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RE: Feature Request - 3/1/2016 3:50:29 AM   
blackcloud6


Posts: 489
Joined: 8/13/2002
Status: offline
One of the things I'm having problems with is remembering to stop a vehicle. The stop button is way to the right on the screen, off map, and on my wide screen, there is much blank space, so I'm not focused on it. Do you think it would be possible in the future to add a symbol on the AFV counters to indicate the vehicle is in motion? maybe a red oval (like tracks) or a red arrow pointing forward or something?

(in reply to toddtreadway)
Post #: 61
RE: Feature Request - 3/1/2016 6:31:36 AM   
KhanDam2


Posts: 110
Joined: 2/6/2015
From: France
Status: offline
Hello everyone

Sorry if it's already Sid but I don't understand all English post so I think this feature could be interesting :
In oob the possibility to have name for unit the handle of # is not so easy and the possibility to group some counter with a group name for regrouping some counter
I think about just showing the name and the group in the oob and report Windows, there are no special handling with that

Thanks

(in reply to blackcloud6)
Post #: 62
RE: Feature Request - 3/1/2016 10:43:50 AM   
Noypi53

 

Posts: 227
Joined: 8/14/2007
Status: offline

quote:

ORIGINAL: GordianKnot


quote:

ORIGINAL: Missouri_Rebel

After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.

1) Movement points tracked and allowed movement range

2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)

3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)

4) A Hotkey to advance the AI. What a pain it must be now.

5) Centering map on moving unit

6) Click results panel to go to unit

7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)


would be nice to have;

8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit

9) Zoom feature to show bigger picture

10) Multiplayer support!!!


+1

Also,

1) Some kind of movement / combat value numbers on the units. It would be nice to see the relative firepower and movement of the units at a glance or anywhere frankly. If they can't fit on the unit counters how about in the selection box? There is already plenty of text there. An addition 6-3-5 or something would fit IMO.

2) The ability to target artillery to empty hexes. Obviously you should be able to target hexes where you can't see an enemy unit. Especially with the delay, you need to be able to anticipate their advance.



+1 on both posts' suggestions.

(in reply to mavraamides)
Post #: 63
RE: Feature Request - 3/1/2016 6:20:24 PM   
mavraamides


Posts: 447
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: Paullus

Great idea. I think we will do that when we (read Peter) have addressed bugs and technical issues encountered after game release.


We use a system where I work that is pretty effective:
1) The business owners submit a list of requests.
2) The dev's go through the requests and assign a rough estimate of the difficulty of each so they all have a point based 'cost' associated with them.
3) The business owners have a fixed budget of points and choose the features they prefer while keeping the total point cost below their budget.

And that defines a release.

Just throwing that out there into the universe of ideas!

(in reply to Paullus)
Post #: 64
RE: Feature Request - 3/1/2016 6:24:51 PM   
MikeMarchant_ssl

 

Posts: 80
Joined: 2/26/2016
Status: offline
If I was the business owner I'd be telling my developers I want it all, and I want it yesterday.


Best Wishes

Mike

(in reply to mavraamides)
Post #: 65
RE: Feature Request - 3/1/2016 6:29:12 PM   
gogol


Posts: 49
Joined: 9/26/2007
From: Montreal
Status: offline
Multi level buildings !

(sorry if there is already , i m only at training scenarios )

(in reply to MikeMarchant_ssl)
Post #: 66
RE: Feature Request - 3/1/2016 7:16:26 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
This is a tie between first and second for me.

quote:

ORIGINAL: gogol

Multi level buildings !

(sorry if there is already , i m only at training scenarios )


(in reply to gogol)
Post #: 67
RE: Feature Request - 3/1/2016 8:04:14 PM   
mavraamides


Posts: 447
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: MikeMarchant_ssl

If I was the business owner I'd be telling my developers I want it all, and I want it yesterday.


Best Wishes

Mike


And that's exactly what that system stops them from doing. Everything has a price.

