Oldguard1970
Posts: 578
Joined: 7/19/2006 From: Hiawassee, GA Status: offline
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Great news about the rumor! Wish List Items: A. The game should be designed with higher limits on formations, units, and map size. (I know some people like large scenarios and some do not, but I would like to see the option for large scenarios be available.) B. It would be neat to have something like the "campaign watcher" utility built into the game. (I would like to be able to "follow" the progress of certain units and leaders in campaigns.) C. When playing with "Command & Control Off" there seems to be no advantage to maintaining unit integrity. (Perhaps there is and I have missed it.) I would like to see some sort of advantages for units that are close to their "zero unit". Disadvantages for being too far away would have the same effect. The distance could vary by formation type and quality. D. Along the same lines, I would like to see the A0 commander have a greater impact on play. (As things stand now, I tend to use my A0 unit to try to keep indirect fire units in communication. I would rather see the commander going forward to influence the action.) E. After a few battles in most campaigns, I wind up with a large stockpile of repair and replacement points. Perhaps there should be an upper limit to the ability to save these points. Alternatively, perhaps the cost to change a unit (rather than repair a damaged unit or replace a destroyed unit with a duplicate unit) should be higher, perhaps double or triple the unit's cost. F. One supply truck can replenish a large number of adjacent units in the same turn. That capacity should be limited. G. I know it is hard to make a strong AI. Hooray for any efforts in that direction. As a small suggestion, I would like to see the game award the AI a few small combat teams in addition to whatever the AI is doing now. When the AI is attacking or advancing, those small teams would consist of an armor section or platoon plus an infantry platoon. They would be given random terrain objectives in the enemy rear. Upon reaching those objectives, they would get new terrain objectives based on the location of identified indirect fire units or based on the largest and closest pockets of identified enemy forces. When the AI is defending or delaying, the teams could be Infantry platoons supported by AT guns and local mine fields. The AI should also be given several infantry AT teams to serve as anti-armor ambushes. These teams and anti-armor ambushes should be positioned forward of the AI's main line of resistance. I would also like to see the AI sometimes counterattack while on defense or delay. This would happen based on a random number check. If the AI is to counterattack, then it is given an attack force that will enter as a reinforcement and conduct an attack toward the victory hexes. I imagine the number of turns for the battle should also be extended, but not reported to the human player. H. OnLine Play - Right now, even if both players save a game to the same slot at the same point in the game, they cannot quit and latter resume online play unless one player emails files to the other. (Without the email step, the game does not think both players have the same saved game.) It would be nice to fix that situation. I. Strange Opportunity Fire - In online play with my opponent, we sometimes see a strange even when a unit is given the option to opportunity fire at an advancing enemy unit. When we execute the fire, the unit conducting opportunity fire sometimes does not shoot at the advancing enemy unit. Instead, it shoots at the last targeted enemy unit. We would like to see that corrected. All the best to the fine folks who have produced such a grand game.
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"Rangers Lead the Way!"
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