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RE: MCS User WISHLIST - 8/28/2007 6:04:41 AM   
XLVIIIPzKorp


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How about the Waffen SS with their own 3D bases. White runes on black? I know it would require a country slot but it sure would look good in 3D view.

(in reply to Jason Petho)
Post #: 31
RE: MCS User WISHLIST - 8/28/2007 6:08:46 AM   
Jason Petho


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quote:

ORIGINAL: XLVIII Pz. Korp

How about the Waffen SS with their own 3D bases. White runes on black? I know it would require a country slot but it sure would look good in 3D view.


This is being considered, but is on the back burner for the moment.

Alternatively, in the meantime, one could alter the unit BMPs of the units with small SS Runes or something to have them stand out.

Jason Petho

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Post #: 32
RE: MCS User WISHLIST - 8/28/2007 6:14:03 PM   
Bazooka Bob

 

Posts: 15
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From: Cincinnati, Ohio
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I know I mentioned this under another topic, but in the Dynamic Campaigns for the Russians primarily Operation Barbarossa - North, Central, South give the Russian player a chance to be upgraded to Guards status with a chance of increased replacement points.

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Don't view the situation as being outnumbered. View the situation as having a wide selection of targets to choose from.

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Post #: 33
RE: MCS User WISHLIST - 8/28/2007 6:17:32 PM   
cpdeyoung


Posts: 5368
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From: South Carolina, USA
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I always play in 2D with non-graphical counters.  My eyes are old, but I still prefer the having my resolution set so the map does not require scrolling.  If you are struggling with resolution issues you might relook at large display prices.  A large display is the best investment in user interface.  I would get the largest, best display I could afford, and enjoy!

Chuck

(in reply to Jason Petho)
Post #: 34
RE: MCS User WISHLIST - 8/29/2007 8:03:15 AM   
XLVIIIPzKorp


Posts: 224
Joined: 10/24/2006
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quote:

ORIGINAL: Jason Petho


quote:

ORIGINAL: XLVIII Pz. Korp

How about the Waffen SS with their own 3D bases. White runes on black? I know it would require a country slot but it sure would look good in 3D view.


This is being considered, but is on the back burner for the moment.

Alternatively, in the meantime, one could alter the unit BMPs of the units with small SS Runes or something to have them stand out.

Jason Petho


Very cool. Hope it comes to pass.

You can always spot the old boardgamers looking for the white on black counters.

Thanks Jason

(in reply to Jason Petho)
Post #: 35
RE: MCS User WISHLIST - 9/2/2007 10:02:58 PM   
baltjes

 

Posts: 59
Joined: 7/21/2007
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O Yes, I do have some wishes with respect tot both unit types and graphics. With the latter I just mean map-features since I am only playing in 2D.

Unit types:
1. recovery tanks/trucks (at least some 'tool' to remove wrecks, since at the moment it is quite easy to halt all movement by just creating enough wrecks on crucial spots).

2. a larger diversity in trucks and other transport in relation to their functionality. (Bedfords, Austins, Henschels, Hanomags, etc. etc. With JTCS there is already a small beginning in using both 2,5 ton and 1,5 ton GMC's in the US OOB)

3. possible addition of non-combat units as ambulances, kitchens etc.

4. better relationship between strength and function of units, e.g. just one infantry platoon needs six trucks to be transported, a 5-ranking non-motorized officer can only be transported by a 6-strength truck! In reality the guy just needs one single jeep. By the way, a real staff car would be nice.

5. Ferries, neutral ferries, that can be used (or sunk) by whoever occupies them. The same for confiscated transport like cars, camions, busses, wagons, berries, bicycles etc. etc. (The ability to use bicycles should not be restricted to special bicycle units; it were regular infanterists that 'borrowed' my mom's bike!)

6. The direct use of conquered/looted material by the opponent of the original owner

7. Officers should have the opportunity to use their personal weapons (pistols, revolvers, semi machine guns etc.) when they defend alone.