(in reply to MikeMarchant_ssl)
Post #: 68
RE: Feature Request - 3/1/2016 8:10:48 PM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline
I don't want my most wanted movement ranges , because I know it wont happen because its dynamic and doubletime and leaders alter it, also engine starts turning etc... I know how complex it would be, so I'm asking for my second most wanted doable feature - I want to be able to run it on my surface pro 3 tablet without keyboard or mouse, so you would have to make the UI completely left=click control, I know there will be sacrifice on ease of use, but seriously it will be the best wargame available on a tablet

(in reply to mavraamides)
Post #: 69
RE: Feature Request - 3/1/2016 8:42:34 PM   
mavraamides


Posts: 447
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: mainsworthy

I don't want my most wanted movement ranges , because I know it wont happen because its dynamic and doubletime and leaders alter it, also engine starts turning etc... I know how complex it would be, so I'm asking for my second most wanted doable feature - I want to be able to run it on my surface pro 3 tablet without keyboard or mouse, so you would have to make the UI completely left=click control, I know there will be sacrifice on ease of use, but seriously it will be the best wargame available on a tablet


Movement range isn't all that difficult to display. There is an algorithm very similar to the A* path finding algorithm that can calculate that in about the same amount of time. And while it's true that it is dynamic, you can always display the maximum range with the understanding that something might happen on the way to your target hex that could shorten it.

(in reply to mainsworthy)
Post #: 70
RE: Feature Request - 3/1/2016 8:44:48 PM   
mavraamides


Posts: 447
Joined: 4/1/2005
Status: offline
OK, here's one I thought of last night. For weapon's with a firing arc, it appears that the weapon's range indicator shows all of the hexes that could be hit instead of just the ones that could be hit from the current arc. It would be nice to only show the ones that can be hit with the current weapon's firing arc or differentiate between those. Maybe grey dots for cells in range and white dots for cells in range AND in current arc?

(in reply to mavraamides)
Post #: 71
RE: Feature Request - 3/1/2016 10:56:33 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
1. OBA being able to target empty hexes so you can simulate a pre-bombardment.
2. Spotters for MTRs.

(in reply to mavraamides)
Post #: 72
RE: Feature Request - 3/2/2016 7:53:39 AM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline

quote:

ORIGINAL: GordianKnot


quote:

ORIGINAL: mainsworthy

I don't want my most wanted movement ranges , because I know it wont happen because its dynamic and doubletime and leaders alter it, also engine starts turning etc... I know how complex it would be, so I'm asking for my second most wanted doable feature - I want to be able to run it on my surface pro 3 tablet without keyboard or mouse, so you would have to make the UI completely left=click control, I know there will be sacrifice on ease of use, but seriously it will be the best wargame available on a tablet


Movement range isn't all that difficult to display. There is an algorithm very similar to the A* path finding algorithm that can calculate that in about the same amount of time. And while it's true that it is dynamic, you can always display the maximum range with the understanding that something might happen on the way to your target hex that could shorten it.

I forgot its already known by the program, as it goverens moves deh , I'm a dumbo,

(in reply to mavraamides)
Post #: 73
RE: Feature Request - 3/2/2016 8:23:37 AM   
Brazouck

 

Posts: 28
Joined: 3/26/2010
Status: offline
hello, so far I love the game. I'm an ASL player, and this game feel like it could give us the ASL chill, if a little more info were given.

My wishlist so far :

Not have to AI confirm when you don't have to do anythin, in ennemy rout and advance.

Zoom with srollwheel

Hotkeys, especially for continuing AI movement

Getting back to normal move when you select a new unit, don't keep the last setting, so much mistakes !

Center map on movement, important on large maps !

Movement points / factors counting, in the info box, like :
US ID12 Squad Spent 1 on 4 MF
US ID12 Squad Spent 2 on 4 MF
etc...

An switchable overlay of the map with movement cost for the unit selected

Result of attacks like :
Gun Miss
Gun Hit but inflict no damage
Gun Hit inflict Morale Check GE Squad 10 Passed, GE Squad 11 Broken

MG Miss Keeps Rof
MG Hit Keeps Rof, Morale check GE Squad 5 Passed

Hope this can be done, would improve game immensely.

