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Posted: Tue May 23, 2000 8:15 pm
by Windo von Paene
Just a couple of things I'd like to see. All having to do with generated campaigns/scenarios.

1. Have the new terrain types used by the generator.

2. Make the Victory locations more spread out, to give a more "scenario-like" feel.

Carry On

Posted: Tue May 23, 2000 8:22 pm
by edgar
[QUOTE]Originally posted by Wild Bill:
Suppose another tactical wargame on the scale of Steel Panthers, single tanks-vehicles, squads, teams, and single artillery units were going to come out in a year or so.(snip)

1. Much larger maps so you can make real flanking movements.

2. The ability to cut of enemy units from their supplies (and of course the possibility of dropping or sneaking in supplies, when you are cut of )

3. The ability to collect immobilised vehicles and repair them.

4. Wounded among the casualties. With the possibility to buy ambulances for collecting the wounded, this will have a positive effect on morale.

5. Units will rather surrender than being annihilated. Especially at this point spwaw is not very realistic. I’ve played a few games and have seen that complete infantry-squats get massacared by enemy units when the realistic thing for them to do was to surrender. Remember soldiers are human, when there is a choice between surrendering or death, I think most of them go for the first option.

6. And since I’m dutch I would like to see some bicycle-troops.


Cheers, Edgar


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Posted: Tue May 23, 2000 9:03 pm
by U235
How about flamethrower graphics, instead of tracers.

I also think that if you abandon a tank/AT gun, etc. the other player should be able to use it. Maybe a message box (Yes or No) asking if you want to disable the equipment after you abondon it.

Great work, love the game.

Posted: Tue May 23, 2000 11:05 pm
by Banzai
Heres one I think would be a big add on to any game.

A switch or command to determine what you opp. fire at; soft or hard targets.

It would help prvent those anti tank guns from wasting all there fire on infantry when you want to save them for tanks.

Posted: Wed May 24, 2000 1:29 am
by U235
....Oh by the way!!!

Here are two other things I'd like to see in SPWAW or similar title.

1. Star shells, for those dark nights when you just can't see a darn thing. It might be nice to illuminate a few hexs.

2. Prisioners. Units already surrender under certain conditions. What happens to these troops? Maybe the unit that cause the surrender can give up 2 men to "escort" the prisioners to the rear lines. If an enemy unit comes back in contact with the prisioner unit, they can be placed back into the mix (with minimum weapons). A prisioner unit can count double for victory points for the capture or he can execute the prisioner unit (ala war crimes), but loose triple points (an incentive to uphold the Geneva Convention rules). Battle field conditions would definately play a role here.

What do you think? Is it over the top?

Posted: Wed May 24, 2000 1:35 am
by WW2'er
[QUOTE]Originally posted by Wild Bill:

Wild Bill,

I want to add my strong recommendation for the following previously submitted ideas.

CAP for the battlefield. (I would just love to purchase some fighters and watch them shoot down the attacking bombers!)

Setting Opp fire for Hard or Soft Targets.

Large Scale campaign that once the major decisions are made, (Leaders, Armies, Invasion or defense points, and objectives) then it moves down into a SP scale for the actual battles. (This would let me feel like Eisenhower and a frontline commander in the same game!)

My own thoughts:

Let's have even greater weather effects that change even every few rounds of a scenario. (Nothing would be worse than buying air strikes and having them cancelled, but it is realistic!)

I want the ability to destroy a bridge in retreat like in Close Combat. (But if the guy pushing the button gets killed before he can push the plunger....oh, well! Like in Saving Private Ryan!)

Others have mentioned the ability to cut off supplies, but how about the ability to air drop emergency supplies to cut off troops.

How about special forces that have on the uniforms of the enemy?! (Battle of the Bulge)

Thanks for the great work on SPWAW!!!!

Posted: Wed May 24, 2000 1:45 am
by Wild Bill
I'm really glad I started this thread. These ideas are all great. Some might not work into the scope of a firefight - the time frame, but who knows?

Anyway, I'm taking them all down. Its becoming quite a list by the way.

But thanks for your response, all of you. Just not enough time to thank you all individually.

The Kunel - aka Wild Bill

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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

Posted: Wed May 24, 2000 4:22 am
by joblue
I really like thumbing through an online encyclopedia, maybe one that more fleshed out with descriptions. Or, one that would go directly to the entry of a currently selected unit.

Joblue

Posted: Wed May 24, 2000 4:27 am
by joblue
oh yeah, how about the ability to adjust the opportunity fire ranges for different targets (ie...4 hexes for infantry targets, 12 hexes for armor, etc), similar to the East/West Front system.

Joblue

Posted: Wed May 24, 2000 7:48 am
by Warhorse
Bill, I would like to see some more oob's for Germany, maybe a split at 1943, so we could have my grey/camo switch, 2 for Rumania-Axis and Allied, 2 for the Allied/Axis Italians, and probably a few others. My Diana, Dicker Max, Flame Char B and others would like to be used by others than just me and my brother!!


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Mike Amos
Meine Ehre Heisst Treue

Posted: Wed May 24, 2000 10:41 am
by Wild Bill
For those who don't know, Warhorse, aka Mike Amos, is one of our chief graphics artists for SPWAW. Many of the tanks, infantry and other features were done by Mike.

