Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Wish List

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> RE: Wish List Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Wish List - 11/13/2007 3:14:37 AM   
FirstPappy


Posts: 744
Joined: 9/12/2000
From: NY, USA
Status: offline
My one wish to improve this great game is for one level of zoom out. I think this is especially needed for large maps as the strategic level map is just too small.

(in reply to SMK-at-work)
Post #: 61
RE: Wish List - 11/13/2007 3:47:47 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline

Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.


(in reply to FirstPappy)
Post #: 62
RE: Wish List - 11/13/2007 4:15:46 PM   
Sonny II

 

Posts: 2878
Joined: 1/12/2007
Status: offline

quote:

ORIGINAL: Smirfy


Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.





Great idea.

(in reply to Smirfy)
Post #: 63
RE: Wish List - 11/13/2007 5:04:46 PM   
GJK


Posts: 554
Joined: 7/17/2004
Status: offline
Probably suggested already, but is there any way that the hexes can be made proportional (i.e, not so much wider than the height)? This would make working with overlays of actual boardgames much easier (not to mention a more aesthetic looking map).

(in reply to Sonny II)
Post #: 64
RE: Wish List - 11/14/2007 12:43:48 AM   
gingerbread


Posts: 2994
Joined: 1/4/2007
From: Sweden
Status: offline
I'd like to see the following game mechanical changes:

Prohibit paras from dropping on built-up-area hexes - towns and up (village is OK, I suppose) like they are now prohibited from dropping on Hv Forrest.

Para's ZOC points are 0 (zero) during the player turn they drop - this means that you cannot use them to cut of paths of retreat (they don't control the hex!) during your attacking turn, but you can use them to capture a road and/or an important bridge for use in your next turn a´la Market Garden (if they are still around then).

(in reply to GJK)
Post #: 65
RE: Wish List - 11/14/2007 1:26:51 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
i think i'll indeed not let paratroppers drop on urban hexes.

another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.

(in reply to gingerbread)
Post #: 66
RE: Wish List - 11/14/2007 1:34:52 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline

quote:

ORIGINAL: Vic
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.


But for the range 2 or range 3 hex they´ll hopefully
defend less efficient ? If nto this couls make amphibious landings very hard - impossible.

Not dropping paras on cities is ok, even they could use the towns airfields for unloading
their paras. Happened several times in ww2. Can remember there were such a attack against
Norway and Netherlands (where airfields has been captured from the air)



(in reply to Vic)
Post #: 67
RE: Wish List - 11/14/2007 1:40:26 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: seille


quote:

ORIGINAL: Vic
another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.


But for the range 2 or range 3 hex they´ll hopefully
defend less efficient ? If nto this couls make amphibious landings very hard - impossible.

Not dropping paras on cities is ok, even they could use the towns airfields for unloading
their paras. Happened several times in ww2. Can remember there were such a attack against
Norway and Netherlands (where airfields has been captured from the air)





What i am about to say is just thinking out loud :)

Yes it would defintely be at cost of huge penalty or with only a few of the troops of the defending unit showing up.

Like if a unit defends 20 hexes only 5% of its troops show up in the hex to do battle.

The reason i am contemplating this is because there are at the moment some really gamy strategies possible with using a lot of small units in paradrop or amhib.

Also i found myself building defensive lines all along the coastline. Or loads and loads of garrison units to prevent paradrop attack.

kind reg,
vic


(in reply to seille)
Post #: 68
RE: Wish List - 11/14/2007 1:57:17 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
To be honest i would not like units beeing able to defend 20 hexes away.
How this should work ? Foot troops cannot move that many hexes in one turn in standard scenario setup,
so they should not be able to defend at such a distance.
Even 3 hexes range are strange when in the initial hex are 100 rifle.
Imho this would make amphibious landings impossible.
Some of my opponents love to do amphibious landings and i have always a hard time, but
this is still better than such a defensive option.
I prefer the way you use, setting defensive lines at the costs or keep some reserves
in the backland to fight the invaders.