Sorry for bad english, I'm french

(in reply to blackcloud6)
Post #: 74
RE: Feature Request - 3/2/2016 8:30:46 AM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline

quote:

ORIGINAL: Brazouck

hello, so far I love the game. I'm an ASL player, and this game feel like it could give us the ASL chill, if a little more info were given.

My wishlist so far :

Not have to AI confirm when you don't have to do anythin, in ennemy rout and advance.

Zoom with srollwheel

Hotkeys, especially for continuing AI movement

Getting back to normal move when you select a new unit, don't keep the last setting, so much mistakes !

Center map on movement, important on large maps !

Movement points / factors counting, in the info box, like :
US ID12 Squad Spent 1 on 4 MF
US ID12 Squad Spent 2 on 4 MF
etc...

An switchable overlay of the map with movement cost for the unit selected

Result of attacks like :
Gun Miss
Gun Hit but inflict no damage
Gun Hit inflict Morale Check GE Squad 10 Passed, GE Squad 11 Broken

MG Miss Keeps Rof
MG Hit Keeps Rof, Morale check GE Squad 5 Passed

Hope this can be done, would improve game immensely.

Sorry for bad english, I'm french

I hope I can help, here is what I found, if you goto mods and scenarios and download JMass VASL mod for TotH, you will find an ASL type game, the AFVs Tanks etc... have the correct Movement points on the chits eg: 1 point to start engine, 1 point to change direction and 1 point to move a hex on clear ground, you can check this on a blank map with a tank. the infantry move correctly for ASL 4 hexes plus 2 with a leader, plus one if you start and stop on a road, plus 2 double time, the legged units in ASL have 3 numbers FIRE POWER,FIRE RANGE,MORAL, the mod takes the A to H fire-power and converts it to ASL for you, you can check range of fire with the menu to show range, moral is stars converted to ASL.

what all this means is the Mod counters have meaningfull numbers on the chits, you can go to the vassalegine site and download the ASL module(rename it with a zip extention and unzip it) it has all the ASL tables. you can watch youtube tutorials like idjester

here is a fire-power and moral conversion for you

Fire Power

8 - A
7 - B
6 - C
5 - D
4 - E
3 - F
2 - G
1 - H

Morale

8 - ***
7 - **
6 - *
5 -

the firepower is halfed if over the normal range, but less than double the range.

the terrain cost on movement has an ASL chart in the mods and scenarios section

(in reply to Brazouck)
Post #: 75
RE: Feature Request - 3/2/2016 10:49:40 AM   
Brazouck

 

Posts: 28
Joined: 3/26/2010
Status: offline
thaks, I know that, but I think this shoud be in the game, not everyone plays ASL, and having an MF count while moving, and an overlay of terrain cost should help a lot.

For me, I don't need the charts,I know them

But, for the combat log, I would like to know if my shot missed because of a high DR on my part, or just the foe manage his MC.

And, for the love of John Hill, a hotkey to continue AI actions !

(in reply to mainsworthy)
Post #: 76
RE: Feature Request - 3/2/2016 2:43:42 PM   
WMMangus

 

Posts: 21
Joined: 4/11/2013
Status: offline
I played three scenarios last night before bed. At 0330 I woke suddenly, thinking, "where are the stone wall and hedge hex sides from ASL?"

I think this would be a great addition, with the appropriate TEM's and LOS factors.

This, along with multiple level buildings would seem to be the next logical game expansion.

(in reply to toddtreadway)
Post #: 77
RE: Feature Request - 3/2/2016 2:51:33 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
"Center map on movement, important on large maps ! "

+1

(in reply to Brazouck)
Post #: 78
RE: Feature Request - 3/2/2016 7:43:58 PM   
blazej

 

Posts: 76
Joined: 4/17/2007
Status: offline
For me, the most important things are:

- Key shortcuts are a must. I want to be able to show/hide markers or counters or the mini-map with a key press and not have to look for it in the menu or toolbar.
- Center map on movement and fire
- Showing map edges ("can I scroll more in this direction or not?")
- Having to enter hex coordinates into the LOS tool is really bad :)
- Units selection improvements (for example, clicking at the list and not CTRL-clicking; if a hex only contains one unit, select it by default; etc.)
- Clicking on a line in the action log to show the hex where the unit is. Otherwise tracking down units that became OOC or failed to rally becomes a real pain in the ass.
- AI and randomness need to be aggressively assessed and improved. Some really strange things are reported on this forum :)