Graphics (map)
1. A larger diversity of buildings (farms, barns, mills, railway stations, hospitals, schools, etc.)

2. The possibility to create/use real viaducts (crossings of (rail)roads at different heigthlevels)

3. Restriction of the arc of fire of bunkers and pillboxes

4. Roads with just a single line of trees alongside (Now I use forrest hexes instead)

5. possibility to create extruded (is this the correct word?) roads e.g for dykes that extend a couple of meters above groundlevel, but are not as wide as a full hex of 250 meters.

6. An extra class of roads. Above the present three types I feel some need for real Highways comparable to the German Autobahn

So far a first round of wishes.

(in reply to Jason Petho)
Post #: 36
RE: MCS User WISHLIST - 9/3/2007 11:31:54 AM   
serg3d

 

Posts: 137
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I would like morale having bigger impact:

--------------------------

Include significant morale modifier into assault calculation

HQ loss should cause morality check with possible moral loss for all organization (accordingly AI should value HQ more)

Isolated unit should be undergoing morality check, retreat if failed, disrupt if can not retreat

If half or more units in this or neighboring hexes retreated, the rest should be undergoing morality check for retreat.

Disrupted unit should be be undergoing morality check for retreat every time it shoot at, with 33% (or something like this) probability.

Disrupted unit should not ignore second disrupt, and have morality check for morale loss instead.

Specifically for EF, russian  side:

------------------------------

I'd like to have more organizations to choose from for DCG:

Different mix of tanks in the battalion/ brigade for russian - for now  it's either T-26 or T-28 at the start of Barbarossa and the same mixed T34/KV battalion later. More formations to choosew from.

Here is some ideas for historical formations:

BT tank battalion (later upgrade to mixed T34/KV battalion)

Heavy KV/KV-2 tank battalion/regiment/brigade  (like in the Rosseiniaj attack of heavy tank regiment ), later upgrade to KV-1 battalion

Mixed T-28/T-35 battalion/brigade, upgrade to KV-1

separate motocicler regiment, with all it's attached armor, guns and mortars (like in the Poppel group attack on Dubno), later upgade to mechanized brigade

separate mobile anti-tank brigade with attached tank company  - some (like 1st anti-tank brigade) anti-tank brigades picked up tanks from routed  corps on the road.

Also it would be good to have some 1941/1942 linked camaigns for russians. For now russians have two LCG - 1943 and 1945.

(in reply to baltjes)
Post #: 37
OOB Mod - 9/5/2007 5:43:04 PM   
leek

 

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Joined: 6/9/2007
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I would like to see the option of making a copy of an organization that has already been addded the the OOB. This would save alot of time creating a custom Battalion, and then having to create another customized Battalion in order to create a Reg ect.

I also concur with the suggestion about additional Special Buildings such as schools, hospitals, train stations, barricks ect, but also the option to select the building you want when placing it on the map.

Lee

(in reply to Jason Petho)
Post #: 38
RE: MCS User WISHLIST - 9/5/2007 6:36:07 PM   
ab5000

 

Posts: 21
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I know this has been mentioned I would love more resolution. I would love to be able to put the game up on a projector with a high resolution! Wow...

I would love more Cold War units as well (even some units that might not have been "real").

Great game, I don't want to play board games and I really don't want to spend the money on miniatures so this gives me the best of both worlds...

(in reply to Jason Petho)
Post #: 39
RE: OOB Mod - 9/5/2007 7:05:57 PM   
baltjes

 

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Joined: 7/21/2007
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Hello Leek,

Here is some guidance to 'copy' your favorite organization:

1. Create your 'home made' Battalion with the OOB editor.
2. Store it under a fancy name e.g. Leekbtn.org.
3. Start a new OOB
4. Load Leekbtn.org
5. Append Leekbtn.org
6. Again, append Leekbtn.org for a second time

Now you have three 'home made' Battalions in a row, totalling a regiment

7. Add the regimental troops (Artillery, Anti tank, etc.)
8. Store this regiment under a fancy name also e.g. Leekrgt.org
9. Start a new OOB
10. Load Leekrgt.org
11. append Leekrgt.org twice, and you have your home made Division (supposing you want three regiments in your division.



