Wishlist (cont'd)

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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rn
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RE: Wishlist (cont'd)

Post by rn »

Love both HTTR and COTA - My question refers to planning: is there any way that an alpha channel with text and drawing tools could be added to the map as an overlay that could be turned off and on like the km grid? The idea is that you could use this overlay to plan your campaign, draw force boundaries, outline routes, note timetables, pop it up occasionally to see how things are going relative to the original plan or refresh your memory, jot whatever down in a corner – pretty much the way some players use a notepad or printed map while playing. A planning aid, basically, since so much of the game is involved with planning. Decisive Action from HPS has a feature like this that is kind of intriguing.
RayWolfe
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RE: Wishlist (cont'd)

Post by RayWolfe »

It's on the list. [:)]
The list is long. [:(]
.... but would't it be great? [8D]

Cheers
Ray
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Arjuna
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RE: Wishlist (cont'd)

Post by Arjuna »

rn,
 
Yes it's been on the wish list for some time. However, to do this properly we need to overhaul our graphics engine. It uses MFCs graphics system not the more modern and powerful DX system, which supports transparencies and lots of cool stuff. This is a HUGE job.
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Major Disaster
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RE: Wishlist (cont'd)

Post by Major Disaster »

Have you considered doing a game using this engine at a higher level such as at Bn level say at 5-10  minute intervals? It would be neat to play bigger battles with bigger maps. [8D]
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RE: Wishlist (cont'd)

Post by Arjuna »

Major Disaster ( <g> I love that name [:)]&nbsp;),
&nbsp;
Yes we have but to do so would require a major overhaul of the combat and reaction rules. At the moment these are tuned for the current scale. Scaling the data ( maps, units, time interval would be straight forward ) but the combat routines would need major work. Effectively you would have make them more abstract. That's do-able but a lot of work. Further the reaction rules would need even more work as now you have to handle cases where a single unit can occupy a big area or a long line ( we would need to segment the occupied area when moving in road column for instance ) and it encounters another unit similarly laid out. Again do-able but a lot of work.
&nbsp;
We really need to make some money first before we could entertain that shift. However, it would be nice. [:)]
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Jakerson
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RE: Wishlist (cont'd)

Post by Jakerson »

I hope that you include some type of asynchronous warfare to some of your later realise like eastern front game as partisans had significant role blowing up Germans supply convoys and attacking against rear area troops and disappearing before stronger troops can come in. Maybe introducing totally new infantry company type in game some kind of partisan light infantry that could use new stance ambush along the road causing big casualties to road column formation if ambush is successful.

I’m not sure if this in the game mechanics but this is just an idea.

Major Disaster
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RE: Wishlist (cont'd)

Post by Major Disaster »

In regard to applying airborne assualt engine to larger scales and other theaters I think a 1914 WW1 version would really be interesting. I am reading a book on the Battle Of Tannenburg and while reading it I can't help thinking that this would make a great battle for AA. Perhaps a Battle of the Marne/Battle of Tannenburg combo would be good. These are not exactly mainstream battles to do but neither is COTA. Also, these two battles probably affected world history about as much as any two battles in the 20th century in that had the French lost the Batte of the Marne history would have tunred out quite differently and had Russia not had the huge defeat at Tannenburg perhaps there might not have been a Russian Revolution. And both are manuever battles and not the static type battles that occured for most of the remaneder of WW1. [8D]
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RE: Wishlist (cont'd)

Post by Major Disaster »