Thanks,
Michał

< Message edited by blazej -- 3/2/2016 7:48:56 PM >

(in reply to Gerry4321)
Post #: 79
RE: Feature Request - 3/3/2016 3:03:16 AM   
Hyregoth

 

Posts: 8
Joined: 1/6/2011
Status: offline
I know many people have mentioned the issue with clicking on the map where you have a stack
of units, then having to click at the bottom of the screen to select the unit then back up on
the map to actually attack. I know it can be irritating but it's not a deal breaker for me.
You do get used to it after a while and I can't think of a simple solution at this point except
to automatically select if there is only one unit with no attachments. That would help a bit.

I've got a couple requests:
1. Fill in the game manual with more details about each phase.
2. Allow US and German use of most captured weapons
3. Allow POWs
4. Don't erase the previous phase results so that someone could scroll back up and read what
happened and who shot at whom.
5. Any idea how or when a Campaign is going to be available?

Thanks,
Hyregoth

< Message edited by Hyregoth -- 3/3/2016 3:04:07 AM >

(in reply to Krasny)
Post #: 80
RE: Feature Request - 3/3/2016 3:54:15 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
quote:

ORIGINAL: Hyregoth
4. Don't erase the previous phase results so that someone could scroll back up and read what
happened and who shot at whom.

Ideally I'd like to see something where all the text get posted/appended to a single .txt or .html file where it can be later searched/printed out if wanted.


_____________________________


(in reply to Hyregoth)
Post #: 81
RE: Feature Request - 3/3/2016 4:24:11 AM   
GenChaos33


Posts: 360
Joined: 9/28/2000
Status: offline
A)need some hotkeys...

1)End Current Phase - instead of clicking on red button
2)Next AI Continue move - instead of clicking on green button
3)Next unit or Next Hex with units in it

B)need a way to select ALL units in a hex with just a simple action via mouse AND/OR hotkey

C)need a better LOS checker.
Maybe enter hexes to be checked with mouse clicks on map. Or have all hex coordinates popup on map so that you see what coordinates to enter into LOS checker.

D)Unit Control Panel - Can you color code the words FIRED(maybe red), BROKEN(yellow), etc. It would be more noticeable instead of just all white text.

E)Does the word BROKEN have two meanings? A unit can be broken AND equipment can be broken. Maybe better to have to different words(add jammed?).

< Message edited by GeneralChaos -- 3/3/2016 4:39:46 AM >


_____________________________



(in reply to DoubleDeuce)
Post #: 82
RE: Feature Request - 3/3/2016 5:59:58 PM   
proflui

 

Posts: 83
Joined: 12/12/2014
From: Hong Kong, now in Toronto
Status: offline
quote:

ORIGINAL: Noypi53


quote:

ORIGINAL: GordianKnot


quote:

ORIGINAL: Missouri_Rebel

After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.

1) Movement points tracked and allowed movement range

2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)

3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)

4) A Hotkey to advance the AI. What a pain it must be now.

5) Centering map on moving unit

6) Click results panel to go to unit

7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)


would be nice to have;

8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit

9) Zoom feature to show bigger picture

10) Multiplayer support!!!


+1

Also,

1) Some kind of movement / combat value numbers on the units. It would be nice to see the relative firepower and movement of the units at a glance or anywhere frankly. If they can't fit on the unit counters how about in the selection box? There is already plenty of text there. An addition 6-3-5 or something would fit IMO.

2) The ability to target artillery to empty hexes. Obviously you should be able to target hexes where you can't see an enemy unit. Especially with the delay, you need to be able to anticipate their advance.



+1 on both posts' suggestions.



Showing CV and movement values are the most important to me right now.

< Message edited by proflui -- 3/3/2016 6:02:03 PM >

(in reply to Noypi53)
Post #: 83
RE: Feature Request - 3/3/2016 6:25:35 PM   
helmick

 

Posts: 8
Joined: 2/12/2015
Status: offline
Have to toss my vote in for multi-story buildings. This would add a complete new dimension to movement and the ability to hinder movement from a long distance with HMG's on the top floor.

