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RE: Ok WISHLIST TIME after seeing & playing game

 
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RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 1:42:18 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now.  

2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger.  

3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off  

5. Of course I want a female partisan and a female sharpshooter.   

6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.  

7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different.  

The F1 FPS measurement is accurate.


8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.

9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. Larger unit limit when creating scenarios.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

49. End of game carry over of data.

50. Import/export to xml save game file.

51. Exit Objectives.

52. Company formations.

53. Battalion formations.

53. Rejoin formation orders.

54. Sound contacts.  

55. Quicker expansion/game release cycle for future additions to the series.

56. Mine clearance.

57. More editing controls for Random Campaigns.

58. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.

59. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.

60. Show suppression status of your units on / with the floating icons that show up in the main window view.

61. Ability to toggle off Russian Science of War in Random Campaign.

62. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)

63. Ressuply out of ammo units.

64. Continue option for lost random campaign battles -- e.g. not to "Skip" it.

65.  End of battle tally of KIA, WIA etc...

66. Running campaign total of KIA, WIA for both sides.

67. Running campaign total of battles lost vs. battles won.

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to sage)
Post #: 121
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 2:12:23 AM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline

quote:

ORIGINAL: sage

quote:

ORIGINAL: Mad Russian

quote:


7. Continue option for lost random campaign battles -- e.g. not to "Skip" it.


This is already an option now.

The skip option is to skip refighting the battle you just lost. If you skip it you go to the next battle. If you don't skip you refight the same battle you just lost.



What I mean is neither -- I don't want to re-fight it, and don't want to skip it. I want the battle to advance the campaign, but be counted as a loss. Best case is that it would effect the type of battle afterward -- i.e. more likely to end up with a hasty-defense type battle following.

Having to refight makes sense for a static campaign, but it makes no sense for a random campaign. Sometimes battles are lost, and you have to just make the best of it...


That is a dynamic campaign and we only have static campaigns.

In addition to watching the needles climbing, mouse over the Cross and Star and a tool tip will tell you the rough percentage score at the moment.

_____________________________

Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

(in reply to sage)
Post #: 122
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 6:41:08 PM   
moet


Posts: 194
Joined: 5/18/2008
From: Montréal
Status: offline
quote:


17. The ability to transport AT/Infantry guns.
20. Destructible buildings.
22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.


17. Really, it is not possible to mount a gun on a truck in the actual PCO ?
20. A destruction model of all the map elements (specially holes made on the ground by shells) would be great.
22. What exactly is expected with Tac AI : auto-selecting the best target (the more threatening) ? Stoping and hiding or changing route ?

< Message edited by moet -- 5/18/2011 6:55:19 PM >

(in reply to z1812)
Post #: 123
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 6:46:44 PM   
moet


Posts: 194
Joined: 5/18/2008
From: Montréal
Status: offline
I would add those wishes :

- Use different icons for different types of infantry and vehicles.
- Add a "next target" hotkey.
- Make it possible to give complex orders (ex. : move + rush + hide), with delays as outlined above.
- Add fire arcs associated to target filters.

(in reply to moet)
Post #: 124
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 6:47:08 PM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
Status: offline
It there an update schedule planned? Have you decided about the first update contents?

_____________________________

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

(in reply to moet)
Post #: 125
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 6:56:59 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We've started working on the first update this week, more news soon.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to sztartur2)
Post #: 126
RE: Ok WISHLIST TIME after seeing & playing game - 5/18/2011 7:02:59 PM   
sztartur2


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

quote:

ORIGINAL: Erik Rutins

We've started working on the first update this week, more news soon.

Regards,

- Erik


Wow that was a quick answer, eagerly waiting for the news! A roadmap -even a scetchy one- how you plan to reach PC4 would be welcome.

_____________________________

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

(in reply to Erik Rutins)
Post #: 127
RE: Ok WISHLIST TIME after seeing & playing game - 5/19/2011 3:38:46 PM   
general_solomon

 

Posts: 253
Joined: 5/18/2007
Status: offline
I am sure this was requested before but here is my .02. i would also like to say there are a lot of good ideas mentioned so far.

how about a large campaign map where each hex which would correspond to a smaller map to do battle on. on the campaign map you can move your counters or even 3d counters(panzer general) around the map until there is a meeting between the two forces. at which time the player could either resolve the game ( let his generals take the battle) or jump in to lead it.

also, on the campaign map you would show supply. if you had a good supply line, your men would have more ammo and tanks would have fuel.

i am not saying start out with the russian front but start small and improve its. I am sure Matrix has a couple hex based games they can retro fit for this project.

if this feature is implemented, you would be the first game to bring the operational and tactic level of wargaming in one title. it would be an instant classic.


here is a couple of matrix titles that come to mind:

1. crown of glory
2. close combat series

there were days when I only played on the campagin map when playing crown of glory and let my generals take the battles.

other non matrix titles:

total war series - this has a couple maps associated with a section and does so with the whole campaign map.