Long time ago i asked for a way to mine coasts and beaches. This could be another way payable with PP.
Or set something like "natural defense" to own beach hexes of let´s say 5 rifle.
Bad thing would be that the enemy can´t bombard them or attack them by planes since they don´t show up before the landing
starts (battle screen).



_____________________________


(in reply to Vic)
Post #: 69
RE: Wish List - 11/14/2007 8:05:03 PM   
Westheim

 

Posts: 570
Joined: 7/9/2007
From: Germany
Status: offline
I feel like the 20 hexes would not be the distance but a circle two hexes wide around the unit.

(in reply to seille)
Post #: 70
RE: Wish List - 11/14/2007 9:04:30 PM   
TPM

 

Posts: 349
Joined: 2/8/2007
Status: offline

quote:

ORIGINAL: pad152

Replacement Option
9. Option to select auto-reinforment options for units, Example: unit 2nd Inf has 20 Rifle, & 4 Trucks, if the auto replacementoption is checked, the unit will receive replacements if the sub-typs (Rifle fall below 20 or Trucks are below 4) and the HQ has the sub-type available.

Aircraft Range
11. Show the range of aircraft (hex highlight).

Undo Button
12. Add an undo button in both the transfer screen and for unit movement.



I'm definitely into these three items, especially number 9...I would love for the computer to reinforce my units to a composition I set...oh man, that would take a way alot of clicking!

(in reply to pad152)
Post #: 71
RE: Wish List - 11/14/2007 9:38:46 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
Status: offline

quote:

ORIGINAL: Westheim

I feel like the 20 hexes would not be the distance but a circle two hexes wide around the unit.


At least adjacent defenders should participate.

(in reply to Westheim)
Post #: 72
RE: Wish List - 11/15/2007 12:03:50 AM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Please no auto reeneforcements for units !
To manage that self is a part of the game and makes often the difference.
Next thing is a calculator for combat outcome (before the combat)......

It´s more than enough that the troops arrive in the HQ´s close to the receiving
units when they are set properly.

(in reply to PDiFolco)
Post #: 73
RE: Wish List - 11/15/2007 12:35:33 AM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
quote:

i think i'll indeed not let paratroppers drop on urban hexes.

another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.


You can do this in the editor already so I am assuming your just changing the default masterfile configuration. I think the only reason to buy paras is the ability to grab the undefended production center. If you change that, I am afraid the para might go the direction of the infantry gun ...

quote:

The reason i am contemplating this is because there are at the moment some really gamy strategies possible with using a lot of small units in paradrop or amhib.

Also i found myself building defensive lines all along the coastline. Or loads and loads of garrison units to prevent paradrop attack.


I think deep drops / landings are good, not gamy strategies ; )

Amphibious operations are already pretty difficult. You have a 3x penalty, can only do 1 unit at a time, and get no concentric bonuses.

As for coastal garrison, you really only have to defend every third coastal hex (but defend ports strongly) and hold mobile, strong unit in reserve. An invader will only paint 1 hex and can be pick up with a concentric counter attack. If the loss of 1 road hex ruins the supply line, it was pretty tenuous anyway.

quote:

another thing i am contemplating is adding a broad defense option you can toggle on for a unit that makes it defend hexes up to a range of 2 or 3 against paradrop or amphibious invasion.


If you enable this against regular land combat and artillery counterbattery and also allow for toggleing on land types, you now are getting close to line of sight. That would be interesting.



< Message edited by tweber -- 11/15/2007 12:45:28 AM >

(in reply to seille)
Post #: 74
RE: Wish List - 11/15/2007 12:37:16 AM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
One thing I would like to see is the ability to pass variables from scenario to scenario.  This would allow the construction of campaigns with memory.

