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  5 6 [7] 8 9   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Wish List - 12/19/2007 6:04:18 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
quote:

- Ability for engineers to build channels (Suez channel, Panama channel etc.).


do you know how long it took to build the Suez, Panama and Kiel Canals??!!

the Suez took 11 years, Panama 10 years, the little Eider Canal, forerunner of the Kiel Canal and only 20 miles long (30km) took 7 years

I think it's really a bit outside the scope of the game!!


(in reply to Rik81)
Post #: 181
RE: Wish List - 12/19/2007 7:55:32 PM   
Rik81

 

Posts: 327
Joined: 6/29/2004
Status: offline
Obviously I haven't looked at enough different scenarios. I now can see the differences you have pointed out.

(in reply to rickier65)
Post #: 182
RE: Wish List - 12/19/2007 9:48:49 PM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline
Possibly the most useful and difficult enhancment suggested:

tcp/ip play where player may connect to a game server. The server is persistent to where players may disconnect and re-connect as needed for their turns. Players who are waiting for their turn may view battles that have happened involving your forces since your turn, view statistics, etc. E-Mail notification of battle results and a "your turn" notification if the next player is not signed in to the server. Implementation of a "lobby" where people can start games and find players.

Thats probably asking a lot. Maybe for Advanced Tactics II which will allow recuperation of the development cost...

PBEM mailing of turn files is cumbersome, although fairly easy to implement compared to the server based version so i can understand the logic there.

This game really shines when you have human opponents, as the AI can only be programmed to do so much. To me, making it easier to find and play with other human opponents would be a big plus.

(in reply to Rik81)
Post #: 183
RE: Wish List - 12/19/2007 9:53:49 PM   
all5n


Posts: 371
Joined: 12/19/2007
From: Republic of Texas
Status: offline

quote:

ORIGINAL: pad152
Most of the requests (1-5) are for random games only, I would like the game to be a little more like the old classic - Empire Deluxe!


A better way to ruin a game i cannot imagine.

(in reply to pad152)
Post #: 184
RE: Wish List - 12/19/2007 10:03:35 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline

quote:

ORIGINAL: SMK-at-work

quote:

- Ability for engineers to build channels (Suez channel, Panama channel etc.).


do you know how long it took to build the Suez, Panama and Kiel Canals??!!

the Suez took 11 years, Panama 10 years, the little Eider Canal, forerunner of the Kiel Canal and only 20 miles long (30km) took 7 years

I think it's really a bit outside the scope of the game!!




I do se your point to a certain extent. On the other hand wasnt the Suez built in the 1860s, the Panama opened in 1914 and the Eider in the 1880s. The game is default set to take place during the 1930-40s i.e. considerably better resources. Also the game allows for construction of Aircraft Carriers which took several years to build and fortresses (Maginot line was built in 10 years). And this in a single turn

In the end it all comes down to scale. On battalion size scenario, maybe not. But in a epic scenario definetly. But in the end i wasnt proposing it because of realism issues. I proposed it because it would be fun and increase playability :)

It could be done, but made extremely costly. 2-3 Engineer divisions a 75 engineers each working during a 3 turn period for each hex, for a maximum channel of 3-4 hexes.

(in reply to SMK-at-work)
Post #: 185
RE: Wish List - 12/20/2007 12:03:15 AM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
quote:

ORIGINAL: Grymme

... the game allows for construction of Aircraft Carriers which took several years to build and fortresses (Maginot line was built in 10 years). And this in a single turn...



Touche!

I have kept meaning to try building a series of ports through an isthmus to see if that would act as a canal, but I keep forgetting to do it. Has anyone else tried this?

(in reply to Grymme)
Post #: 186
RE: Wish List - 12/20/2007 12:08:07 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
The lack of production delays is considered an issue by some too, and is already in this wish list thread IIRC, as well as having a thread or 2 of its own......it's not justification for adding more problems!

(in reply to DasTactic)
Post #: 187
RE: Wish List - 12/20/2007 2:38:48 AM   
T_K

 

Posts: 131
Joined: 12/5/2007
Status: offline
I don't think production delays are necessary. Just make CVs and BBs realistically super expensive and they'll take many turns to build automatically.

(in reply to SMK-at-work)
Post #: 188
RE: Wish List - 12/20/2007 3:53:16 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
And then no-one will ever build them at all, which isn't desirable either.......

(in reply to T_K)
Post #: 189
RE: Wish List - 12/20/2007 6:02:40 AM   
Arditi


Posts: 681
Joined: 6/24/2005
Status: offline
Ciao Vic,
I had a couple of thought/requests for your outstanding game. I was thinking of a couple of things that would take AT up a notch in the interactive area(between players) in game. Have you thought about:

1] An allied player being able to move through another players domain without
boundaries changing? Perhaps drawing supply from an allied player with
permission?
2] Also, allied players being able to stack together and maybe even loaning an allied
player one of your own units?