Good luck,

Hajo

(in reply to leek)
Post #: 40
RE: OOB Mod - 9/6/2007 12:45:31 AM   
leek

 

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Thank you,

I did not know that you can load and append files. I was able to open the OOB file in Note Pad and cut and paste that way also, except that I had to re-number the unit ID# so there was no duplicate ID#

Lee

(in reply to baltjes)
Post #: 41
RE: OOB Mod - 9/6/2007 11:43:02 AM   
baltjes

 

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I think there is some misunderstanding. What I mean is that, within the OOB editor, you should open (load) your favorite organization, store it under a fancy name and then append the same organization. ALL HAPPENS WITHIN THE OOB-EDITOR. It has nothing to do with Notepad or whatever!

Hajo

(in reply to leek)
Post #: 42
RE: OOB Mod - 9/6/2007 2:40:14 PM   
Arkady


Posts: 1262
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From: 27th Penal Battalion
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quote:

ORIGINAL: leek

Thank you,

I did not know that you can load and append files. I was able to open the OOB file in Note Pad and cut and paste that way also, except that I had to re-number the unit ID# so there was no duplicate ID#

Lee

baltjes way is more simple but you don't renumber units if you edit org in notepad, just append it to empty oob in Org editor and program renumber units for you

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Post #: 43
RE: MCS User WISHLIST - 9/6/2007 6:52:18 PM   
Panzer Capta


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From: Bedford, NH, USA
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I speak from the perspective of my eyesight only, but I would really appreciate a better means of highlighting organizations so that weary old eyes like mine can easily distinguish differences. For example, the color scheme used ito distinguish the different organizations in the John Tiller Squad Battles Series would be perfect in the 2D mode of the JTCS.

(in reply to XLVIIIPzKorp)
Post #: 44
RE: MCS User WISHLIST - 9/6/2007 7:25:36 PM   
Jason Petho


Posts: 15009
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From: Terrace, BC, Canada
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quote:

ORIGINAL: Panzer Captain

I speak from the perspective of my eyesight only, but I would really appreciate a better means of highlighting organizations so that weary old eyes like mine can easily distinguish differences. For example, the color scheme used ito distinguish the different organizations in the John Tiller Squad Battles Series would be perfect in the 2D mode of the JTCS.


Any chance of providing a screenshot so I can see what you mean?

Thanks
Jason Petho

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(in reply to Panzer Capta)
Post #: 45
RE: MCS User WISHLIST - 9/7/2007 2:32:41 PM   
Panzer Capta


Posts: 268
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From: Bedford, NH, USA
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Jason,

Think of the 2D icons in JTCS, either the military symbols or the graphical symbols, with a small colored bar across the bottom. All units in the same organization would all have a bar of the same color.

I am not at my home pc so I cannot provide a screenshot...perhaps one of the other lads would be kind enough to provide a Squad Battles screenshot illustrating the color scheme used for differentiating the different organizations on the map at the same time.

Thanks,

David

< Message edited by Panzer Captain -- 9/7/2007 2:33:03 PM >

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Post #: 46
RE: MCS User WISHLIST - 9/9/2007 1:05:09 AM   
junk2drive


Posts: 12907
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In addition to the main scenario description, separate Allied and Axis briefings ala Combat Mission.

(in reply to Panzer Capta)
Post #: 47
RE: MCS User WISHLIST - 9/9/2007 7:22:14 PM   
Hammer732

 

Posts: 45
Joined: 1/11/2007
Status: offline
Dear Jason,
Here are a few wishes for the list:

All CS:
Engineers that can lay mines in addition to clearing them.
Engineers that can construct bunkers, trenches and blocked hexes in addition to improved positions.
Officer units riding in armored vehicles.
Officers able to fire back like HQ units.
Disabled armored vehicles captured and repaired for use by opposing forces.

