Wish List

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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wodin
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RE: Wish List

Post by wodin »

ORIGINAL: 39battalion

I really enjoy this game but it would be even better if you could get a message to indicate casualties during each combat for each unit attacked like " 5 men killed" or " 3 tanks/vehicles destroyed".

For me this would make the actual combat more interesting. I like to know the outcome of combat fire especially the fate of tanks. As it is I find I am constantly hitting the equipment tab to check casualties for each unit.

I don't know how difficult this would be to implement but it sure would be appreciated

Maybe it would be good to have a casualty report for each unit and you could set after how long you want to receive it. I.E 30 mins, 1 hour etc etc.
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Arjuna
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RE: Wish List

Post by Arjuna »

One option would be to expand the Unit Log which lists the recent events affecting the unit. This already will report "taking casualties". Perhaps we can see about adding in a Pers and AFV cas figure here. I don't think an onscreen report is a good idea as you would soon be swamped with them and then you would miss the important messages.
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Golf33
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RE: Wish List

Post by Golf33 »

ORIGINAL: Mark Weston

5. I'd like to "sandbox" with the game, and possibly use it as the resolution mechanism for a CPX-style game. I'd like a game mode that would allow me to see both sides without fog-of-war, and ideally I'd like to be able to run both sides from the one machine.
I'm not certain, but you might be able to run two copies of HTTR on the one machine - make one the host and connect the other to it as a client, and then you should be right to sandbox the game. However you will have to play both sides (no AI), you'll have to switch between copies to give orders and see the battle from each side, and it's not going to be as stable as the usual case of running a single instance.

Worth trying, anyway.

Regards
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Grognard
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RE: Wish List

Post by Grognard »

1. Selectable options within a scenario. Here's the British 1st Airborne Div, here's your drop/landing time windows and here's your choose a DZ or LZ tool (with reasonable and prudent parameters). Have fun.

2. Triggers. Many uses here but especially, this is how you could do minefields. Similar to blowing bridges or entering a victory location. If you enter a defined area there is n% chance of triggering bombardment or fire of variable strength. Maybe doable now? as part of a scenario setup but would like to see Engineers able to be tasked for the job (hasty minefield) in-game.
Find 'em, Fix 'em, & Kill 'em
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39battalion
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RE: Wish List

Post by 39battalion »

Yes Arjuna and Agema you would be swamped by onscreen reports on combat casualties for all units in combat at any one time.

But would it be possible have a report for the selected unit only ?

I like to focus on particular firefights in different areas at different stages of the game

If it is possible to give onscreen casualty reports for a selected unit it would certainly increase the immersion and immediacy of the combat segment of the game.

Thanks
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wodin
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RE: Wish List

Post by wodin »

ORIGINAL: 39battalion

Yes Arjuna and Agema you would be swamped by onscreen reports on combat casualties for all units in combat at any one time.

But would it be possible have a report for the selected unit only ?

I like to focus on particular firefights in different areas at different stages of the game

If it is possible to give onscreen casualty reports for a selected unit it would certainly increase the immersion and immediacy of the combat segment of the game.

Thanks

Good Idea. Also what I said earlier you wouldn't be swamped. Say you set the casualty report for 1 hour. Then after the hour is up the game pauses and then you can view each unit and the losses so far in men and weapons.
pahom
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RE: Wish List

Post by pahom »

One option would be to expand the Unit Log which lists the recent events affecting the unit.

Great idea. I would love to see this implemented.


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Analog Kid
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RE: Wish List

Post by Analog Kid »

Wow talk about information overload :) There is so much to read here.

What I would like to be able to do is change unit behavior at each waypoint. Min aggresion road march to this waypoint, a med aggresion arrowhead movement to the next waypoint, min agrgresion delay at the next waypoint and to change the aggresion settings for the next several delay points. I want to be able to lay out a plan and change it at waypoints down the line without the AI having to completely rethink the whole thing each time.

A common theme in the wish list is the weak units running around behind you lines and calling arty. I think that if a unit has taken 60-70 percent causualties should be removed by the game. At that point, IMHO, what is left is just trying to survive at that point and might not have any officers or senior non-coms left. If they with X distance of a friendly unit they are absorbed, if X distance from enemy they surrender. If not within X distance from either then they should just be removed to simulate the rements trying to find their way home alive.

The way I look at it is, what if where you work 70% of your co-workers dont show up. Along with 70% of the equipment/supplies that you need to work effectivly is gone as well. Pretty much nothing will get accomplished. More than likely, you'd take an early 3 martini lunch and not go back to work till tommorrow :)

I belive Arjuna said somewhere in this thread that in COTA they have already are addressing this issue. But I wanted to put in my 2 cents :)

Someone wished for arty smoke, and I want it too....


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Arjuna
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RE: Wish List

Post by Arjuna »

Yeh we've worked on reducing the problem of weak units by disbanding many of them and also preventing them from being arty spotters.

Your suggestion of having settings for each waypoint is a good one and already on the list IIRC. This would require some interface changes. We would need to default each waypoint to the settings for the overall task ( ie the ones specified for the final waypoint ). Then it should be pretty straight forward to select each waypoint and alter the settings on the side bar. This would add a fair bit of data to the saved game file though and would increase the amount of data needed to be transmitted over the net when playing head to head. While this may be no big deal nowdays with big HDs and broadband, it may still impact on users with dialup connections.
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Analog Kid
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RE: Wish List

Post by Analog Kid »

Well my biggest 2 problems are with the Delay command and route marches.

My problem with the delay is I want to ( esp BN sized delays ) offer stiffer resistance as the delay goes on. I guess I could split the bn and have each company have a delay point. So that they would sorta leap frog down the line. But I think a company is almost worthless on its own in many situations esp if you want to hold up a large force. Not to mention the increased command load that it would bring working at that Co level.