My belief is that these features would add exponentially to the interactive/interest
aspect of the game and make for some interesting discussions in game, such as:

"The Western Republic is advancing on all fronts with their tanks! My production can't
keep up! Can I have some medium tanks to stop them?" or....

"Can I move through your southern dependency to attack your neighbor? I have no
ambitions on the land I move through; I only want to attack our mutual enemy!"

One could come up with their own interactive ideas; if these features were available.

It was just a thought Vic. Thanks again for the outstanding game!
Best Regards, Russ(Arditi)

_____________________________

Semper Fi
www.ironlegions.weebly.com
author of: Italy At War: Uniforms, Weapons,
Equipment and Ephemera

Released!
Japan At War: Uniforms, Weapons,
Equipment and Ephemera

(in reply to SMK-at-work)
Post #: 190
RE: Wish List - 12/20/2007 8:31:57 AM   
serg3d1

 

Posts: 82
Joined: 11/16/2007
Status: offline
While I not especially concerned by production delay, here is idea for future versions/expansions: Make two types of turns: war turn and peace turn. During peace tuen you can have BB, ports or fortification lines built in one turn, during war turns they can not be built at all. If it's some kind of one global war  scenario, it can be preceded by single peace turn. If it's historical period it could have several wars divided by peace turns.

(in reply to Arditi)
Post #: 191
RE: Wish List - 12/20/2007 8:38:10 AM   
03_walk_alot


Posts: 208
Joined: 11/14/2007
Status: offline
Button to go straight to OOB screen would be nice.
Ability to edit unit name on OOB screen also.

thanks

(in reply to serg3d1)
Post #: 192
RE: Wish List - 12/20/2007 7:01:09 PM   
Philistine2

 

Posts: 1269
Joined: 11/14/2000
From: Philadelphia, Pa (USA)
Status: offline
A couple of things I'd like to see, dealing with potential unit capabilities. No idea how hard they would be to implement.

1. More than 1 type of attack--that is, allowing a unit to have more different # of/favorites/attack values (2 types would be great, more would be OK, but might be overkill).

I am envisioning the attacks as cumulative -- both attacks taking place. As an example--many modern AFV's have a quick-firing, low-caliber gun that would likely be modeled with several attacks but with a low attack factor against heavy armor. At the same time, they also have one (or a few) antitank missiles, which would likely be modeled with few (or 1) attacks with a high attack factor against heavy armor. Currently in trying to model such modern AFV's, you probably either overvalue the effectiveness against heavy armor (through too many attacks) or undervalue it against lighter units (through too few attacks).

Similarly a medieval cavalry charge might be given 1 high value attack to represent the initial charge with lance, and several lower-value attacks to represent a subsequent mounted melee with sword.

2. Intercepting of Land Units Allowing air units to "intercept" land units (e.g. participate in a land battle within the intercept radius. This would allow tac-air support (including helicopter) on defense.

Of course, there is the question of whether this "interception" would trigger interception by the other side's air units in range, so it may be complicated.

3. Defensive Artillery Support. Similar to 2. Allow artillery units in range to "intercept" by firing in support of an out-of-hex land battle on the defense.

Just a couple of thoughts.

--Philistine

< Message edited by Philistine -- 12/20/2007 7:03:16 PM >

(in reply to 03_walk_alot)
Post #: 193
RE: Wish List - 12/20/2007 7:08:06 PM   
tweber

 

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

3. Defensive Artillery Support. Similar to 2. Allow artillery units in range to "intercept" by firing in support of an out-of-hex land battle on the defense.


There is a setting that allows for artillery counter fire. It is turned on in the WWI 'Great War' scenario in the bank. However, it only impacts combat in the same hex.

(in reply to Philistine2)
Post #: 194
RE: Wish List - 12/20/2007 8:17:41 PM   
marcusm

 

Posts: 776
Joined: 12/8/2007
From: Göteborg/Sweden
Status: offline
Just got a wish.

I would like the option to use a single graphic map file with alpha hex overlays.
This would be great for single map scenarios where you want maximum accuracy.

This would also help making maps easier of course. Even better if there was some API where you
could create maps from scripts.

(in reply to tweber)
Post #: 195
RE: Wish List - 12/20/2007 9:01:07 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Thanks for all the wise words.

I'll be sending the christmas patch to Matrix Games soon now. So it will probably be posted somewhere next week.

I added a lot of requests, but obviously not all.

It will however not be the latest patch. As i said before i am planning to keep this game supported.

I still like playing it way to much myself :)

kind regards,
Vic

(in reply to marcusm)
Post #: 196
RE: Wish List - 12/20/2007 9:02:58 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Philisistine, marcusm,

both interesting posts. might be considered for v1.2.
both to late for v1.1

(in reply to Vic)
Post #: 197
RE: Wish List - 12/20/2007 9:10:45 PM   
marcusm

 

Posts: 776
Joined: 12/8/2007
From: Göteborg/Sweden
Status: offline

quote:

ORIGINAL: Vic

Philisistine, marcusm,

both interesting posts. might be considered for v1.2.
both to late for v1.1


You know, it was a long shot but if you can do that then you I will forever grateful.
It will open up entirely new doors in scenario design (especially aesthetically).