I am sure there are others out there but i think it can done fairly quickly as Matrix has exprience in making game that are hexbased.



< Message edited by general_solomon -- 5/20/2011 12:22:11 AM >

(in reply to sztartur2)
Post #: 128
RE: Ok WISHLIST TIME after seeing & playing game - 5/19/2011 6:04:50 PM   
z1812


Posts: 1796
Joined: 9/1/2004
Status: offline

quote:

ORIGINAL: z1812

I would like a better approximation of when a game ends. Often, even though one has all the flags with not much resistance left, the game goes on.

In the same way that the PCK updated Winterstorm I would like the next release to update PCO.




It seems these requests were missed for the list.

(in reply to z1812)
Post #: 129
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 12:00:13 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
quote:

ORIGINAL: z1812

I would like a better approximation of when a game ends. Often, even though one has all the flags with not much resistance left, the game goes on.


If #48 or the way the Victory Gauges move towards the end of the game now showing you that the game is about to end, would you be more specific.

quote:


In the same way that the PCK updated Winterstorm I would like the next release to update PCO.


PCO updated both PC:OWS and and PC:K. Matrix has stated several times that back coding will be a continued feature of the PC series.


Good Hunting.

MR


< Message edited by Mad Russian -- 5/20/2011 3:12:11 AM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to z1812)
Post #: 130
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 12:01:39 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: general_solomon

there we day when I played only on the campagin map when playing crown of glory.



What does this mean?

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to general_solomon)
Post #: 131
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 12:23:03 AM   
general_solomon

 

Posts: 253
Joined: 5/18/2007
Status: offline

quote:

ORIGINAL: Mad Russian


quote:

ORIGINAL: general_solomon

there we day when I played only on the campaign map when playing crown of glory.



What does this mean?

Good Hunting.

MR




ops sorry I must have missed reviewing this before submitting. its corrected now.

(in reply to Mad Russian)
Post #: 132
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 7:06:03 AM   
anthonykevinluke

 

Posts: 276
Joined: 8/31/2001
Status: offline
Great game,

I was hoping for the next patch or update that you could include a long campaign (12 -90 + battles) for the Gross Deutschland Div and the 5th SS Wiking Div. Many thanks.

AKL

(in reply to Mad Russian)
Post #: 133
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 8:33:38 AM   
VictorCharlie

 

Posts: 129
Joined: 4/9/2004
Status: offline
How about an Icon in the left HUD selected unit showing if armour is buttoned up?

Would save having to actually go down to tank and check if it is or not.



(in reply to anthonykevinluke)
Post #: 134
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 1:08:31 PM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline

quote:

ORIGINAL: victor charlie

How about an Icon in the left HUD selected unit showing if armour is buttoned up?

Would save having to actually go down to tank and check if it is or not.





If you turn on the overhead icons to the tank graphic, it shows buttoned or unbuttoned on the icon. We talked about putting it on the center panel icon but they are too small and too many.

The left panel is getting pretty crowded too.

_____________________________

Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

(in reply to VictorCharlie)
Post #: 135
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 1:17:02 PM   
Mobius


Posts: 10339
Joined: 6/30/2006
From: California
Status: offline
quote:

ORIGINAL: victor charlie
How about an Icon in the left HUD selected unit showing if armour is buttoned up?
Would save having to actually go down to tank and check if it is or not.
Good idea!
You can imagine who it was that wanted it.


_____________________________

All your Tanks are Belong to us!
panzer

(in reply to VictorCharlie)
Post #: 136
RE: Ok WISHLIST TIME after seeing & playing game - 5/20/2011 6:05:33 PM   
Ratzki

 

Posts: 581
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
This might be out there somewhat, but here goes anyhow. How about some mounted cavalry? Kossack charges, or just as limber for weapons.

(in reply to Mobius)
Post #: 137
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 3:32:07 AM   
hgilmer3


Posts: 530
Joined: 12/28/2008
Status: offline
Is there or will there be Panzer Command: Normandy?



_____________________________

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RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 3:44:51 AM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Yes but we will have to remove the mini map, TOE display, target lines, change the camera controls, redo the hotkeys, remove tank riders, just for starters.

Tongue firmly in cheek.

_____________________________

Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

(in reply to hgilmer3)
Post #: 139
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 4:13:47 AM   
Mad Russian


Posts: 13256
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From: Texas
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quote:

ORIGINAL: hgilmer3

Is there or will there be Panzer Command: Normandy?




More than likely not. What there is more likely to be is a Panzer Command North Western Europe and not just Normandy. But that remains to be seen. There are on going discussions of where PC is going next.

Will Normandy at some point be included in a game in the series? I would say the answer to that is yes.

By itself? Probably not.

Could it be an expansion? Could very well be.

Will it be next in line? You'll have to stay tuned for that answer.

Good Hunting.

