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RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 3:43 pm
by diablo1
ORIGINAL: Erik Rutins

ORIGINAL: diablo1
Argghh so many things have to be PLAYER MADE which I hate. CMx1 you didn't buy dig in trenches either. You had a command during setup/placement to digin (D) and a trench was created a small round circle that the 3 units sat in after placement/setup phase.

Yep, I remember that. Something like that is also possible for the future, but having it as an order outside of setup would not be realistic.

Regards,

- Erik

Ok that's cool as long as it's on the wish list then. [:)]

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 4:17 pm
by Ratzki
I will throw in a couple thoughts:
1-It would be nice to see all the men in a squad on the screen. Not a 1:1 system, just a visual representation on screen. There could be a couple different squad graphics after movement has stopped to change the look a little. I just like the idea of seeing 4 guys and knowing that the squad has 4 men left in it.
2-Maybe a toggle to turn on a semi-circle or whatever to represent what terrain a unit has in LOS. I hate trying to figure out if a unit can see something. Yes we have the LOS button, but just a graphic shade change with a toggle button would show all the terrain that the unit could see.
3-More quality levels for units other then the 3 that we have now.
 
All I can think of at the moment.
 

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 4:43 pm
by JMass
ORIGINAL: Ratzki
1-It would be nice to see all the men in a squad on the screen. Not a 1:1 system, just a visual representation on screen. There could be a couple different squad graphics after movement has stopped to change the look a little. I just like the idea of seeing 4 guys and knowing that the squad has 4 men left in it.

This can be done now, you must just edit infantry xml files, but it could lower fps and you could see weird things at animation level (for example, men that move through tanks or walls), obviously an engine modification could be better!

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 4:46 pm
by Mad Russian
The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now. 
 
2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger. 
 
3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off 
 
5. Of course I want a female partisan and a female sharpshooter.  
 
6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better. 
 
7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different. 

The F1 FPS measurement is accurate.

 
8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.
 
9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. More units.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 6:48 pm
by dazoline II
Not sure if this is in the list yet:

End a battle after a certain amount of turns instead of victory points.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 6:50 pm
by Mad Russian
It is now.

There is a way to end a game on a specific turn if you like. The gamers just won't know what that turn is unless they are told in the briefing.

Thanks.

Good Hunting.

MR

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 6:52 pm
by junk2drive
I understand that turn limits has been around a long time but suggest that more time with this system and you might like it. The tension of watching the two needles climb and fall in a close battle is really something to experience.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sat May 14, 2011 8:42 pm
by Commanderski
I just love no time or turn limits. Makes the game more intense and you won't have the same number of turns every time you play the same scenario or campaign.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 1:09 pm
by Mad Russian
For those that want a bit more control there is a way to bring a scenario to a close at a very specific point. So you can end a scenario if you like when you make a scenario. A random scenario ends randomly.

Good Hunting.


MR

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 2:59 pm
by sztartur2
I believe after having an initial picture about the games here are my wishes. Some of the are already listed so please regard them as additional votes.

-------critical stuff ------------

How I regard as a "typycal" east-front encounter is a large rural terrain flat or hilly with few roads and willages on the road which are the anchor points of a defence along with the few high ground there is. Lot of open terrain in the south and centre with lots of fields or steppes. Thicker woods with occasional hamlets are in the north part. Doing battle on such terrain would cover most of the engagements.

In able to have that I miss the following (priority # 1 issues):
-Destructible buildings and the ability to set ground on fire and have suppression by fire.
-Larger maps
-Have the ability for defending troops to dig in after deployment. (Simply add foxholes to the current positions of the squads and dugout for vehicles.)
-Refine the infantry model with a crawl command and make losses 5 steps instead of 3. (crawl command is especially important for snipers, recon team and quite somtimes also to normal infantry. It should generate fatigue and give hiding bonus.)

Next thing is that I would like to be able to choose my force in random battles. Very important when playing PBEM!!!!

-------- important stuff -----------

After that it would be important to simulate a more serious urban combat. Having added the destructible buildings and refined the infantry model the hendling of multiple stores building has to be added, making the playest able to set on which floor the squad should position itself.

When playing a river crossing scenario It is important to have also:
-fords on the rivers
-small boats for infantry.

Ability to clear mines/obstacles by pioneers and infantry.

Towing guns.

------------ nice to have but not crucial ---------------------

-Axis minors
-Infantry speech. They had quite good Hungarian and Romanian speech out there in CMBB :).

-ammo resupply possibility (Ammo trucks)


All in all except the ammo resupply we had all these in CM. I know this is not CM but I believe most of the gamers come from CM and they would like these features.


RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 3:03 pm
by junk2drive
See this post in the other thread about choosing units in Random battles. Works for MP too.

fb.asp?m=2813163

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 3:09 pm
by Missouri_Rebel
29. Reverse field of view so you could click on an enemy and see lines indicating which of your units could see him. That would be much better than cycling through your units.

I would add to that the ability to click on either the incoming or targeting fire lines and it selecting the unit in question. Scrolling the map takes too much time to see what is attacking you. Possible with the current engine?


mo reb

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 3:23 pm
by junk2drive
If your unit is selected, the enemy being targeted is shown in the left HUD box. Click the name of the enemy unit to go to that unit. You can also click the mini map to move to an area on the map.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:12 pm
by Missouri_Rebel
If your unit is selected, the enemy being targeted is shown in the left HUD box. Click the name of the enemy unit to go to that unit. You can also click the mini map to move to an area on the map.

Awesome. I guess I could read the manual after all. I never noticed this. Working with this it would be nice if you could click on the hud box once and it does what it does and a second click select the unit and change to it's perspective. Or barring that maybe being able to select any unit, enemy or otherwise and use the tab button to move to their view. Not trying to be a nitpicker and I love the game as is but since this is the WISHLIST thread I'd thought I'd dream a little.

And while I'm at it, is it possible for someone to edit the files so that view 2 is not such a difference from view 1. For example here is a tank from 'View 1'



Image

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:15 pm
by Missouri_Rebel
Here is the current view 2

Image

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:17 pm
by junk2drive
View 1 won't be that low until you tab to a unit. View 1 2 3 4 were not designed for tab view, only overhead.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:17 pm
by Missouri_Rebel
and 'view 3' which is much smaller difference between views 1 and 2.

Image

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:18 pm
by Missouri_Rebel
What I propose would be a view 2 much lower than the current level at say around this.

Image

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:23 pm
by junk2drive
Bumping below your shots if you are done
ORIGINAL: junk2drive

View 1 won't be that low until you tab to a unit. View 1 2 3 4 were not designed for tab view, only overhead.

RE: Ok WISHLIST TIME after seeing & playing game

Posted: Sun May 15, 2011 4:35 pm
by Erik Rutins
Hi Missouri Rebel,

Are you aware that if you double-click on a unit's floating icon (works for enemy units too) or its icon in the HUD that the camera moves to that unit?

Regards,

- Erik