazy but I would like to see an operational version of this game with an Air dimension added. Something similar to Avalon Hill's Tac Air, with aerial recon, air to air combat, SEAD missions, wild weasels, etc.
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CapnDarwin
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Re: Wishlist

Post by CapnDarwin »

We have SEAD and Weasels in the game that can be used against radar sites. Air-to-Air is abstracted into the Air Superiority setting (that will be getting some improvements over time). Air recon is something on our future items list, but it would play a small role or be abstracted as the area of a scenario is pretty small in the grand scheme of things. Recon might be more of a "pre-game" feature that allows you to get more intel on the enemy at the start of the battle. Of course, the enemy might get the same thing. ;)
OTS is looking forward to Southern Storm getting released!

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byzantine1990
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Re: Wishlist

Post by byzantine1990 »

CapnDarwin wrote: Fri Jan 13, 2023 2:23 pm We have SEAD and Weasels in the game that can be used against radar sites. Air-to-Air is abstracted into the Air Superiority setting (that will be getting some improvements over time). Air recon is something on our future items list, but it would play a small role or be abstracted as the area of a scenario is pretty small in the grand scheme of things. Recon might be more of a "pre-game" feature that allows you to get more intel on the enemy at the start of the battle. Of course, the enemy might get the same thing. ;)
Looking forward to the pregame recon idea. Especially for the Soviets, it would be nice to have an idea of where the initial set ups are so I can do a large preparatory bombardment according to doctrine. Right now I just let the staff take over artillery most of the time. Seems like the tradeoff could be stay in the defensive position and have a buff to defense and spotting or move after the fact to prevent the preparatory bombardments.
DaShox
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Re: Wishlist

Post by DaShox »

Two things I would like to be considered.

1. An after action review that shows how the whole game played out.

2. An element where your victories and losses are captured.
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CapnDarwin
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Re: Wishlist

Post by CapnDarwin »

1. This is something we would like as well, but it is not easy to really put together, given the way the game runs, and data is currently saved for a game. We would need a whole new data tracking and saving mechanism and also look at memory constraints and how to store the information, so it does not crash the game/computer or slow play down by dumping to disk all the time.

2. This would be cool to do. What would you want to see in this type of display? What elements need to be captured?

Thanks and enjoy the game.
OTS is looking forward to Southern Storm getting released!

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WABAC
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Re: Wishlist

Post by WABAC »

byzantine1990 wrote: Fri Jan 13, 2023 9:37 pm
CapnDarwin wrote: Fri Jan 13, 2023 2:23 pm We have SEAD and Weasels in the game that can be used against radar sites. Air-to-Air is abstracted into the Air Superiority setting (that will be getting some improvements over time). Air recon is something on our future items list, but it would play a small role or be abstracted as the area of a scenario is pretty small in the grand scheme of things. Recon might be more of a "pre-game" feature that allows you to get more intel on the enemy at the start of the battle. Of course, the enemy might get the same thing. ;)
Looking forward to the pregame recon idea. Especially for the Soviets, it would be nice to have an idea of where the initial set ups are so I can do a large preparatory bombardment according to doctrine. Right now I just let the staff take over artillery most of the time. Seems like the tradeoff could be stay in the defensive position and have a buff to defense and spotting or move after the fact to prevent the preparatory bombardments.
On the Pact side I don't let the AI control artillery in the beginning. I find I do just fine blasting away at high ground with a view, and other obvious locations.
DaShox
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Re: Wishlist

Post by DaShox »

CapnDarwin wrote: Sat Jan 14, 2023 5:08 pm
2. This would be cool to do. What would you want to see in this type of display? What elements need to be captured?
At a minimum it would keep track of your overall wins/losses. Maybe as a summary by stars?

The summary would be for each side you play either as NATO or Warsaw pact.

There could also be a game log summary, that showed your side, star rating and % of starting forces left, and opponent % of starting forces left. If possible there could be a link to the butcher bill summary for each game.
Thanks and enjoy the game.
I have bought all your previous games, but struggled to get into them. But IMO you hit a HR with this one with all the upgrades in the game. I have been playing it everyday with online opponents. Keep up the good work.
byzantine1990
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Re: Wishlist

Post by byzantine1990 »

Would it be possible to have multiple options for action speed in the turn resolution options?

For example, regular unit attacks set to Norma speed, artillery set to 50% faster, movement set to slower or normal speed.
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CapnDarwin
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Re: Wishlist

Post by CapnDarwin »

Not really. You can speed up animations to make arty faster, but the rest is tied to the game clock and the game delay internally. I'll ask the team in case I am wrong, though.
OTS is looking forward to Southern Storm getting released!

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byzantine1990
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Re: Wishlist

Post by byzantine1990 »

CapnDarwin wrote: Tue Jan 17, 2023 9:24 pm Not really. You can speed up animations to make arty faster, but the rest is tied to the game clock and the game delay internally. I'll ask the team in case I am wrong, though.
Thank you for the quick reply. Another thought.

