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Keeping the best - a feature discussion - 12/7/2010 9:14:00 AM   
dobeln

 

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It´s great to see that PG is being reborn in a format "true to the original". So, to get the forum going, what parts of PG1 does everyone think will stand the test of time? What parts of PG2+ should be allowed to influence Panzer Corps? Here is my take:

Core concepts that should not be changed (in my very humble opinion):

- The scale should be variable, not fixed, with a bias towards "larger" scenario scopes (not necessarily large scenario sizes - it´s important to keep narrative flow going). People want to feel that they are impacting history, directing grand sweeps, etc.

- One unit per hex. Nuff said. Not worried about this one though.

- Snappy, responsive interface. Really important for the "feel" of the game.

- The PG1 naval / air system.

Concepts from AG and onwards (and other games) that could enhance the PG1 experience:

- Leaders. One of the best concepts from PG2. Preferably handled with little randomness (you get a fixed number throughout the campaign, plus perhaps an extra one for good performance). Adds a little RPG flair to the game, that personalizes your army and makes you feel more "powerful", always a good thing in these games.

- Some limits on equipment availability. We all love our all-King-Tiger army, but it feels more satisfying if you build it over time, instead of just going to town on the shopping as soon as the "available" status on a piece of equipment turns on. Also gives the game a (slightly) more "real" feel. Don´t laugh. ;)

- Unit upgrades. People´s general made it possible to "pimp" your units a little extra, which made for good fun, and a more personalized army. Also, the ability to buy experience for new units with prestige meant that losing units later in the campaign was not an automatic case of "reload last save".

- Keeping the number of "core units" a bit lower than PG. A somewhat smaller core army with more customization options is preferable to having the sometimes unwieldy core army sizes of PG, imho.

- Tactical battles. The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine. This makes the player connect with the action in a completely new way! The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.
Post #: 1
RE: Keeping the best - a feature discussion - 12/7/2010 12:39:51 PM   
Lukas


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quote:

The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine.





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Post #: 2
RE: Keeping the best - a feature discussion - 12/7/2010 2:04:31 PM   
dobeln

 

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quote:

ORIGINAL: Lukas

quote:

The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine.






Put that in there to check whether people would read it all the way through.

(in reply to Lukas)
Post #: 3
RE: Keeping the best - a feature discussion - 12/7/2010 4:53:27 PM   
dazoline II


Posts: 400
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It was good for a laugh, nice points though.

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Moscow by winter? Only if you send Fast Heinz to Kiev.

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Post #: 4
RE: Keeping the best - a feature discussion - 12/7/2010 9:58:58 PM   
Rudankort


Posts: 230
Joined: 12/4/2010
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Great initiative! I won't interfere in the discussion for a while, so that we can get more fresh opinions, but I'll keep watching this topic closely.

quote:

ORIGINAL: dobeln
The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.



(in reply to dobeln)
Post #: 5
RE: Keeping the best - a feature discussion - 12/7/2010 10:16:14 PM   
Texican

 

Posts: 248
Joined: 10/30/2006
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If the campaign leads your forces into the Balkans or especially North Africa, I think the equipment upgrades should be for more mediocre stuff. The Germans funneled all their old Mark III's to North Africa and their better stuff to the Russian front. A Mark III in North Africa was okay, but sort of crummy on the Eastern front.

(in reply to dobeln)
Post #: 6
RE: Keeping the best - a feature discussion - 12/8/2010 12:50:25 AM   
hadrian132

 

Posts: 2
Joined: 10/9/2005
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Would like to see one abuse or cheat corrected...(I am guilty of doing it myself)....The old launching a paratrooper strike deep into enemy territory capturing a town and then "building" new armor/infantry/ and or artillery units on that site...Please correct this problem if you can....

(in reply to Texican)
Post #: 7
RE: Keeping the best - a feature discussion - 12/8/2010 2:02:54 AM   
sabre1


Posts: 1928
Joined: 8/15/2001
From: CA
Status: offline
^ Awww man, I liked that feature...

(in reply to hadrian132)
Post #: 8
RE: Keeping the best - a feature discussion - 12/8/2010 2:59:55 AM   
jomni


Posts: 2827
Joined: 11/19/2007
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quote:

ORIGINAL: dobeln
- Tactical battles. The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine. This makes the player connect with the action in a completely new way! The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.


Please don't do this.

(in reply to dobeln)
Post #: 9
RE: Keeping the best - a feature discussion - 12/8/2010 9:43:44 AM   
dobeln

 

Posts: 311
Joined: 3/28/2005
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quote:

ORIGINAL: jomni


quote:

ORIGINAL: dobeln
- Tactical battles. The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine. This makes the player connect with the action in a completely new way! The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.


