Darthmason
Posts: 4
Joined: 5/24/2008 Status: offline
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First I have to say how happy I was when Matrix took over the Talonsoft CS. I support every suggestion so far and have some to add that I found myself wanting many times while playing (sorry if some are redundant): Overall: - Add a hierarchy level at startup to choose which game (WF, EF, or RS) rather than individual game starts.
- Make all effects available across games (I think there are some mods already for these: terrain availability, night effects, etc)
- Add an internal 24 hr game clock (or display option to add pressure of timed objectives?) to track gametime as turns progress. Visibility will then adjust off of this clock as game progresses: 1 hex night, 2-3 hex twilight hrs, etc as well as air support availability and maybe a combat strength adjustment for night fighting/ capability (airborne and special units plus or stay same, regular, support units negative due to discomfort, shock or lack of training). One of my favorite scenarios has been a full Overlord map with all 5 beaches with airborne landings the first 10 plus turns. There is no night/day transition however, with the airdrops occuring under full visibility. Having visibility issues, increasing/decreasing ranges as dawn and dusk approach, and time pressure before a seaborne landing, etc begins would add a huge amount of flavor and realism.
- Feel like air support needs more flavor. It feels more like an additional artillery piece, but less dependable. How about different types of air support? In addition to the close air on a point target, how about:
- interdiction availability based on scenario/campaign information. If feasible air superiority were defined, you could set an interdiction mission for a set number of turns between hex 1 and hex 2. IE - set a stretch of road (can set a hex limit restriction?) that will trigger an opportunity CAS if opponent moves along it (or is caught in it) during set period, representing an aircraft patrolling or "on station" looking for targets of oportunity.
- air superiority - commits unit to attempt to intercept an oponent's air strike
- high level bombing - there was a suggestion for carpet bombing earlier. I had the same idea, just not the scale of strategic "formation" bomb runs. I envision this working like setting an interdiction range of 2-3 linear hexes, then bombs fall (with standard whistling sound) as part of artillary and air resolution at beginning of next turn. This could be more of a modern ability in later years - I wanted it playing the DG Vietnam mod....which I'm dying for the ability to call napalm strikes as well (fireball graphic on impact, then flaming hex with unit taking continual damage if remaining in hex for certain time length).
- recon (orbit around a selected hex?) and airdrop resupply options (Bastogne)?
- Ability to link bunkers like a cave complex in RS and DGV to represent connecting trenches and tunnels without losing the bunker graphic. DGV did this to represent VC tunnel complexes well, but changed bunker graphic to cave graphic. Omaha just wouldn't look right if it were all caves.
Graphics/New hex types: - Airfields (small, med, large)
- Radar/radio/command bunker (with HQ effects?)
- "Special" hexes: Rocket (V1, V2) site, harbor, docks, railyards, etc
- various roadblock hexes (makeshift - wagons, crates, etc - modern example were Somalies pilling tires and junk in intersections and lighting on fire in Mogadishu). Scale could also be set. Currently when units toggle dig in, time passes until complete. How about a simple fortification scalability (25% - 33% per turn, etc) with a coresponding hex graphic to illustrate progress vs all or nothing currently. Will allow a unit to overrun an incomplete or "hasty" position and continue to upgrade from that point if desired.
New Units: - Special operations units. I'm partial to these as an op veteran myself and would love to see these not only more available, but closer to realistic capabilities.
- Types: commandos, udt - underwater demo teams (imagine being able to send a frogman team forward of your amphib landing to recon the beach, id and remove obstacles like an engineer, call for fire, etc while trying to stay undetected),snipers, pathfinders, guerillas (outside of population centers), partisans, underground/resistence fighters (more recon and sabotage than direct fire)
- Modern and into DG era could be: SOG teams, Seals, Rangers, SAS, Delta, SBS, etc by nation equivalents. IEDs, suicide bombers, NBC attacks
- These units would need special abilities to make them true to their names:
- special recon/concealment ability/bonus/modifier/range
- sabotage (basically stealthy engineering abilities in mine laying/clearing/demo)
- withdrawl bonus to break contact
- amphib ability (swimmers - underwater approach) for certain units
- and a strong ability to ambush
Other unit stuff: - agree with needing to set direction of fire limits on pillboxes, bunkers, etc and the use of movement points to turn dismounted artillery. I hate when a bunker fires on me when I'm behind it. Set field of fire in scenario/campaign design so still can be flexible - 45, 90, 180 degrees, etc?. Will create interlocking defenses as well as dead space for cover.
- stronger ambush impact. Maybe an attack multiplier effect on units moving fast, doubletime, careless. A unit moving with saved ap's for firing is expecting contact to me, so they would not be considered the above. Just not enough for me when waiting off of a trail/road, etc. Needs a concealment adjustment because I hate getting fired up from three hexes away. Maybe I'm doing it wrong with the hard/soft target settings? But a well executed ambush should all but eliminate an unsuspecting unit - just like mounted units take when caught on vehicles.
- Agree with morale and disruption impacts. HQ units need more of an impact. How about this? Give HQ units the ability to "dismount". Add a toggle that allows an HQ unit to set itself up (like artillary does). The unit graphic changes to command tents or a series of camoflage net "tents". Their supply and command/control range/ability/impact then increase as a result. They would be less effective otherwise. This would also make them more vulnerable if detected, as they would have to "break down" to move out. Loss of these units should have a greater impact on their subordinate units morale, supply=attack/defense numbers, etc.
That's all I can think of right now. Hope these help...
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