(in reply to tweber)
Post #: 75
RE: Wish List - 11/15/2007 5:05:36 AM   
SlowHand

 

Posts: 126
Joined: 11/5/2000
From: Denver, CO
Status: offline
tweber, great stuff. I hope my opponents don't find this post. 

(in reply to tweber)
Post #: 76
RE: Wish List - 11/15/2007 9:22:03 PM   
BlackSunshine


Posts: 366
Joined: 11/22/2002
Status: offline
- Either a next Unit button or preferably a next HQ button.
- Shaded range for aircraft
- Ability to zoom out map. Default map is too close, strategic map is too far.

Thats it for now!!

*added*

- I really like the idea of being able to name and change colors for random games without going into the editor. This lets you peak at the map.

- More detailed combat reports and/or animations. I would like to see in detail what is happening during a battle. Ex: All units get +25% attack or defend to HQ bonus, +/- for attacking across river, etc.



< Message edited by BlackSunshine -- 11/15/2007 9:30:03 PM >

(in reply to FirstPappy)
Post #: 77
RE: Wish List - 11/16/2007 7:11:32 PM   
beserko


Posts: 164
Joined: 2/10/2005
From: The United States Of America
Status: offline
It would be great to my mouse finger if you can't attack a unit with air or artilliry then GREY it out!

_____________________________

as we know, there are known knowns; there are things we know that we know. There are known unknowns; that is to say, there are things that we now know we don't know. But there are also unknown unknowns—there are things we do not know we don't know."

(in reply to BlackSunshine)
Post #: 78
RE: Wish List supply trace - 11/17/2007 7:53:04 PM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline
One feature enhancement might be that when you dont have supply trace turned on, if you select a unit, and then right click (right now right-clicking unit on map display doesnt do anything different than left clicking as far as I can tell), you see the actual supply trace FOR THAT UNIT. I haven't really examined this idea, so it might have some pitfalls as well, but it's a thought.

Rick

(in reply to pad152)
Post #: 79
RE: Wish List supply trace - 11/17/2007 8:29:28 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
Status: offline
Rick
The game just does that if you put the supply filter on.

(in reply to rickier65)
Post #: 80
RE: Wish List supply trace - 11/18/2007 1:06:05 AM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline

quote:

ORIGINAL: PDiFolco

Rick
The game just does that if you put the supply filter on.



No, what it traces is the supply path to the hex that is selected when you hit the supply trace filter. THere's a difference. It also shows the supply cost to that hex, not to the hex or unit it is getting supply from.



Rick

(in reply to PDiFolco)
Post #: 81
RE: Wish List supply trace - 11/18/2007 5:29:16 AM   
jjax


Posts: 289
Joined: 2/24/2005
Status: offline
Hey guys. I love this game. Reminds me of the old empire games (some of my favs) . I just got one suggestion:

I would like to see opponents battle results as they happen instead of using the history button. If there is a way to already do that, can some one hollar in my direction.

Oh, and an undo button would be a nice addition as well


_____________________________

--JJAX


(in reply to rickier65)
Post #: 82
RE: Wish List supply trace - 11/18/2007 11:19:06 AM   
Vorsteher


Posts: 251
Joined: 4/1/2000
Status: offline
Yes ,only a UNDO Button please,please :-))

V.



_____________________________


(in reply to jjax)
Post #: 83
RE: Wish List supply trace - 11/18/2007 11:40:04 AM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline

quote:

ORIGINAL: jjax
I would like to see opponents battle results as they happen instead of using the history button. If there is a way to already do that, can some one hollar in my direction.



This is a thing i would also like to see.
The advantage is that you could see here also the retreats and the condition of surviving troops.
How many retreats and so on. Would be much more informative than the actual history function.

(in reply to jjax)
Post #: 84
RE: Wish List - 11/19/2007 8:03:19 PM   
TPM

 

Posts: 349
Joined: 2/8/2007
Status: offline

quote:

ORIGINAL: Jim_H

quote:

ORIGINAL: pad152
Map wrap option for random games, what's a matter, all you hexheads here members of the flat earth society?


