Bright is the future
Posted: Sun Aug 13, 2006 3:40 pm
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
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