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: Ok WISHLIST TIME after seeing & playing game

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Panzer Command: Ostfront >> RE: Ok WISHLIST TIME after seeing & playing game Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 5:54:13 PM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
The problem with horses is good 3d models and animation, plus mounting and dismounting and death.

Plus they can poop when they walk but have to stop to pee. Programmer's nightmare.

_____________________________

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 Ratzki)
Post #: 151
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 10:27:48 PM   
Ratzki

 

Posts: 581
Joined: 8/18/2008
From: Chilliwack, British Columbia
Status: offline
Other then the poop and pee thing, which is beyond the skill of all but the best programmers, could horses be added as a 3d mod by anyone?

(in reply to junk2drive)
Post #: 152
RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 10:31:20 PM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Yes but they will move like infantry or AFVs depending on what the maker choses. Maybe infantry wouldn't be so bad but then you couldn't mount troops.

edited

< Message edited by junk2drive -- 5/21/2011 10:32:54 PM >


_____________________________

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 Ratzki)
Post #: 153
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 1:17:36 AM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
There's no question that cavalry will be a challenge to do. That's one reason to maybe look at doing them in an expansion. Where all the resources are directed at doing them right. It will take a lot of resources to create cavalry units that will feel right.

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 junk2drive)
Post #: 154
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:31:13 AM   
HintJ


Posts: 311
Joined: 10/10/2010
Status: offline
I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.

_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

(in reply to Mad Russian)
Post #: 155
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:51:25 AM   
Mobius


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

ORIGINAL: HintJ
I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.

I miss the lock on the tank and move along with it while watching it from the outside. I used that a lot when working on the model so I could see if the wheels were centered right and the track bits were moving correctly. Now I have to watch the tank go by.

_____________________________

All your Tanks are Belong to us!
panzer

(in reply to HintJ)
Post #: 156
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:54:58 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
I'd like to get both of those back in too, for what it's worth.

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 Mobius)
Post #: 157
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 6:13:31 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.

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.

76. Some way to tell you how long the platoon will be delayed.

77. A face>Engage command. Face the target while engaging. Not just turning the turret towards the enemy.

78. Lock on vehicle view from the outside of the vehicle.

_____________________________

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 Erik Rutins)
Post #: 158
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 3:51:05 PM   
VictorCharlie

 

Posts: 129
Joined: 4/9/2004
Status: offline
How about having gun crews crouching instead of standing?
I think that would look a lot more realistic.

(in reply to Mad Russian)
Post #: 159
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 6:41:31 AM   
VictorCharlie

 

Posts: 129
Joined: 4/9/2004
Status: offline
Paratroops landing! :)

(in reply to VictorCharlie)
Post #: 160
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 12:54:14 PM   
moet


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

ORIGINAL: Mad Russian
78. Lock on vehicle view from the outside of the vehicle.

About camera htokeys, I would appreciate this :
- As we can go from view "1" to view "4", we should be able to go back from "4" to "1", instead of getting stuck on the fourth view.
- We should be able to unlock the unit view (tab) using the arrows or moving the cursor on the side of the screen.

(in reply to Mad Russian)
Post #: 161
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 1:22:10 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
My camera view goes either up or down. Sometimes if I get too low it sticks a bit, but I've never had it stick on the high view.

I just wish I could win the PBEM against you. Since that's not over yet we'll see.

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 moet)
Post #: 162
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 1:23:30 PM   
Mobius


Posts: 10339
Joined: 6/30/2006
From: California
Status: offline
Views 1 through 4 are programmable. You set them by hitting something like cntl-1. This saves the location and when you hit 1 again the camera jumps to that position. ~ resets them all to defaults.

_____________________________

All your Tanks are Belong to us!
panzer

(in reply to moet)
Post #: 163
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 5:20:42 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



Is there any news about the news?

_____________________________

"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 #: 164
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 11:30:19 PM   
Mad Russian


Posts: 13256
Joined: 3/16/2008
From: Texas
Status: offline
Yeah, the current news is Erik's on vacation.

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 sztartur2)
Post #: 165
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 12:41:39 AM   
Mobius


Posts: 10339
Joined: 6/30/2006
From: California
Status: offline
The developer is working on items. When Erik gets back we'll know more.


_____________________________

All your Tanks are Belong to us!
panzer

(in reply to Mad Russian)
Post #: 166
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 1:30:40 PM   
sztartur2


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

quote:

ORIGINAL: Mobius

The developer is working on items. When Erik gets back we'll know more.



Is the bigger maps in the items?

_____________________________

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

(in reply to Mobius)
Post #: 167
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:01:45 PM   
Mobius


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

quote:

ORIGINAL: sztartur


quote:

ORIGINAL: Mobius

The developer is working on items. When Erik gets back we'll know more.



Is the bigger maps in the items?
No. Bigger maps probably won't be coming anytime soon as that requires changes to too many things.


_____________________________

All your Tanks are Belong to us!
panzer

(in reply to sztartur2)
Post #: 168
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:50:48 PM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
Status: offline
Very very very bad news and big demotivation from my side as it was my #1 preference and hope. C'est la vie.