Really, really crossing my fingers for this (1.2,1.3 or something)

Marcus

(in reply to Vic)
Post #: 198
RE: Wish List - 12/20/2007 9:21:13 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
Status: offline

quote:

ORIGINAL: Vic

Thanks for all the wise words.

I'll be sending the christmas patch to Matrix Games soon now. So it will probably be posted somewhere next week.

I added a lot of requests, but obviously not all.

It will however not be the latest patch. As i said before i am planning to keep this game supported.

I still like playing it way to much myself :)

kind regards,
Vic


Woohooo! Thanks VIc for your game and your continued interest in all our wacky ideas. This will be on my harddrive for a long time to come.


_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to Vic)
Post #: 199
RE: Wish List - 12/20/2007 9:23:52 PM   
rickier65

 

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

quote:

ORIGINAL: Vic

Thanks for all the wise words.

I'll be sending the christmas patch to Matrix Games soon now. So it will probably be posted somewhere next week.

I added a lot of requests, but obviously not all.

It will however not be the latest patch. As i said before i am planning to keep this game supported.

I still like playing it way to much myself :)

kind regards,
Vic



Great news VIc. - Now I wonder if anyone will even be aound at Matrix Games next week!

I hope you and yours have a wonderful Christmas and thanks for this game!

Rick

(in reply to Vic)
Post #: 200
RE: Wish List - 12/21/2007 11:43:32 AM   
Smirfy

 

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

Fortress infantryand Artillery, SF units that are imobile and ignore retreats. (would make games were there are defence lines a bit more practical)

(in reply to rickier65)
Post #: 201
RE: Wish List - 12/21/2007 1:31:14 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
@smirfy,

The engine already allows for that. You'll just have to make a "Fortress" movement type for those SFTypes and a very heavy weight for them too. that way they cannot move into any landscape. That way those subformationtypes will not be able to retreat.

(in reply to Smirfy)
Post #: 202
RE: Wish List - 12/21/2007 5:20:40 PM   
Smirfy

 

Posts: 1057
Joined: 7/16/2004
Status: offline
Created a Fortress infantry type and let you know how it helps Marita

(in reply to Vic)
Post #: 203
RE: Wish List - 12/21/2007 8:36:15 PM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
My wish is that I get the game for Christmas. No sign of it in the post

(in reply to Smirfy)
Post #: 204
RE: Wish List - 12/21/2007 10:54:01 PM   
Tattico

 

Posts: 13
Joined: 12/21/2007
Status: offline
I would like to see the units in the OOB screen sorted by type... right know is kind of messy...

(in reply to BULLDOGINTHEUK)
Post #: 205
RE: Wish List - 12/21/2007 11:22:27 PM   
miral

 

Posts: 170
Joined: 12/20/2007
Status: offline
1) At least one zoom level; would save a lot scrolling.
2) Generals, historical and fantasy. Could add power to attack and defense or increase movment. Or, could reduce all these; after all, havent there always been more bad than good generals. And it would add flavor to the game.
3) Ability to name cities and towns in random scenarios.

All minor things though; great game!

(in reply to FirstPappy)
Post #: 206
RE: Wish List - 12/22/2007 2:39:14 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Bigger maps....is it possible to increase the map limit to 400x400 to allow entire world scenarios????

(in reply to miral)
Post #: 207
RE: Wish List - 12/22/2007 11:20:47 AM   
Westheim

 

Posts: 570
Joined: 7/9/2007
From: Germany
Status: offline
quote:

ORIGINAL: miral
2) Generals, historical and fantasy. Could add power to attack and defense or increase movment. Or, could reduce all these; after all, havent there always been more bad than good generals. And it would add flavor to the game.


I doubt you'll get them. This was a People's Tactics feature, and axed in development for Advanced Tactics.

< Message edited by Westheim -- 12/22/2007 11:21:34 AM >

(in reply to miral)
Post #: 208
RE: Wish List - 12/22/2007 4:11:49 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
Status: offline

quote:

ORIGINAL: miral
...
3) Ability to name cities and towns in random scenarios.
...!


You can already re-name the cities and town in random games. Just click on the name.

_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to miral)
Post #: 209
RE: Wish List - 12/22/2007 5:03:47 PM   
T_K

 

Posts: 131
Joined: 12/5/2007
Status: offline
Ability to make units upgradeable to several different types? I might not want a straightforward research tree but something more flexible. This would allow for things like field conversions (say you have a halftrack and you can mount a flak vierling or a 7,5cm pak or a nebelwerfer).

(in reply to Barthheart)
Post #: 210
Page:   <<   < prev  5 6 [7] 8 9   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> RE: Wish List Page: <<   < prev  5 6 [7] 8 9   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

1.125