Some questions

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

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SnakE227
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Some questions

Post by SnakE227 »

Hi!
Why units "do not see" a smoke from destroyed vehicles/tanks?
Not every player's unit can see enemy unit. But smoke is visible from anywhere.

Screenshot 1:
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RE: Some questions

Post by SnakE227 »

Screenshot 2:
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RE: Some questions

Post by rickier65 »

That's a good question, but I don't think I can answer why. I might guess that the game considers the smoke as part of the unit and since the second spotter can't see the actual unit, the game isn't showing the smoke either, though you are right, the smoke should be visible to other units even if the destroyed unit isn't.

thanks
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RE: Some questions

Post by SnakE227 »

And second question...
What about pausable real-time mode for PCO? Like Combat Mission Series.
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RE: Some questions

Post by Mobius »

ORIGINAL: SnakE227
Hi!
Why units "do not see" a smoke from destroyed vehicles/tanks?
Not every player's unit can see enemy unit. But smoke is visible from anywhere.

Screenshot 1:
Is the smoke of any tactical importance?
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RE: Some questions

Post by Mobius »

ORIGINAL: SnakE227
And second question...
What about pausable real-time mode for PCO? Like Combat Mission Series.
We'd rather have the re-play ability.
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SnakE227
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RE: Some questions

Post by SnakE227 »

Is the smoke of any tactical importance?

No. But it gives more complete picture of the battlefield. And more realistic in my opinion.
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RE: Some questions

Post by rickier65 »

ORIGINAL: SnakE227
Is the smoke of any tactical importance?

No. But it gives more complete picture of the battlefield. And more realistic in my opinion.

If you don't have any unit selected the smoke and destroyed units should show, they are only not shown when you select a unit that doesn't have LOS.

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RE: Some questions

Post by SnakE227 »

If you don't have any unit selected the smoke and destroyed units should show, they are only not shown when you select a unit that doesn't have LOS.

I know. The question lies in the visibility of smoke. Unit can not see the source of the smoke. But smoke from the destroyed tank is visible for miles.

For example:
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RE: Some questions

Post by SnakE227 »

And third question/proposition for next update...

In my opinion order/action icons (or labels) would improve game interface.

Thanks!
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RE: Some questions

Post by Mobius »

ORIGINAL: SnakE227
I know. The question lies in the visibility of smoke. Unit can not see the source of the smoke. But smoke from the destroyed tank is visible for miles.
For example:
That probably is the way it should be handled. Though kind of small potatoes of realism. How real is it to see trees and houses the far side of hills?
In my opinion order/action icons (or labels) would improve game interface.
I like the idea of more info though it may be messy looking. How about a way of showing infantry that are pinned, suppressed and suffered casualties? Maybe on the floating icon or maybe on the icons of the center HUD window?
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RE: Some questions

Post by Ratzki »

ORIGINAL: Mobius

I like the idea of more info though it may be messy looking. How about a way of showing infantry that are pinned, suppressed and suffered casualties? Maybe on the floating icon or maybe on the icons of the center HUD window?

Now we are talking. That would be a welcomed improvement.
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RE: Some questions

Post by SnakE227 »

Floating icons example:
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RE: Some questions

Post by SnakE227 »

I made some icons samples:
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RE: Some questions

Post by Mobius »

Those look pretty good. Though I would use just a simple small colored ball for SOP. The colored bars could be used for infantry casualty levels.
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RE: Some questions

Post by major.pain »

Nice to know the game is being worked on again.
I did ask this question long ago when i first picked up the title as it was my main gripe but are there any plans to change the way armor will not fire on the same phase that it has moved????
That was the reason i stopped playing the game. Having your tank sitting there after a move and being shot at without returning fire until the next phase ticked round.
It had me shouting a few derogatory things at my tanks i can tell you.....
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RE: Some questions

Post by budd »

Rush and engage I belive are the only orders they won't fire under on the move .Granted having an order named engage and not being able to fire while or after moving is strangely named. I mostly use short rush moves or advance and bound. They revert to defend after a rush order and can fire. It's early, if I'm wrong someone will correct me. I'd like them to stop and fire at a likely when moving under engage.
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RE: Some questions

Post by major.pain »

I am fine if for example a tank will not return fire while it is "rushing" but when it has stopped i do not see the logic in why it would not fire, even more so if it is being fired upon.
I do fire the game up once in a blue moon as i do like the game it has massive amounts of content and detail but as soon as my tanks start sitting there without returning fire i jump up and down for a bit and turn it off lol.
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RE: Some questions

Post by Mobius »

Defend, Advance and Withdraw allow firing in the same phase as moving. In fact while moving. But Rush, Charge, and Engage do not allow it even after the unit has stopped during the phase. I believe it was something Rick was going to look at changing.
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RE: Some questions

Post by major.pain »

That would be great if its changed somewhat :)
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