Please don't do this.


Again, just to be totally clear, that was a joke!

(in reply to jomni)
Post #: 10
RE: Keeping the best - a feature discussion - 12/9/2010 12:58:14 AM   
ccsdc83

 

Posts: 138
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What kind of system requirements are we looking at for this game? I doubt we will need Crysis hardware, but will it require something more modern that is powerful?

(in reply to dobeln)
Post #: 11
RE: Keeping the best - a feature discussion - 12/9/2010 1:23:17 AM   
TheGrayMouser

 

Posts: 296
Joined: 7/12/2009
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quote:

ORIGINAL: dobeln

It´s great to see that PG is being reborn in a format "true to the original". So, to get the forum going, what parts of PG1 does everyone think will stand the test of time? What parts of PG2+ should be allowed to influence Panzer Corps? Here is my take:

Core concepts that should not be changed (in my very humble opinion):

- The scale should be variable, not fixed, with a bias towards "larger" scenario scopes (not necessarily large scenario sizes - it´s important to keep narrative flow going). People want to feel that they are impacting history, directing grand sweeps, etc.

- One unit per hex. Nuff said. Not worried about this one though.

- Snappy, responsive interface. Really important for the "feel" of the game.

- The PG1 naval / air system.

*********Agree with all of those!



Concepts from AG and onwards (and other games) that could enhance the PG1 experience:

- Leaders. One of the best concepts from PG2. Preferably handled with little randomness (you get a fixed number throughout the campaign, plus perhaps an extra one for good performance). Adds a little RPG flair to the game, that personalizes your army and makes you feel more "powerful", always a good thing in these games.

**********Could be a good addition as long as not too overpowing, also leaders should be vulnerable to DEATH:)

- Some limits on equipment availability. We all love our all-King-Tiger army, but it feels more satisfying if you build it over time, instead of just going to town on the shopping as soon as the "available" status on a piece of equipment turns on. Also gives the game a (slightly) more "real" feel. Don´t laugh. ;)

**********Disagree The game always rewarded a good combined arms aproach , however if you wanted to go 'air heavy" or "tank heavy" you had the freedom to do so, with all the risks/rewards . Also , if you bought all tigers , my experiance was the same turn you decide to ammo and fuel up your tigers, the rainy season would hit grinding your advance to a stuttering halt, then the ai would always counter attack your fuel-less ammo-less tanks. Hopefully the same balance is given to the oiginal game regarding the combat power of certain later era tanks vs the amt of ammo/fuel/speed of those units.

- Unit upgrades. People´s general made it possible to "pimp" your units a little extra, which made for good fun, and a more personalized army. Also, the ability to buy experience for new units with prestige meant that losing units later in the campaign was not an automatic case of "reload last save".

***********No issue with the pimpin but disagree on purchasing "experinced units" I felt that feature was a step back for PG2 and Peoples General. Nurturing a tank or fighter up to 5 stars thruout the campaign and then LOSINg such a unit was not only a bummer but could severly hinder further battles.. Just like real life there no replacing your elite veterans.

- Keeping the number of "core units" a bit lower than PG. A somewhat smaller core army with more customization options is preferable to having the sometimes unwieldy core army sizes of PG, imho.


**********Not sure about this, I nver though the armies got too big, plus some of the maps in PG were huge!

- Tactical battles. The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine. This makes the player connect with the action in a completely new way! The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.

****LOL



(in reply to dobeln)
Post #: 12
RE: Keeping the best - a feature discussion - 12/9/2010 8:05:44 PM   
Texican

 

Posts: 248
Joined: 10/30/2006
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One thing I liked about "Prestige Points" in PG was that you not only used them to buy equipment upgrades or new units, but on rare occasions, scenario-permitting, you could use it to steer through the campaign tree. An example would be, after the fall of France, going to a Sea Lion scenario instead of the Balkans. Or, on the Eastern front, attacking Moscow early instead of going to the Kiev scenario.

These options might cost you 700 Prestige Points or something, but basically represent you using up your "pull" or "favors" to steer the war down a more aggressive and risky path.

Regardless of how they do it, I am heartened the game appears to be going down a semi-dynamic campaign pathing, allowing for defeats or victories to shift the war into different directions. This will add much replay value.

< Message edited by Texican -- 12/9/2010 8:06:42 PM >

(in reply to dobeln)
Post #: 13
RE: Keeping the best - a feature discussion - 12/9/2010 11:05:10 PM   
Texican

 

Posts: 248
Joined: 10/30/2006
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Let's hope that the American, British, Russian, and Free French sides are playable as well. Also, would hope that the British and American campaigns, if any, have some action in North Africa. (I was very disappointed in PG2 having the Americans and British start in Italy, halfway through the war.)