To follow up on my post, it seems that one of the big factors both in Tannenburg and in France 1914 leading up to the Marne&nbsp;was to keep gaps from forming in the lines due to poor coordination between commanders of the different units that had to act together to form a line. In a turn based hex game this is very difficult to simulate becuase the player can keep all the units coordinated and perfectly do what they are commanded. The AA engine it would seem can simulate this uncertainty of both orders and execution because any number of units can be given orders to move into a line but they may not execute these orders at the same time and gaps in the line may appear due to this that can be exploited by the other side. That way say in a Tannenburg scenario the numerical superiority of the Russians could be offset by better coordination and faster command response of the Germans (i.e. as faster OODA loop). This seems to have become less of a problem in WWII, possibly because of better communication and perhaps more unified command structures. Even so, we can sort of see this in COTA in that the British and the Greek forces have different response times so that it is hard to synchronize them to arrive some point at the same time. This problem was even more acute in WW1 in that local commaders would often total ignore orders and advance&nbsp; when they were orderd to stay put, stay put when ordered to advance, etc. The local commander had to be independent becuase of the primitive communications.
&nbsp;
At any rate, I certainly don't expect to see a WW1 version of the AA anytime soon (if even ever) but never the less it looks like the AA engine would be&nbsp;perfect for capturing the operational problems of that era and these problesm look to be very interesting from the reading I hav been doing on this period (as a result of&nbsp;a bit of burn out on WW2 after reading the umpty umpth book on it).&nbsp;
Red2112
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RE: Wishlist (cont'd)

Post by Red2112 »

Hi,

As I seen above, someone already requested for plannig tools. I find that, yes, sometimes its hard to remeber where you place your units In your planning stage once the battle started. "Dangerous Waters" has a tool where you can place a crosshair on the map and name it, you can also place range rings on map. I understand it must be hard to do this. I just wanted to give a example. A couple of tools should do the job. I´am not a programer but aim sure DW engine calculates at a high levels as COTA, but If its a graphical problem with transparenceis, then we are cool as it is. Just my two cents, keep up the great work.
MarkShot
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RE: Wishlist (cont'd)

Post by MarkShot »

I would like to see an overlay capability, but in terms of unit locating, it is pretty straight forward.

You have:
- Filters (the ability remove most units, but the category of interest).
- OOB (find the unit in the organic chain of command and click it; goes to unit on the map).
- Arrow keys (walk the chain of command).

In terms of plan display:

(1) Hit "=" to display those units with orders.
(2) Drag select all units on the map.

Resultant orders displayed is your plan.

I hope that helps.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
Red2112
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RE: Wishlist (cont'd)

Post by Red2112 »

Thank you Marshot,

Yes, I played around with these tools and found them very useful. Specialy when you have units one over the other. The game is very well though of, the more I fool around with it, the more I see that. Fantastic! Thanks.
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Arjuna
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RE: Wishlist (cont'd)

Post by Arjuna »

Red2112,
&nbsp;
Nice sig!
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Red2112
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RE: Wishlist (cont'd)

Post by Red2112 »

Thank you Sir,

Good people and a good game deserves a nice sig. [&o]
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laska2k8
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RE: Wishlist (cont'd)

Post by laska2k8 »

I wish when clicking on a unit to see a straight line to its target.

Not multiple lines (like threats) but a single line to actual target.

massimo
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RE: Wishlist (cont'd)

Post by Arjuna »

laska2k4,
&nbsp;
I presume you mean the last unit it fired at. If so, then do you keep showing that line even if both the unit and target have moved/changed locations? In other words is there range limit and/or time limit?
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laska2k8
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RE: Wishlist (cont'd)

Post by laska2k8 »

I was thinking something like Combat Mission series. If you click on a unit
you see a red line pointing a target. If target unit is out of range or it's moved or
my unit stop firing then the line disappear.

The "threats" option sometimes is misleading.
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Arjuna
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RE: Wishlist (cont'd)

Post by Arjuna »

One option is to use a special colour within the existing threats tool to highlight the threat the unit last targeted/fired at. Eg if you have four potential thyreats and one of those the unit has just fired at then its line could be coloured purple for instance.
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wodin
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RE: Wishlist (cont'd)

Post by wodin »

Think this has been mentioned before. How about a more detailed AAR. Stating who destroyed who, who surredered to who. How many casualties a unit inflicted. I notice troops sureender in drips and drabs. It would be nice to see how many shouted Kamerad! at each loss.

Also how about abit of chrome. I.E Nominations for medals (at comapny level) and which medals would be a great bit of detail at the end of the battle.
RayWolfe
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RE: Wishlist (cont'd)

Post by RayWolfe »

ORIGINAL: wodin
Also how about abit of chrome. I.E Nominations for medals (at comapny level) and which medals would be a great bit of detail at the end of the battle.

Oh dear! [:'(]
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RE: Wishlist (cont'd)

Post by PanzerMax »

What are the major new features of the next game?
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