WF:
Implementation of ME 262 for ground attack in hypothetical scenarios.

Thanks!





(in reply to Jason Petho)
Post #: 48
RE: MCS User WISHLIST - 9/10/2007 8:13:39 PM   
Panzer Capta


Posts: 268
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From: Bedford, NH, USA
Status: offline
And, engineers and/or equipment (dozers) that can clear wrecks from roads and particularly bridges.

< Message edited by Panzer Captain -- 9/10/2007 8:14:55 PM >

(in reply to Hammer732)
Post #: 49
RE: MCS User WISHLIST - 9/12/2007 10:12:55 PM   
105mm Howitzer


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From: Montreal, Quebec
Status: offline
Took the words outa my mouth
quote:

ORIGINAL: Hammer732

Dear Jason,
Here are a few wishes for the list:

All CS:
Engineers that can lay mines in addition to clearing them.
Engineers that can construct bunkers, trenches and blocked hexes in addition to improved positions.
Officer units riding in armored vehicles.
Officers able to fire back like HQ units.
Disabled armored vehicles captured and repaired for use by opposing forces.

WF:
Implementation of ME 262 for ground attack in hypothetical scenarios.

Thanks!








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"Si Vis Pacem, Para Bellum" - Publius Renatus, 390 A.D.

(in reply to Hammer732)
Post #: 50
RE: MCS User WISHLIST - 9/13/2007 2:41:16 PM   
The Rattler


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My copy is in transit so im stuck with old talonsoft version until arrives, but reading the efforts of Prince Eugen and shelling the coastline to slow the soviet advance late in the war while under constant air attack ,some on map naval units could be nice. The invasion of norway could be recreated with destroyers and i think it was the cruiser hipper in support while the british race to intervene.
Aircraft, fighter/tactical bombers on map.(ala divided ground vietnam helis) Halftracks with more firepower than old talonsoft version levels.
The engineers abilities as previously stated. maybe some options(mods) for different camo schemes for armour and infantry? for example waffen ss pea spot camouflage. May be a bit hard to show with the .bmp files i agree but armour could be a go. Great job anyways by all those involved from all i have read thus far

(in reply to 105mm Howitzer)
Post #: 51
RE: MCS User WISHLIST - 9/14/2007 2:12:27 AM   
RyanCrierie


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In Rising Sun, extend the "battle dates" available for US/Japan to November 1945, or even 1946 to simulate Operation OLYMPIC and CORONET.

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Post #: 52
RE: MCS User WISHLIST - 9/14/2007 2:39:42 AM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: RyanCrierie

In Rising Sun, extend the "battle dates" available for US/Japan to November 1945, or even 1946 to simulate Operation OLYMPIC and CORONET.


Tis on the list of To Do's!

Jason Petho

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Post #: 53
RE: MCS User WISHLIST - 9/14/2007 11:32:28 AM   
SgtSteiner


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From: N.Ireland UK
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Hi Jason

An old chestnut but a restriction on the ability of Half-Tracks to used in Close Assaults when 'empty' or at least unaccompanied by foot-sloggers in same hex.

A major headache to code I suspect :-)

Cheers
Gary

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Post #: 54
RE: MCS User WISHLIST - 9/14/2007 4:36:47 PM   
cpdeyoung


Posts: 5368
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From: South Carolina, USA
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I would really like a set of keys to activate double time, examine vehicle contents, toggle between "Show visible" and "Show possible paths".  The mouse based buttons get old in extensive gaming.

Chuck

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Post #: 55
RE: MCS User WISHLIST - 9/15/2007 10:58:55 PM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
Status: offline
Gentlemen,

After playing around with this excellent game here is my wish list:

For ALL programs:
-if a tank platoon is ASSAULTED by infantry in a forested/city/other dense hex the tanks should suffer penalty in their defense
-if an infantry platoon is ASSAULTED on open terrain hex by tanks the infantry should suffer penalty in their defense
-being able to choose which turn in a scenario my paratroopers will land and especially WHERE
-engineers being able to build pontoon bridges :)
-would very much like to have copy-paste function in the map editor. that would allow the usage of big master maps and the creation of scenarios/LCGs from it.

