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RE: Game Suggestions:

Posted: Fri Dec 11, 2015 2:57 pm
by gmtello
There must be an adiittion in the air system informing eh y you cant use units And the reason

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 2:58 pm
by gmtello
In the server game you should have the chance to contact the opponent

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 3:00 pm
by gmtello
And the opponent that dont send a turn in a while should be eliminated

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 3:04 pm
by gmtello
A other good po int could be include opponent information like victories defeats And more important games ended

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 3:08 pm
by gmtello
The game manual should include more examples with pictures related

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 3:10 pm
by gmtello
Some aspects of the manual are useless while the most important are missing or halve missing

RE: Game Suggestions:

Posted: Fri Dec 11, 2015 3:19 pm
by gmtello
The real use of the hq build yo should be deeply explained with its consecuences

RE: Game Suggestions:

Posted: Thu Dec 17, 2015 8:56 am
by timmyab
ORIGINAL: gmtello

And have the chance to have the map like in summer no matter the weather snow, mud...
There is already this option.
ORIGINAL: gmtello

In the server game you should have the chance to contact the opponent
Good suggestion
ORIGINAL: gmtello

And the opponent that dont send a turn in a while should be eliminated
Lol Harsh but fair!

RE: Game Suggestions:

Posted: Tue Dec 29, 2015 12:41 pm
by Revthought
New player, some suggestions for any future title:

1. Let the player muck around with the types of things factories produce. It doesn't have to be full control, see War in the Pacific.
2. Make factories more dynamic. If I'm playing Germany and capture a factory, and hold it for two years, it should eventually produce German equipment.
3. Actually model naval warfare. I was VERY disappointed this didn't show up in War in the West.
4. Pipe dream: work out a mechanic like DCB has attempted, to simulated (as an option only) the lack of operational freedom for the Germans causes by Hitler's intervention.

RE: Game Suggestions:

Posted: Tue Dec 29, 2015 6:46 pm
by Redhammer627
I really like the ideas here for WitE 2.0, but I would REALLY like to see the naval warfare aspects modeled! Yes, it was a minor part of this theater, but that makes it easier to model in this game vs War in Europe or another WitW title since there are fewer ships and task forces to model (and its good practice for developing those other games to come [;)] ). It would also give the Axis a stronger reason to actually garrison the Romanian coasts, to attack the Baltic Fleet before it can be used to strengthen Leningrad, and if Murmansk is in game to keep convoys either open or try to close them down through sea-power alone. Oops sorry, daydreaming about how much I miss naval warfare modeled again [:D]

I will be happy if at the very least we get individual ships modeled as elements within an Amphibious HQ's SUs, but would be ecstatic to see the full thing!

RE: Game Suggestions:

Posted: Tue Dec 29, 2015 7:17 pm
by sillyflower
ORIGINAL: gmtello

And have the chance to have the map like in summer no matter the weather snow, mud...

You can turn the weather effects off - sadly only on the map though.

I don't think I've ever played anyone on the server with whom I did not exchange email addresses. If people don't want to interact with me, that's fine but that is part of the fun lost and I don't want to play with them.

RE: Game Suggestions:

Posted: Fri Jan 29, 2016 9:51 am
by RKhan
What I would love to see in WITE 2 is the option for both players to deploy their own troops.

First the Soviets, followed by a "recon" by the Germans and then the deployment of their troops.

I think the game would have to force the Soviets to deploy their troops within a designated set up area, perhaps by Front, to avoid unrealistic deployments.

This would fix the perfect knowledge problem, which is legitimate, and open up all kinds of creative solutions and gambits.

Obviously this is most applicable to the campaign.

RKhan

RE: Game Suggestions:

Posted: Fri Jan 29, 2016 10:11 am
by swkuh
Don't know if 2.0 is still open for suggestions (developers' remarks invited.)

@RKhan: concur w/intention.

Variation in start set-ups would be very interesting. Simply allowing some "random" variations from current start positions is sufficient, IMHO.

Variations might also extend to equipment pools, Adm pts, commanders' assignments & ratings, whatever...


RE: Game Suggestions:

Posted: Fri Jan 29, 2016 4:42 pm
by uw06670
There is a thread for WitE 2, so that seems like a good place for suggestions.

tm.asp?m=3933956

I like your idea RKhan.

RE: Game Suggestions:

Posted: Sat Jan 30, 2016 12:48 am
by 56ajax
What I would like to see in the Event log or similar ie a Calendar is a list of major organisation or admin milestones.

For example

Corp HQs start to disband from Turn x
SAD Airbases start to disband from turn y
Admin points for building units reduced on Turn z

etc

Sure beats looking up the manual

RE: Game Suggestions:

Posted: Thu May 19, 2016 10:15 am
by algenda
It would be nice:
1. Use steam cloud service to sync save between different computers.
2. Create some app for mobile devices to read save files and show all information of you troops.
Each turn in this huge detailed game requires a lot of time. Maybe while you going to home or to work its time to think about your turn :)
Thank you!

RE: Game Suggestions:

Posted: Sun May 29, 2016 11:54 am
by s2tanker
Work on the retreat mechanics whereby an enemy can leave space for a unit to retreat to that takes the unit further away from friendly lines, thus dooming the unit to being surrounded in subsequent turns. If a path is available, units should always retreat towards friendly lines.

RE: Game Suggestions:

Posted: Wed Jun 29, 2016 8:21 am
by Balou
AI Rail Repair: I suggest an "overhaul" of AI's RR. Especially in 41, the AI seemingly ignores priorities. What I am saying is it makes no sense to convert rail lines somewhere in Kurland while the axis could need lateral connections forward between FBDs in time before/when partisans pop up. Given the enormous distances in the SU and hence with limited RR capacity it doubt that IRL the Reichsbahn would have adopted a RR strategy as currently shown by the axis AI. In some games I allocated constr bns to "redirected" RHG commands that keep their bns operating in a 5 hx radius, however these bns often simply refuse to leave HQs to do their job. OTH it was the only remedy I've seen so far to counter AI rail repair mechanics. To make a long story short, would it be possible to give the AI some orders to prioritize "RR regions" ?

RE: Game Suggestions:

Posted: Wed Jun 29, 2016 12:03 pm
by swkuh
@Balou: good suggestion. AI could use the FBD locations to prioritize the RRbots, but maybe the issue of supply chain development in 2.0 makes suggestions moot.

RE: Game Suggestions:

Posted: Wed Jun 29, 2016 12:22 pm
by Balou
If they make railroad repair/traffic in 2.0 more realistic, WitE would really improve. Logistics played such a crucial role in the East as we all know - which in part killed Barbarossa - and more than anywere else in ETO.

Your term RRbots: lol