MR


< Message edited by Mad Russian -- 5/21/2011 4:16:23 AM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to hgilmer3)
Post #: 140
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 4:20:20 AM   
Mobius


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From: California
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Two or three maps of Normandy bocage and fighting on that many scenarios and you get the picture.

_____________________________

All your Tanks are Belong to us!
panzer

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Post #: 141
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 4:32:38 AM   
hgilmer3


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Fine by me. :)

_____________________________

KurtC in the WITE PBEM module.

(in reply to Mobius)
Post #: 142
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 4:44:24 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
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I think expansions will be something like 10 scenarios; with a couple of campaigns thrown in for good measure. So, if it makes expansion status that's what you'll be looking at. If it's included in a game, along with other time periods in NWE, then there's no telling how many maps and scenarios you might see; besides Mobius' 2 or 3 maps and scenarios.

I might even convert my Barkmann's corner scenario. Although my research doesn't show the battle area with a village in it...........
My CMAK scenario covering that battle is still available at The Scenario Depot II.

http://the-scenario-depot.com/scenario_details.html?command=search&db=scenarios.db&eqskudatarq=72

Good Hunting.

MR


< Message edited by Mad Russian -- 5/21/2011 4:46:02 AM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to hgilmer3)
Post #: 143
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 11:29:04 AM   
Krupinski


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Status: offline
I'm really missing an order like "hunt" in the CM-series..

(in reply to Mad Russian)
Post #: 144
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 12:48:13 PM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Advance is as close to Hunt that we have.

_____________________________

Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

(in reply to Krupinski)
Post #: 145
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 2:40:29 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now.  

2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger.  

3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off  

5. Of course I want a female partisan and a female sharpshooter.   

6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.  

7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different.  

The F1 FPS measurement is accurate.


8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.

9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. Larger unit limit when creating scenarios.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

49. End of game carry over of data.

50. Import/export to xml save game file.

51. Exit Objectives.

52. Company formations.

53. Battalion formations.

53. Rejoin formation orders.

54. Sound contacts.  

55. Quicker expansion/game release cycle for future additions to the series.

56. Mine clearance.

57. More editing controls for Random Campaigns.

58. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.

59. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.

60. Show suppression status of your units on / with the floating icons that show up in the main window view.

61. Ability to toggle off Russian Science of War in Random Campaign.

62. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)

63. Ressuply out of ammo units.

64. Continue option for lost random campaign battles -- e.g. not to "Skip" it.

65.  End of battle tally of KIA, WIA etc...

66. Running campaign total of KIA, WIA for both sides.

67. Running campaign total of battles lost vs. battles won.

68. Different icons for different types of infantry and vehicles.

69. Add a "Next Target" hotkey.

70. Make complex orders possible. Example: Move + Advance + Defend

71. Being able to add a delay to an order.

72. Firing arcs.

73. Operational level for PC. Which would show units, supply level, etc...

74. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.

75. An icon at the left of the HUD that shows vehicles buttoned up.

_____________________________

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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to junk2drive)
Post #: 146
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 2:42:25 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline

quote:

ORIGINAL: Ratzki

This might be out there somewhat, but here goes anyhow. How about some mounted cavalry? Kossack charges, or just as limber for weapons.



See #45. Cavalry will make it's way into the system at some point. There was just too much of it used in WWII for it not be eventually be included. When that will happen is anybody's guess. That would seem like a natural fit for either a Spanish Civil War or Axis Minor's expansion feature.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Ratzki)
Post #: 147
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 4:36:12 PM   
ComradeP

 

Posts: 7192
Joined: 9/17/2009
Status: offline
A Face>Engage command would be really nice. When ordered to engage, tanks don't always turn around, they often just turn the turret and fire, which can mean that (for example) they're facing an enemy AT gun with the side of their hull. On the other hand, the Face command doesn't allow you to select a target as far as I know.

One possible way to do that in a way that would not require an actual new order on the list would be that when you select face, and click on an enemy unit, the unit will both face and engage that unit.

< Message edited by ComradeP -- 5/21/2011 4:37:02 PM >


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(in reply to Mad Russian)
Post #: 148
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 5:46:54 PM   
Ratzki

 

Posts: 581
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
I was more thinking Russian revolution. I missed #45. Now my day is complete

< Message edited by Ratzki -- 5/21/2011 5:48:22 PM >

(in reply to Mad Russian)
Post #: 149
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 5:52:40 PM   
sztartur2


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

quote:

ORIGINAL: ComradeP

A Face>Engage command would be really nice. When ordered to engage, tanks don't always turn around, they often just turn the turret and fire, which can mean that (for example) they're facing an enemy AT gun with the side of their hull. On the other hand, the Face command doesn't allow you to select a target as far as I know.

One possible way to do that in a way that would not require an actual new order on the list would be that when you select face, and click on an enemy unit, the unit will both face and engage that unit.


Cavalry units fought as infantry units in almost every case. Only their transport is was by horse. Very few exceptions were of course raids mainly.

_____________________________

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

(in reply to ComradeP)
Post #: 150
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