For the future modern module release.
-Thermal image (TI) devices which allow to see not only at night but also through smoke
-Radar units (can see through smoke as well)
-Infra devices which allow night vision
-anti ATGM devices like VIRSS
-units with ATGM(foot and motorised as well) should be able to fire their ATGM ONLY IF they did not move in the present turn (ATGM is a defensive weapon!!!)
-cluster munitions(artillery and planes)
-artillery radar vehicles
-wild weasel type air stikes
-UAVs
-more advanced tanks should have more accurate attack rating aftr moving
-and many more :).

I know that is a long list especially for the modern module, but this is already working in WinSPMBT very nicely on a lower tactical level. Good luck with the enhancment of this very good game!

Artur.




< Message edited by sztartur -- 9/15/2007 11:02:37 PM >


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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu

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Post #: 56
RE: MCS User WISHLIST - 9/16/2007 10:56:18 AM   
serg3d

 

Posts: 137
Joined: 8/23/2003
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quote:

ORIGINAL: sztartur
-being able to choose which turn in a scenario my paratroopers will land and especially WHERE

Arn't that is exactly the reason why most of paradrops failed ?
Being able to control papadrop up to the kilometer precision wouldn't be realistic in WWII


quote:

ORIGINAL: sztartur
For the future modern module release.


Most probably existing AI will not be able to handle all the modern staff.

(in reply to sztartur2)
Post #: 57
RE: MCS User WISHLIST - 9/16/2007 11:26:20 AM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
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quote:

ORIGINAL: serg3d

quote:

ORIGINAL: sztartur
-being able to choose which turn in a scenario my paratroopers will land and especially WHERE

Arn't that is exactly the reason why most of paradrops failed ?
Being able to control papadrop up to the kilometer precision wouldn't be realistic in WWII


Of course there has to be some uncertainty about the drops, BUT when you have a 100X100 map or grater you shoud be able to plot a target area and have the troops land around it not farther than 3-4 kilometers or so. Also on bigger maps where maneuvering can be decisive you want the paras to support your advance which can be very different depending on your battle plan. It also increases scenario replayability.

quote:

ORIGINAL: serg3d
quote:

ORIGINAL: sztartur
For the future modern module release.


Most probably existing AI will not be able to handle all the modern staff.

Without including those features the modern era simulation will not be too realistic IMHO. The AI of course will never be so challenging as HI but with a good scenario setup and proper OP fire filtering that can be vastly improved.

Artur.



< Message edited by sztartur -- 9/16/2007 11:28:39 AM >


_____________________________

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu

(in reply to serg3d)
Post #: 58
RE: MCS User WISHLIST - 10/28/2007 2:11:16 AM   
hueglin


Posts: 297
Joined: 6/25/2006
From: Kingston, ON, Canada
Status: offline
I like the 2D maps but I find that the largerest one is still too small to want to play on most of the time.

I like the large 3D map but find the smaller ones of much less use.

Is there any way to take one of the smaller 3D map views and change it so that it is a larger 2D map view. I would like the hexes and counters to be about twice the size of the current ones on the large 2D map. I'd really like to get a look that is close to the PanzerBlitz/Panzer Leader games in terms of hex size and counter look.


(in reply to Jason Petho)
Post #: 59
RE: MCS User WISHLIST - 11/3/2007 8:12:53 PM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
Status: offline
Playing Steel Panthers a lot one knows that there are different platoon sizes in different armies/eras for infantry units. The infantry platoon size should be from 6 sp to 10 sp. That would mean a platoon would consist from 3 to 5 infantry squad. As far as I know 1 sp represents one half infantry squad.

Artur.

PS: What are the chances of the things mentioned here to be implemented?



< Message edited by sztartur -- 11/3/2007 8:15:13 PM >


_____________________________

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu

(in reply to hueglin)
Post #: 60
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