(in reply to proflui)
Post #: 84
RE: Feature Request - 3/3/2016 7:43:36 PM   
iPhoneAppz

 

Posts: 54
Joined: 1/10/2016
Status: offline

quote:

ORIGINAL: helmick

This would add a complete new dimension to movement...


Literally.

(in reply to helmick)
Post #: 85
RE: Feature Request - 3/4/2016 12:03:12 AM   
okiefire1

 

Posts: 64
Joined: 3/1/2016
Status: offline
Many scenarios have one side entering a map edge. I may be missing a way to do so, but I've not found how to do this when setting up a scenario. What I'm trying to prevent is a prep-fire on a side's first turn before they move onto the map. Is there a way to make a setup zone that is off map and out of sight? Otherwise, this can have quite an adverse impact on the scenario defender, when the attacker gets to shoot first. Thanks.

(in reply to iPhoneAppz)
Post #: 86
RE: Feature Request - 3/4/2016 12:27:20 AM   
parusski


Posts: 4804
Joined: 5/8/2000
From: Jackson Tn
Status: offline

quote:

ORIGINAL: Gerry

Firegroups please.


I would like to see fire groups too. Not sure it can be done, but Peter will do if possible.

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

(in reply to Gerry4321)
Post #: 87
RE: Feature Request - 3/4/2016 12:35:19 AM   
snowbird

 

Posts: 75
Joined: 2/28/2016
Status: offline
My list

1) Hotkeys (user configurable would be best). I would love the ability to use the spacebar as an option for the AI Continue function.
2) Using the setup zone markers tend to obscure the terrain underneath the map. Possibly change to a heavy colored outline with a number.
3) I noticed that if I remove a zone setup hex that is on a victory hex, the victory hex will always change back to neutral.
4) When moving, highlight the farthest I could move. Or, use the current method and assign a hotkey that shows how far a unit could move.
5) As in #4, show the range of the weapon. This could be dots in two colors, normal range and long range (1/2 the firepower).
6) Show the potential of damaging a unit when hovering over an enemy.
7) Definitely clicking a hyperlink in the results window should center on the unit.
8) Center on a unit when the AI moves
9) Easier selection of units by a right click and showing the units in a box. Single click on each unit for selection. If a mistake is made, either allowing single click to unselect or hotkey to clear.
10) Check the verbiage on the pop up message boxes. Some need simple additions (e.g. adding "the").
Example: A UNIT Out of Command cannot move in the Advance Segment
Example: ROF is lost & Residual FP is placed in the Target Hex
11) Ability to zoom out on the map
12) Place a marker on the support weapon when it is broken, etc
13) Scroll the map by holding down the left mouse button. Prefer this method instead of scrolling by moving the mouse to the edge (scroll by accident sometimes when using menu items).
14) Line of sight check by stretching a line on the map. Or, pull up the line of sight tool and click on the two hexes on the map to check LOS. The LOS Check window appears to be modal. I cannot move the mouse cursor over hexes on the map to get the x,y coordinates while the window is active. Need to memorize or write down the coordinates before pulling up the window.
15) Allow the Esc key to de-select my unit
16) If an attack has no result, display No Effect or something of that nature in the combat results window.



Thanks for making a great game! Writing these suggestions down as I am playing a scenario.

< Message edited by snowbird -- 3/5/2016 2:41:19 AM >

(in reply to okiefire1)
Post #: 88
RE: Feature Request - 3/4/2016 5:45:13 AM   
jascou

 

Posts: 57
Joined: 2/19/2005
Status: offline
I would prefer the jump window to be larger and zoomed in to a smaller scale, in order to give a better overview of the battle.

(in reply to snowbird)
Post #: 89
RE: Feature Request - 3/4/2016 6:18:41 AM   
midgard30


Posts: 178
Joined: 7/23/2005
Status: offline
1- Spotters for mortar (or some kind of LOS like Conflict of Heroes)
2- Snipers
3- Troop transport

(in reply to jascou)
Post #: 90
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