Isn't everone? You'll be saying you're one of "those" people who believe the earth is round next!

quote:

ORIGINAL: pad152
I like the game but sometimes I feel like I'm playing logistics command and looking for some ways to help simplify/automate the reinforcement process.


But...how could you automate it? Realistically, practically? It isn't possible without breaking the game. Give the AI control over your reinforcements and you'll be in big trouble very quickly.

Regards,
Jim



As far as the reinforcements issue, here is what I'm thinking...first of all, the idea is NOT to overcomplicate the game, but provide an OPTION that might take away alot of the clicking and headache of trying to keep your units up to some formation that you've established. That being said, this is what I'd like to see:

1. Nothing changes as far as the way the transport/reinforcement system works right now...you can still click on the HQ, then find the unit that needs reinforcements, and send whatever you want to that unit. There are no limitations on your formations...that's part of what is great about this game...if you want 100 MG in your formation, go for it.

2. A new button will be added, it is activated when you click on a formation. It is the REINFORCEMENT button. When you click it, a screen comes up with sliders that allow you to set the number and type of subformations you want to have in that unit. You set these sliders and then click "REINFORCE", and presto, the specified units are transfered from the HQ to the unit. If you don't have enough transport points, or the there is no path from the HQ to the unit, or if the units you want aren't in the HQ, etc., you'll receive a message. When you're finished, you exit out of the screen, move on to the next unit.

3. When you go back to that same unit next turn, you don't have to fish around the HQ, scrolling up and down to see what you need, etc., you just click on the unit, click the REINFORCEMENT button, click REINFORCE and move on. You don't have to adjust the sliders again, the computer will remember what you've set for each unit.

Well, that's my idea anyway. Remember, this would be an OPTION, you do not HAVE to ever use the REINFORCEMENT if you don't want to, setting the reinforcement sliders would not be required to create a formation, etc.

Other ideas...on the REINFORCEMENT screen there could be information on transport capacity, what subformations you actually have in the formation you've clicked on, etc.

I'm not a programmer, so I don't know how easy this would be to implement, but I think this would be an easier solution than an all-encompassing reinforcement feature, that would have the computer decide where everything goes, etc.

Any comments on this welcomed, thanks.

(in reply to leastonh1)
Post #: 85
RE: Wish List - 11/21/2007 9:45:04 AM   
kafka

 

Posts: 159
Joined: 6/11/2004
Status: offline
great game! Congrats to Vic!
As for my wish list, foremost I'd like to be able to create bigger maps, especially in random games
The editor is excellent as you can even create nation specific units research trees and units, maybe some more unit specific attributes could be added

(in reply to TPM)
Post #: 86
RE: Wish List - 11/21/2007 7:31:20 PM   
Matto


Posts: 1138
Joined: 11/24/2000
From: Czech Republic
Status: offline
Will be great allow use defined units in random games (so create masterfile with new units and allow use them in random games)

_____________________________

Excuse my English ... I hope is better then Your Czech ... :o)
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...


(in reply to kafka)
Post #: 87
RE: Wish List - 11/21/2007 8:26:10 PM   
Steely Glint


Posts: 580
Joined: 9/23/2003
Status: offline
An undo, a zoom out, and a way to turn just the music, but not the sound, off.

_____________________________

“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Matto)
Post #: 88
RE: Wish List - 11/21/2007 8:45:36 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: Steely Glint

An undo, a zoom out, and a way to turn just the music, but not the sound, off.


i already there in v1.02 (or v1.01)

in the prefs menu.

(in reply to Steely Glint)
Post #: 89
RE: Wish List - 11/22/2007 12:08:11 AM   
Steely Glint


Posts: 580
Joined: 9/23/2003
Status: offline
Ah, Intro Music. Thanks! How about the other two? And, just out of curiousity, why aren't preferences accessible from the main menu?

_____________________________

“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Vic)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> RE: Wish List Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.032