Also, on a side topic, a Stalingrad scenario, if it goes badly, should have the Germans bottled up in the city with a chance the player could lose all of his units if he doesn't break out. Same with Tunisia, for really incompetent gameplay.

< Message edited by Texican -- 12/9/2010 11:06:12 PM >

(in reply to dobeln)
Post #: 14
RE: Keeping the best - a feature discussion - 12/10/2010 2:42:35 AM   
TheGrayMouser

 

Posts: 296
Joined: 7/12/2009
Status: offline

quote:

ORIGINAL: Texican

One thing I liked about "Prestige Points" in PG was that you not only used them to buy equipment upgrades or new units, but on rare occasions, scenario-permitting, you could use it to steer through the campaign tree. An example would be, after the fall of France, going to a Sea Lion scenario instead of the Balkans. Or, on the Eastern front, attacking Moscow early instead of going to the Kiev scenario.

These options might cost you 700 Prestige Points or something, but basically represent you using up your "pull" or "favors" to steer the war down a more aggressive and risky path.

Regardless of how they do it, I am heartened the game appears to be going down a semi-dynamic campaign pathing, allowing for defeats or victories to shift the war into different directions. This will add much replay value.



That was a great feature of the original, I think the biggest "steer" was if you did really well in the France battles you had 2 choices for Sealion A take 20000 prestige points to beef up your core forces or B, forgoe that and get a mere 5k but get use of the Italian navy for crossing the channel....

(in reply to Texican)
Post #: 15
RE: Keeping the best - a feature discussion - 12/10/2010 7:27:41 AM   
Lord Zimoa


Posts: 837
Joined: 10/10/2008
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quote:

Let's hope that the American, British, Russian, and Free French sides are playable as well. Also, would hope that the British and American campaigns, if any, have some action in North Africa. (I was very disappointed in PG2 having the Americans and British start in Italy, halfway through the war.)


The first PzC release is totally focused on the Germans and the Axis forces, a focused Allied PzC will follow later and than probably going into the Pacific...


Cheers,

Tim aka LZ

< Message edited by Lord Zimoa -- 12/10/2010 7:40:37 AM >


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Post #: 16
RE: Keeping the best - a feature discussion - 12/10/2010 5:12:11 PM   
Texican

 

Posts: 248
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Please have the German commander voice over when he hands you your mission assignment. That was very cool in PG1, AG, and PG2.

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Post #: 17
RE: Keeping the best - a feature discussion - 12/10/2010 5:38:36 PM   
Lord Zimoa


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We prefer German spoken commands as well... :-)

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Post #: 18
RE: Keeping the best - a feature discussion - 12/10/2010 6:37:29 PM   
Texican

 

Posts: 248
Joined: 10/30/2006
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quote:

ORIGINAL: Lord Zimoa

We prefer German spoken commands as well... :-)


I was thinking more like Colonel Klink.

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Post #: 19
RE: Keeping the best - a feature discussion - 12/11/2010 2:26:14 AM   
brianlala

 

Posts: 52
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My enlgish not very good so I sorry. I see this game play like panzer generel and call of duty! I am very excited to here this news! This seems difficult to do so good luck! I will buy all version of panzer corp if it like panzer generel and call of duty!

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Post #: 20
RE: Keeping the best - a feature discussion - 12/11/2010 3:31:18 AM   
HansHafen

 

Posts: 258
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The voice audio sequences were awesome in PG! Please duplicate!

(in reply to brianlala)
Post #: 21
RE: Keeping the best - a feature discussion - 12/17/2010 10:25:11 PM   
schwaryfalke

 

Posts: 29
Joined: 6/21/2010
Status: offline

quote:

ORIGINAL: dobeln

It´s great to see that PG is being reborn in a format "true to the original". So, to get the forum going, what parts of PG1 does everyone think will stand the test of time? What parts of PG2+ should be allowed to influence Panzer Corps? Here is my take:

Core concepts that should not be changed (in my very humble opinion):

- The scale should be variable, not fixed, with a bias towards "larger" scenario scopes (not necessarily large scenario sizes - it´s important to keep narrative flow going). People want to feel that they are impacting history, directing grand sweeps, etc.

- One unit per hex. Nuff said. Not worried about this one though.

- Snappy, responsive interface. Really important for the "feel" of the game.

*OK

- The PG1 naval / air system.

*I think Pac gen is better for this

Concepts from AG and onwards (and other games) that could enhance the PG1 experience:

- Some limits on equipment availability. We all love our all-King-Tiger army, but it feels more satisfying if you build it over time, instead of just going to town on the shopping as soon as the "available" status on a piece of equipment turns on. Also gives the game a (slightly) more "real" feel. Don´t laugh. ;)

* This is really a campaign and scenario design issue. The campaign gives too much prestige so that you can buy all the upgrades plus a scenario design that makes 1 Super tank ,better than having 2-3 lesser tanks (either due to a narrow advance or the AI having only super tanks). New PG2 Campaigns rarely suffer from this issue.