A former Marine, well Mike is still a Marine, Image , he has an artistic streak as wide as the Pacific ocean. He, Nick Papp, Darwin Barnes, and a few others gave us these much improved graphics.

I remember bitching about the King Tiger, I think it was. In about two hours Mike was knocking at my electronic door with a King Tiger that looked like I could climb in and drive away (if I were 1/4 inch tall
:Rolleyes:

We want all that artwork. We gotta get a Goliath or two in there two, guys.

Good suggestions. Man this list is getting ponderous, but we'll do what we can.

Great stuff, by the way!

Wild Bill

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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

Posted: Wed May 24, 2000 7:31 pm
by JR
I like your game, but it is rather time consuming! Image

I would like two aditional features:

1. Is should be possible to give a set of waypoints to a formation, turn it to computer control, and then automatical turn of computer control and report to me when the last waypoint is reached. In that way I could just tell a formation on the wrong end of the map where two go, and how to get there, and forget about it, without having it do something stupid if it reaches its destination.

2. A fetaure I think is already available in the deployment stage:

The possibility to see what hexes are visible from a given hex.

Best regards JR


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Posted: Wed May 24, 2000 7:40 pm
by kliest
Scroungable weapons: get weapons from destroyed half tracks, or crew that destroyed atg, would a routed hmg crew really run with their weapon?

The ability to push an ATG and Inf Gun.

Availabliity factors for armor in campaigns. And the option to turn it on or off.

Posted: Wed May 24, 2000 8:24 pm
by Howling H R Bryars
1) Multiplayer over TCPIP - this is fundamental. AI is OK for practice of mechanics, but nothing beats a swarm of real live humanoids.

2) Even more customization ability. SPWAW has moved briskly in this direction and I applaud it. The more the better.

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HRB3
aka "I Scream Man"

Posted: Wed May 24, 2000 11:38 pm
by kkrull
More realistic movement:

- Tank riders can fall off if you go too fast over rought terain / turn too sharply / etc.

- Tank riders jumping off a vehicle going 20 miles an hour should not be able to close assault that turn (if not take a few broken bones, etc.)

- Vihicles shouldn't start each turn with a move of 0. Should take a bit of time to slow down if all movement points are used, and if you are trying to get accross a hot zone, you want to keep the momentum / speed (I havn't tested this, but I am assuming moving targets are harder to hit.)

- A way to re-create move & stop (go only 1/3 of movement in one turn, and then can fire as if stationary by giving up rest of movement?) And go at full speed for the shorter distance to make yourself harder to hit. Or is the turn assumed to be too short for this?

- Able to get to "full speed" quicker to make the tank harder to hit.

- Maybe a 'Weave Pattern Alpha" option ;-): reduces max movement, but assumes zig/zagging withint the 50yard hexes (forget if it is feet of yard) to make the tank harder to hit. Or hec, don't even know if this _would_ make a tank harder to hit in WW II combat.



Posted: Wed May 24, 2000 11:44 pm
by Wild Bill
Without a doubt in my mind, SP has the most versatility of any wargame out there, past or present. I've played a bunch of them in my time.

Its amazing! And from the editor you can do even more. The preferences are great.

BUT, I suppose more could be done. That is why we are doing this, isn't it?

I can see the idea of putting units under computer control with waypoints. That can be done in the editor for both sides by the way prior to issuing a scenario.

In my personal testing, the first one is a computer versus computer. After the first test, I play each side once at least.

In the first test, its kinda like watching a war movie. You are watching the computer fight itself. And if you have put in waypoints, etc, you can see how the computer executes. Its pretty fascinating...

Wild Bill

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Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games

Posted: Thu May 25, 2000 12:54 am
by Sabot Scott
[QUOTE]Originally posted by Wild Bill:
Suppose another tactical wargame on the scale of Steel Panthers, single tanks-vehicles, squads, teams, and single artillery units were going to come out in a year or so.

Tell me what you would like included. Please try to say each thing in one sentence. You can mention as many as you think important. Just keep them short.

Hi Wild Bill,

There are some really great ideas listed here already. I would only add that I would like the option of being able to create a saveable core force template which could be used in any scenario or campaign. I prefer campaigns, historic or not. I get a little attached to my boys after a few battles and hate having to "bloody" a group of green FNGs every time I start a new campaign. I would also like to have experimental weapons such as a Panther II (although you can put one together in the OOB editor). Thanks again for great game.

Scott


Posted: Thu May 25, 2000 3:32 am
by grockall
I would like to be able to review the map after a game ends.
And having just played a very enjoyable scenario by Grenadier , Baptism of Fire I would like to see a armoured trains.

Posted: Thu May 25, 2000 4:38 am
by nikb
Hi

I also would like to review the map after the battle. In line with this I would like to be given the option to carry on the battle after the set time limit has expired - perhaps only with scenarios.

Infantry wise - I would like to have various options for movement. Such as a column for faster movement, open spread for attack etc.

I'm still thinking on the rest.

Cheers
Nik

Posted: Thu May 25, 2000 6:46 pm
by Von Rom
My suggestion:

The ability to choose starting colours and/or camouflage for units before a battle would be nice Image

Keep up the great work guys.

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A King Tiger can give you a definite edge...