My problem with route marches is that I generally know approx where I want ,say the Irish Gds to go, but Im still developing the 'big picture'. Now what happens to me is I set them in motion with a move waypoint to an area that I am reasonably certain is safe , then continue with the battle. If I dont get to back to them before the get there, they set-up in AA(assembly area)/defensive postion. Which takes time to setup and time to get back into route march formation. I guess one quick fix would be to keep the formation of the last command rather than assume the move waypoint is the final destaination. Maybe when the lead unit reaches the waypoint the formation goes into a rest insitu and a message request for more orders. I want to be able to continue the march as quickly as possiable when I know where I want to send them.
Not to have to drag them out of a forest, or urban area which aint quick.

Now on the other hand, if you forget about them long enough and/or the battle has turned ugly on ya, having them in a defensive formation instead of strung out in a route march formation can be very good thing. But hey, if ya dont take chances you are never going win in a glorious fashion. Or lose in a glorious fashion :)
Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

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Arjuna
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RE: Wish List

Post by Arjuna »

Analog Kid,

Re Delay. COTA will have new delay code which will split the delay force and leap frog.

Re Staying in Road Column. Not a bad idea as an option for a Move task. I'll see what we can do ( too late for COTA now ) for BFTB.
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JJKettunen
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RE: Wish List

Post by JJKettunen »

Appropriate order delays for artillery tasks, ie bombardment and on-call.

As it is now, even with painfully realistic delay on, if you for example move with 4 bns towards an objective and meet an enemy unit, you can pick all the mortar units of those bns, and order them to bombard the enemy; they deploy immediately and start shooting. This ability of artillery units to work without order delays seems quite illogical.

With proper order delays for artillery, I'd imagine one could model the differences between responsiveness of the artillery of various sides (FE fast for the US, slowish for the Germans, and very slow for the Soviets).

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mdw
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RE: Features for Upcoming Games

Post by mdw »

ORIGINAL: Arjuna

Assault on Crete ( AOC ) - Expansion Pack for HTTR
[*] Exit Tasks
[*] Extra contour layers

Battles from the Bulge ( BFTB ) - Full Game
[*] Resupply
[*] Mixed Mode Movement
[*] Order of Battle Window
[*] Force list Editor

Battles from Normandy ( BFN ) - Full Game
[*] Team Play
[*] Counter-Battery Fire
[*] Off-map Fire Support
[*] Recon

There's a Crete expansion for this game? Hoorah! Now all we need is a Malta version. The little bonus game of Malta included in the old tried and true Avalon Hill Air Assault on Crete game was one of the most playable and fun games I ever played in over 30 years of gaming. Sooo can where does one find this Crete expansion pack?
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Trigger Happy
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RE: Features for Upcoming Games

Post by Trigger Happy »

Maybe you should take a peek in the Conquest of the Agean forum?[;)]
tt.asp?forumid=123
It's a full fledged game with huge improvements (supply model, +++), not out yet, but really close now we were told.
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Plodder
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RE: Features for Upcoming Games

Post by Plodder »

I was wondering if it's possible to have the option of switching the side-bar to the right side of the screen?I normally play with the mouse only (let's me hold a bevvy with the other hand [:)])and I reckon it would feel more natural(for me anyway) on that side.

It's hard to explain but it's to do with me being left-handed,using the mouse right-handed,and mainly using the left side of the screen.It starts feeling slightly 'uncomfortable' after a while.(Either that or I'm just using a part of my brain that doesn't get much workout [:D])
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
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Arjuna
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RE: Features for Upcoming Games

Post by Arjuna »

The Plodder,

Added to wish list. [:)]
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Plodder
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RE: Features for Upcoming Games

Post by Plodder »

Thanks[:)]
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
hank
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RE: Features for Upcoming Games

Post by hank »

What's BFTB?

The next title in this series?

this is pie in the sky ... as you move the cursor over the equipment icon in the equipment tab, you get a box pop up with a color detailed silhouette of the vehicle with basic specifications. Like in SPWaW's encyclopedia ... or even HPS's equipment pics in the side menu.

My only other add to the wish list is battles from the eastern front. But I'm sure many others have asked for this.

My old wish list item was added for CotA (add icons in the equipment menu for tanks, self propelled AT vehicles, etc.) ... so I'm just waiting with visa in hand to buy.

thanks

hank
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Arjuna
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RE: Features for Upcoming Games

Post by Arjuna »

hank,

BFTB = Battles from the Bulge. This will be our next title after COTA.

Check out the COTA forum and you will see there that we have set up a series of Data Design Teams to develop the data content for upcoming titles. There are teams for West Front, East Front, North Africa, Pacific and Modern.

The rollover for equipment is not a bad idea. Well done. JUst entered it into our Task Tracker database.[:)]

TT2523 - UI - Force Data - E&S Tab - Rollover on equip Items with estab details
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akileez
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RE: Wish List

Post by akileez »

Ok, an unique wish. Any possibilty of a limited number of river assaults for the Allies?
Historically in Market Garden there was of course the valiant 82nd boat assault at Nijmegen. But another one is little mentioned. It was carried out at night, by a company from the 43rd Infantry Division towards the last days of the operation at Oosterbeek in an attempt to bolster the Airborne's dwindling defences there [ thus interstingly, making it the first Allied unit to cross the Rhine via land]. The exact info on it I don't have at hand, but the action around this assault was very intense albeit brief.
So is there any way you can add such a 'task' / boat crossing graphics / a boat transport unit with a limit of 2 or 3 crossings 'capacity' for such a unique simulation?
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