The Infantry Game

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
Post Reply
benpark
Posts: 3072
Joined: Mon Aug 12, 2002 1:48 pm

The Infantry Game

Post by benpark »

I believe that I remember reading that the infantry side of the game would get further attention in the next game in the series. This is good news for the games that I prefer playing- infantry heavy, with support vehicle/weapons in small amounts.

A few things that I would like to see rounded out, given greater attention to or changed altogether:

-Buildings- After making a few with MS3D, I foresee a difficulty to the manner in which these are currently handled. It will be difficult to have fighting in large structures with opposing forces occupying separate floors or rooms. Urban warfare needs new mechanics to better simulate the chaotic FoW and close quarter fighting within an urban setting

-Historical Composition- Companies/sub-units need to be close as possible to their historical counterparts.

-Models/Uniforms- Graphical displays of information are important to let the player know what unit is what, and allows the player a sense of "immersion". I like to see correct uniforms for each specific type of squad. A slightly higher level of detail in the infantry model would also be a help in conveying information and adding immersion. There has already been discussion on renaming of units and graphical display of casualties, both of which allow for the immersion factor, and also allow further display of useful, in game visual information.

-Sound- The game as a whole suffers in this area. Sound cues need to have a variety and yet transmit information and add immersion to the game. Sound needs to have direction to it, so that the player doesn't hear a tank 1k to the west as loud as the one the camera is near. Vocal cues from squads can be useful in transmitting information about squad states. CC and CM are two good examples of the best uses of this. "Pinned down!"-no question about what is happening there.

-Fatigue and Morale- Fatigue is not modeled in the game as far as I can tell. It should be. Morale could also use some fleshing out, allowing for surrender if near an enemy unit and demoralized. Fighting to the death should be the exception, not the rule.

-Animation- The game displays the basic states it has now well-pinned shows men going to ground-easy to see and understand visually. A few more cues would be helpful, and make the game more enjoyable at "ground level". Items like AT weapons should be shown if a soldier switches to them. we don't need to see a soldier run up to a tank and fire the panzerfaust, just show the switch to that weapon. It's just enough information to let the imagination fill in the blanks, and enough to visually know what has happened. Sound cues should fill in the rest. Infantry animations should be robust enough to convey this information, and also add atmosphere to the game.



"Fear is a darkroom where the devil develops his negatives" Gary Busey
User avatar
Stridor
Posts: 1391
Joined: Sat Sep 08, 2007 11:01 am

RE: The Infantry Game

Post by Stridor »

Ben,

Agree with you 100%
ORIGINAL: benpark

-Models/Uniforms- Graphical displays of information are important to let the player know what unit is what, and allows the player a sense of "immersion". I like to see correct uniforms for each specific type of squad.

As you have discoverd in your mod thread you can do this already.
You can also redo the animations to make them better if you like.

Regards

S.
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: The Infantry Game

Post by pad152 »

I really hope it get's better (some thing like the CM1 games would be fine!). I don't like the 10 little indian model, and  something that shows damage, 3 man, 2 man, 1 man. I would also like to see them put their hands up to surrender, I always like the prisoner surrender model in CM1 (something even BFC left out of CM2 [8|]).


Post Reply

Return to “Panzer Command: Kharkov”