- Unit upgrades. People´s general made it possible to "pimp" your units a little extra, which made for good fun, and a more personalized army. Also, the ability to buy experience for new units with prestige meant that losing units later in the campaign was not an automatic case of "reload last save".

* Experienced Units.Again this tends to be a design issue and also a matter of balance.In new PG2 campaigns, the basic experience of new units is increased so that they can at least survive and not just be cannon fodder.

- Keeping the number of "core units" a bit lower than PG. A somewhat smaller core army with more customization options is preferable to having the sometimes unwieldy core army sizes of PG, imho.

- Tactical battles. The player should be able to play out all battles either as tactical engagements in the Close Combat engine, alternatively as a single soldier in the Call of Duty World at War engine. This makes the player connect with the action in a completely new way! The orignal Panzer General really limited the player in this regard, forcing him to focus on the strategic layer, instead of shooting his enemy in the face up close and personal.

*Sorry PG should not go this this level. It is a tactical/operational level game and should remain so.


Note. I bought and played all the 5star games (even star general,but not for long because it lacked the essence of PG (the campaign),PG2 (still on my hard drive,due to all the modders), PG3 (because it was SSI an after PG2 but it was a dissapointment)

(in reply to dobeln)
Post #: 22
RE: Keeping the best - a feature discussion - 12/18/2010 4:16:08 PM   
Ken7

 

Posts: 120
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I think PG 1 was the best game I ever bought and Ive bought too many. lol. I will definately buy this game when it comes out and probably all the downloadable content also. So bring it onnnnnnnnn...

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Post #: 23
RE: Keeping the best - a feature discussion - 12/19/2010 10:00:47 PM   
dsawan

 

Posts: 196
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Please allow for the grid or octagon shaped grid for spaces in game. i think it shd be made in the options screen. That way you can have the living battlefield or just like the orig pg1. I am playing PG forever as I type this and I have the grid set.

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Post #: 24
RE: Keeping the best - a feature discussion - 12/20/2010 3:15:39 AM   
Obsolete


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quote:

PG3 (because it was SSI an after PG2 but it was a dissapointment)


As I understand it, PG3D has the SSI logo applied to it, however they were already in their last death-rows and had been taken over by Ubisoft at the time, which also has its name branded on the same distro from that point. So, not all the decision making processes were in their hands... Finally Ubi seems to have axed the team after PGSE (or whatever was left of the original). What a sad day for wargamers that was... Bad enough that Talonsoft and Sierra also got taken over & axed.

Anyhow, the new air-mission mechanics in Peoples General was.... interesting. I'm not sure what the majory of players thought of it though. Didn't take that long to get used to it...






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King-Tigers don't let Tiger-I's get over-run.

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Post #: 25
RE: Keeping the best - a feature discussion - 12/21/2010 3:56:05 PM   
Texican

 

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Using same maps for different scenarios (Belgium/France for 1940 and 1944 stuff) was always cool, I thought. Gives you the feeling that you are fighting again over the same ground.

Hope there is some of this.

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Post #: 26
RE: Keeping the best - a feature discussion - 12/21/2010 8:39:35 PM   
Obsolete


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I thought it was a way to save on the expense of re-designing new maps :P



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King-Tigers don't let Tiger-I's get over-run.

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Post #: 27
RE: Keeping the best - a feature discussion - 12/22/2010 3:28:34 PM   
Texican

 

Posts: 248
Joined: 10/30/2006
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quote:

ORIGINAL: Obsolete

I thought it was a way to save on the expense of re-designing new maps :P




Probably is, but also gives you the feeling of liberating (or revisiting) an area from earlier.

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Post #: 28
RE: Keeping the best - a feature discussion - 12/22/2010 3:50:49 PM   
Obsolete


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Well, any time more maps are one way or another re-introducted into a campaign to extend its length, I am happy. Each campain is basically its own story...

I have never got the addiction in any TOAW scenario (even the super long ones) that one gets from PG. Being able to bring a core with you & upgrade it from map to map... trying to gain experience etc. added so much more attachness and immersion.




_____________________________



King-Tigers don't let Tiger-I's get over-run.

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Post #: 29
RE: Keeping the best - a feature discussion - 12/24/2010 5:18:29 AM   
colberki

 

Posts: 201
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And dont forget the dimensional portal where the aliens from Mars will arrive in the middle of the single soldier Call of Duty tactical action.

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Post #: 30
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