Page 1 of 1

Bright is the future

Posted: Sun Aug 13, 2006 3:40 pm
by Jensen76
After having gotten my mouse to work with this game I have played the first three missions of the German campaign and my impressions are very positive. I really like the atmosphere in the missions, I like the terrain and unit graphics and I like the idea of the campaign mode.

There are also a few things I miss, though. First and foremost more varied movement orders. I keep getting my units slaughtered in enemy ambushes because there is no "contact" movement command (no, it's not because I'm an idiot general my men die - it's the game mechanics that are messed up...[;)]). If my units run into resistance they don't stop to engage but continue on happily, usually without returning fire. And as you can't issue movement orders (other than "halt") in the reaction phase, my units can usually look forward to 40 seconds as sitting ducks (albeit sitting ducks armed with 76mm cannons).
A "contact" movement order or the possibility to move a little bit in the reaction phase(perhaps only through the "withdraw" order) would be wonderful [:)]. Especially when you are a less than perfect strategist like me...

Another thing that bugs me a little is the engagement AI (though AI overall is good, I think). Often my units do not engage enemy units that are plain in sight (and firing [X(]) untill I tell them to specifically during the reaction phase, which is sometimes too late. And when my units get assigned a specific target it seems they never move on to another target when the first target is no longer a threat. Would be nice to see the AI act a bit more on it's own in these areas.

Also, while the campaign idea is nice with its carry-over units, decorations etc... it could still be much more, especially with regards to presentation. I'm basically thinking Close Combat here (who wouldn't[;)]). Names and pictures for your units (just the vehicle/platoon commander), a bit more detailed stats (for instance how many battles they have fought), different kill-icons for different target types - I just love all these unnecessary details. They make a wargame much more immersive.
If you feel all this would clutter up the "Purchase Units Screen", you could make a separate "Barracks Screen" with detailed information about your core units.

There are other issues as well, of course, but it seems this forum is happily discussing most of them already and that the designers are aware of them.
All in all, I think the future looks bright for this game. With the right support and the right design decisions (an expanded campaign mode, both in length and features) Panzer Command can become a truly great game - and set itself clearly apart from the competition.

There is a lot of potential here, and I'm really looking forward to seeing what you do with it. [:)]

Regards,

Jensen





RE: Bright is the future

Posted: Sun Aug 13, 2006 3:43 pm
by Marc von Martial
I keep getting my units slaughtered in enemy ambushes because there is no "contact" movement command (no, it's not because I'm an idiot general my men die - it's the game mechanics that are messed up...).

I don't have the manual in front of me, but this should be done by the "Bound" command IIRC.

RE: Bright is the future

Posted: Mon Aug 14, 2006 6:05 am
by ravinhood
But, there are such things as 40 second ambushes, do you think you should always be able to react to an ambush situtation? Didn't you see Band of Brothers where they slaughtered 2 companies of German soldiers who for at least 40 seconds just went into chaos running here moving there getting shot to pieces. ;) Of course the game can't model the perfect ambush so I think continuing your orders for 40 seconds is valid for an ambush situation that you should have been smarter and sent in recon instead of pushing your entire force for 40 seconds without knowing what is in front of you in the first place. I always use the leap frog method and don't find myself in these situations like you do.
 
I think all too many people try to play a wargame like an RTS game, that just won't work because these games require thought not just throwing everything you have into a given situation or one place without even considering the consequences that might lie ahead of you in the line of trees. ;)

RE: Bright is the future

Posted: Tue Aug 15, 2006 5:08 am
by sapper_astro
Both sides do have a point. I don't think he is asking for auto mechanical soldiers that do your bidding in a fifth of a second, but rather the 'chance' to give an order ala Close Combat....

Like Close Combat, whether those orders work out is up to the psychie and situation the soldiers are in.

RE: Bright is the future

Posted: Sun Aug 20, 2006 5:14 pm
by Erik Rutins
Jensen,
ORIGINAL: Jensen76
After having gotten my mouse to work with this game I have played the first three missions of the German campaign and my impressions are very positive. I really like the atmosphere in the missions, I like the terrain and unit graphics and I like the idea of the campaign mode.

Great to hear, thanks for the feedback Jensen76.
There are also a few things I miss, though. First and foremost more varied movement orders. I keep getting my units slaughtered in enemy ambushes because there is no "contact" movement command (no, it's not because I'm an idiot general my men die - it's the game mechanics that are messed up...[;)]). If my units run into resistance they don't stop to engage but continue on happily, usually without returning fire. And as you can't issue movement orders (other than "halt") in the reaction phase, my units can usually look forward to 40 seconds as sitting ducks (albeit sitting ducks armed with 76mm cannons).

What movement orders are you generally using? Also, how far are you plotting? I find that using more cautious movement orders such as Bound and Advance works well when you are close to the enemy. Also, are you using any kind of reconnaissance units?
A "contact" movement order or the possibility to move a little bit in the reaction phase(perhaps only through the "withdraw" order) would be wonderful [:)]. Especially when you are a less than perfect strategist like me...

Thanks, we will add these requests to our list for discussion.
Another thing that bugs me a little is the engagement AI (though AI overall is good, I think). Often my units do not engage enemy units that are plain in sight (and firing [X(]) untill I tell them to specifically during the reaction phase, which is sometimes too late. And when my units get assigned a specific target it seems they never move on to another target when the first target is no longer a threat. Would be nice to see the AI act a bit more on it's own in these areas.

That is by design, since we felt that a 40 second turn was short enough to leave these reactions in the player's hands. We've since reconsidered that and plan to upgrade the engagement AI to allow more opportunity fire in the first expansion.
Also, while the campaign idea is nice with its carry-over units, decorations etc... it could still be much more, especially with regards to presentation. I'm basically thinking Close Combat here (who wouldn't[;)]). Names and pictures for your units (just the vehicle/platoon commander), a bit more detailed stats (for instance how many battles they have fought), different kill-icons for different target types - I just love all these unnecessary details. They make a wargame much more immersive. If you feel all this would clutter up the "Purchase Units Screen", you could make a separate "Barracks Screen" with detailed information about your core units.

Good suggestions, thanks. We definitely want to continue to improve the campaign system.
All in all, I think the future looks bright for this game. With the right support and the right design decisions (an expanded campaign mode, both in length and features) Panzer Command can become a truly great game - and set itself clearly apart from the competition.
There is a lot of potential here, and I'm really looking forward to seeing what you do with it. [:)]

Thanks, we aim to please!

Regards,

- Erik