I've been using the intelligence page to track targets that are no longer visible. Just my two cents but it feels like it would be much more efficient to have the last sighting of the lost contact on the main map. It can be a pain to go back and forth between the page and the map as I try to set up an artillery barrage. They way you could show which direction it was going would be a facing marker. The intelligence screen would still be useful because it could give you more detailed information like when was the last time you saw the contact. What was it etc.
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CapnDarwin
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Re: Wishlist

Post by CapnDarwin »

Last spotted markers have been discussed, as a couple of folks have had the same comment. We are not looking to add this at the moment, as the intel screen does the job and is more in line with the "You are the Commander" approach. Another limit is adding more marker clutter and tracking on the map. As you can imagine, if a unit is seen and lost from multiple locations or multiple spotting units, how many markers does that unit get? When do they go away? Would that get more confusing to track on the map? Those are some of the issues we discussed when this came up in Beta. Not a closed issue, but not on the do it in the near future list either.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
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Art_Ozols
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Re: Wishlist

Post by Art_Ozols »

Cap'n,

Thinking outside the box -
If a marker was placed on the last spotted hex the enemy was sighted for only that turn providing any additional info as to which way it was headed this would then vanish once your next movement turn commenced - perhaps adding to hex info showing concealment etc but also including enemy info for that single planning stage move - Or tying it to appearing once clicking on the hex location generated from that turns intelligence report
byzantine1990
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Re: Wishlist

Post by byzantine1990 »

CapnDarwin wrote: Wed Jan 18, 2023 1:25 pm Last spotted markers have been discussed, as a couple of folks have had the same comment. We are not looking to add this at the moment, as the intel screen does the job and is more in line with the "You are the Commander" approach. Another limit is adding more marker clutter and tracking on the map. As you can imagine, if a unit is seen and lost from multiple locations or multiple spotting units, how many markers does that unit get? When do they go away? Would that get more confusing to track on the map? Those are some of the issues we discussed when this came up in Beta. Not a closed issue, but not on the do it in the near future list either.
That's fair. I just wonder if there's a better way to translate finding a last spotted contact on the intelligence page to targeting it with artillery. I only have one screen so it can be hard to find the hex in question, then I need to memorize it while setting up a strike. Perhaps putting markers on a hex would fix it?
byzantine1990
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Re: Wishlist

Post by byzantine1990 »

CapnDarwin wrote: Wed Jan 18, 2023 1:25 pm Last spotted markers have been discussed, as a couple of folks have had the same comment. We are not looking to add this at the moment, as the intel screen does the job and is more in line with the "You are the Commander" approach. Another limit is adding more marker clutter and tracking on the map. As you can imagine, if a unit is seen and lost from multiple locations or multiple spotting units, how many markers does that unit get? When do they go away? Would that get more confusing to track on the map? Those are some of the issues we discussed when this came up in Beta. Not a closed issue, but not on the do it in the near future list either.
Also, I just want to take a second to appreciate how attentive you guys are. I don't think many devs have this much communication with players. Thank you.
Art_Ozols
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Re: Wishlist

Post by Art_Ozols »

If you click on the hex listed in the intel report it offers - available artillery for a strike to that hex and additional ones in the area of the spot?
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cbelva
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Re: Wishlist

Post by cbelva »

Art_Ozols wrote: Wed Jan 18, 2023 10:32 pm If you click on the hex listed in the intel report it offers - available artillery for a strike to that hex and additional ones in the area of the spot?
The more I think about this idea, the more I like it. I have posted it in JIRA so that it does not get lost. I don't know if this is possible, but we can at least take a look at it. FPSS-4322
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Re: Wishlist

Post by cbelva »

byzantine1990 wrote: Wed Jan 18, 2023 9:08 pm Also, I just want to take a second to appreciate how attentive you guys are. I don't think many devs have this much communication with players. Thank you.
We appreciate all the ideas and bug reports from you guys. We believe in Flashpoint Campaign and want it to be the best possible game we can make. We have received a lot of good ideas and have incorporated as many as possible. Some just aren't possible. It's easy for us to get tunnel vision. You guys help keep us honest and looking at the game in new ways.
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Art_Ozols
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Re: Wishlist

Post by Art_Ozols »

Hope it works out to add that component

It is a wonderful game still playing against AI, which is never the norm for me but this AI is unpredictable so it is interesting hope to play a human opponent soon using what I have learned about the game, can't wait to play
byzantine1990
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Re: Wishlist

Post by byzantine1990 »

Art_Ozols wrote: Wed Jan 18, 2023 10:32 pm If you click on the hex listed in the intel report it offers - available artillery for a strike to that hex and additional ones in the area of the spot?
It could even leave a temporary icon and I would be happy.
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cbelva
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Re: Wishlist

Post by cbelva »

There are temporary icons on the map we are speaking of. It is the Enemy SITREP map in the Intelligence screens. It will show last known contacts which aren't on the main map. That is the purpose of those screen. I use the Enemy SITREP map to plan arty and air attack with fairly good results.
Charles Belva
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