_____________________________

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

(in reply to Mobius)
Post #: 169
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:54:21 PM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Artur have you played many battles on the 2k maps? Designed any yet?

As it currently is, the 2k maps are a strain on computing power and larger maps would be exponential. If we can optimise the system then things could change.

_____________________________

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 sztartur2)
Post #: 170
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 3:08:06 PM   
sztartur2


Posts: 672
Joined: 7/24/2002
From: Budapest,Hungary
Status: offline
I am still in the learnin phase BUT I have used the 3X3 km maps for CMBB.

I have in mind some ideas which I wanted to do in PCO. Now it seems it will not be possible. I see that if it has serious performance issue then that's it.


_____________________________

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

(in reply to junk2drive)
Post #: 171
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:22:47 AM   
HintJ


Posts: 311
Joined: 10/10/2010
Status: offline
What happened to the light mortars?? They are not able to take shots unless they have line of sight?! I know this wasn't the case in PCK!

_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

(in reply to sztartur2)
Post #: 172
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:25:53 AM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
It was like that in PCK. On map mortars need LOS to direct fire. They can area fire to areas that they have LOS to as well. CMx1 had FOs and HQ units that could plot on board mortars, but not PC.

_____________________________

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 HintJ)
Post #: 173
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:49:05 AM   
HintJ


Posts: 311
Joined: 10/10/2010
Status: offline
quote:

ORIGINAL: junk2drive

It was like that in PCK.


Not true!

< Message edited by HintJ -- 5/25/2011 2:50:44 AM >


_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

(in reply to junk2drive)
Post #: 174
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:04:01 AM   
HintJ


Posts: 311
Joined: 10/10/2010
Status: offline
As you can see, a mortar can fire to a place it obviously has no line of sight:





Please bring this back!

Attachment (1)

< Message edited by HintJ -- 5/25/2011 3:05:35 AM >


_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

(in reply to HintJ)
Post #: 175
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:06:52 AM   
spellir74


Posts: 2065
Joined: 6/15/2008
Status: offline
quote:

ORIGINAL: HintJ

As you can see, a mortar can fire to a place it obviously has no line of sight [in PzC K]:


Please bring this back!



Agree.

< Message edited by spellir74 -- 5/25/2011 3:08:01 AM >

(in reply to HintJ)
Post #: 176
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:15:59 AM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
I was afraid that you would prove me wrong. I was too lazy to check. My apology.

_____________________________

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 spellir74)
Post #: 177
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:21:33 AM   
Mad Russian


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

quote:

ORIGINAL: sztartur

I am still in the learnin phase BUT I have used the 3X3 km maps for CMBB.


So have I. I've even made scenarios for CMBB using 3km maps.

I wouldn't get hung up on size. PCO plays very different from CMBB. So comparing the simple size of the maps in terms of game play is a serious under estimation of what PCO is capable of.

quote:


I have in mind some ideas which I wanted to do in PCO. Now it seems it will not be possible. I see that if it has serious performance issue then that's it.


It depends on your project. Since you don't say what it is there's no way of knowing if PCO is currently capable of doing it or not.

At the moment your computer doesn't have the ability to play a 3km PCO map. I can already make 2km maps that push PCO beyond it's limits.

PCO maps are restricted by a few things but lets take a look at a single texture and the ability of PCO to render it.

The textures are a result of how the scenario designer chose to display the terrain. There are two settings with a range from 1 to 999 and two other settings that have a range of 20 more. That's a texture display range of 399,200,400. Then there is a directional display for the terrain texture that covers the 360 degrees of the compass. If you consider that to be 360 more options for display you come up with a total of 12,201,553,224,000 different display options for a single texture in PCO. I'm pretty sure that's not a poly issue. I can display the terrain textures showing from completely smooth to completely rough and everything in between. No other games terrain display features come anywhere near PCO's ability for the designer to show a texture as they wish. Ours are not a single tile that displays only one way in the game but it's a single pixel shown any way the designer wants to show it.

PCO doesn't have tile based terrain for it's maps. Each pixel is displayed. When you do that it takes a lot of computing.

Erik has already said that we are looking at larger maps in the future. I would think that future is PC4 at best and not sooner. Making bigger maps available in PC looks to be a HUGE issue not something that just needs 2 lines of coding. But as Erik said he'll get with the programmer and see. Then he'll let us all know.

Good Hunting.

MR

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 sztartur2)
Post #: 178
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:28:46 AM   
HintJ


Posts: 311
Joined: 10/10/2010
Status: offline

quote:

ORIGINAL: junk2drive

I was afraid that you would prove me wrong. I was too lazy to check. My apology.

No apology needed, you just remembered it wrong! This was a great feature for the light mortars, which are now much, much less useful.

_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

(in reply to junk2drive)
Post #: 179
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:34:58 AM   
junk2drive


Posts: 12907
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
Since we added ammo counting, they are even more "much less useful". The good news is that light mortars don't do much anyway. Russian 120s can ruin your day.

_____________________________

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 HintJ)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Panzer Command: Ostfront >> RE: Ok WISHLIST TIME after seeing & playing game Page: <<   < prev  4 5 [6] 7 8   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

1.094