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Suggestions
Posted: Fri Dec 19, 2008 9:01 am
by herra
Hi,
I would like to put forward afew suggestions. Firstly replacements is it possible to have some in game feature to let us know what units need replacements that would really help and also right click any unit and get a menu come up instead of clicking the button on the right hand side all the time.
Somekind of supply indicator letting me know who is in and who is out of supply etc...
Please could some work go into the naval side of the game it's almost feels pointless and seperate to the main game. Maybe just make it far more intuitive and graphically more appealing.
Is it possible to make the HQ units more distinguishable and what units are under thier command.
Thanks for patching the game so far and I hope support will continue as there is potential for this game to shine.
Herra
RE: Suggestions
Posted: Fri Dec 19, 2008 10:59 am
by doomtrader
Hi herra.
I'm hoping you will be pleased after next update. We are planning to improve this and that.
I can't say about details at the moment, but some of your wishes are on our list.
RE: Suggestions
Posted: Sat Dec 27, 2008 1:48 pm
by balto
I have some more. These are in a lot of other Matrix games, so the coding (is this the correct term) exists already. Hey, can you borrow that from other games? If so, I think I could tell you which games. I have so many, but I think my suggestions are mostly from Commander At War.
(1a) When you are rebasing Air, have the range (40 hexes) greyed out so we do not have to count out the 40 hex maximum. (1b) Same thing for the 20 hex attack range when you click on the unit without clicking on the Rebase button.
(2) Have a map feature that when you click on a button, it tells you which units are not 100%.
(3) Have a map feature that when you click on a button, it tells you the supply levels on all hexes.
(4) Have a map feature that when you click on a button, it tells you which units have Action Points left.
(5) Have a map feature that when you click on a button, it tells you which units are not at the most recent Tech Level.
(6) Code in the USA convoy restrictions for USA convoys.
(7) When playing AI, if you look at the top of the screen during the AI's turn, it gives you tons of clues about what the AI is doing. Stop that.
(8) Do not allow that SURROUNDED ATTACK Feature to work on Fortresses. For example, Spain can take Gibralter without firing a shot. Ditto with Leningrad.
(9) This was might not be doable, but reorganize country sequence to PBEM does not go back and forth.
Thanks
RE: Suggestions
Posted: Sat Dec 27, 2008 4:16 pm
by gwgardner
All of those are good suggestions. Hope they're implemented. Especially the squirly sieges. Way too easy to take Stalingrad, Sevastopol, Leningrad, Tobruk, etc.
Not sure what you mean about the USA convoy restrictions however - can you explain?
RE: Suggestions
Posted: Sat Dec 27, 2008 4:29 pm
by cpdeyoung
Gary, see the other Balto post, about convoys.
In general I agree with the 40 hex and 20 hex suggestions, but do not agree with the AI reports. The fog of war is very effective in this game, but the chance that the Germans would not notice a British Motorized Corps holding Kiel is 0%. I think the blurb at the top of the screen is just enough, but not too much. There were newspapers in 1940.
The seige rule does not bother me. Leningrad was never fully invested, although it came close. Stalingrad would not be a seige in this game in the summer and early fall, but it certainly would be one for the Germans later, and what happened to the Sixth Army is close to a result in this game. I think Gibraltar would have a very hard time holding against Spain for any length of time. Singapore was a fortress too. Seiges could be modified, but play balance would have to be carefully monitored, and to be surrounded, without supply, is no fun.
Chuck
RE: Suggestions
Posted: Mon Dec 29, 2008 1:07 pm
by James Ward
The only thing I don't like about sieges is the ability to reinforce the surrounded unit. Otherwise they seem to work fine. If you want to hold out for a long time then use a high level corp to garrison the hex and have some air nearby. It's difficult to reduce a unit without good odds.