Ideas for PC4 (Full Version)

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henius -> Ideas for PC4 (10/10/2010 9:04:06 AM)

We’re allowed to dream of the future, right? I have been waiting for the release of the map maker since Stridor starting his wandswinging a long time ago, and while waiting for the patch to be released, I seem to have had a lot of time left to dream of things to come. Here are a couple of ideas for PC4:

1. Make it possible to link several phases together to make a movie of the whole battle. I haven’t seen this done since Myth ages ago, but user- made films could be a hoot to watch. Modern comps do not have problems with linking massive files together, and if the files get huge, find a way to simplify and restrict the viewing options. Great for the community.

2. Emphasise the planning stage before the battle commences. This is really not done well in PC-K and OWS - we get thrown into a battle without much preparations and hardly have any options for alternative placements and such. What if we have a 2D map view of the battle to plan our tactics, and what if we could draw simple symbols from templates on that map - advance from this place to this, defend here, watch for baddies from that direction, that kind of stuff. Battlefield Academy have some excellent examples of this. Now, imagine if these simple symbols could be added as an overlay to the actual battle map so you could see it during the battle via pressing a hotkey. No more loosing sight of your original plan, no more getting lost and changing plans constantly. And perhaps an incentive to do better planning before the battle start.
This should not be too difficult to implement. But later on, you could make it possible for the program to interpret the symbols from such a 2D map so the sketched plan could act as a script for the opposing forces. This would make it really easy to develop interesting “scripted AI” for any scenario. Given an easy method for exporting and importing such sketched script, this could open up for endless replayability for any scenario, as all would scramble to make their own brilliant master plan and post it on the internet for others to admire. No more attacks on static defenses and “best played as attacker” scenarios. A bi- product of this is that it could in fact also ease a little bit up on the AI programming, as higher level AI (think colonel) would not be needed - unit and platoon AI are of cause still important. And also great for the community, of cause.

3. I am rather pleased to hear that you are starting to tinkle with the phase structure. I never could get the hang of the orders phase - reaction phase in the original system, and now it seems that I could try some different setups out for myself in PCO. As everybody else I think that the WeGo system with replay is the best system for thoughtful tactical games, but the RTS’ do have tension and the player feeling in control because he can change orders for units as fast as he can click. For WeGo systems it is a different kind of tension: You plan out your moves, and then wait with your fingers crossed for 40 to 80 seconds; for these long seconds there is nothing you can do except biting nails and wait for the next opportunity to direct the forces. This may be realistic for a commander perspective IRL, but can be frustrating to play out. Sometimes you get this “Uh- huh - this can’t be good” feeling about some of the orders you have issued just when the phase replay starts, but have to wait it out for some long seconds before you reach the end of the phase and are able to correct. At the phase end you can then replay the action and watch your mistakes from every conceivable angle... Plus the fact that at the orders phase you can suddenly change all orders for all units and all changes takes effect before next phase starts. This is simply not very realistic, and shows me that the WeGo system is not the game system to end all game systems. So I propose a little tweaking. What if you only could issue only one order every 20 or 30 seconds of game time? You have unlimited orders at game setup, but during the game a timer counts up the game time and the number of orders issued to units. To issue an order IRL takes time even with radios, so this might even be more “realistic” than the current “unlimited orders every orders phase“ setup. It would also reward solid pre- battle planning. This is easy to test out using house rules on the existing engine. Expanding this idea, what if the phases could have variable length, and the gamer could influence same length? It would be like this: The order and reaction phases - would work out as it is done today, but during the first replay of a phase the gamer could stop the replay if he so wishes. Doing so, he would end up in a new orders phase and could use the orders earned by the game time running as described above. It is of cause important that the aborting of the phase replay could only be done in the first replay and further replays is limited to only show the action before the abort. I think this could add an extra layer of tension, where the gamer needs to add just the right amount of micromanagement, while all the time looking for the right moment to step in and make corrections to the plan. And, perhaps, to plan for the unexpected.

The phases of variable length idea is harder - a lot harder - to implement, but as MR remarks in his latest AAR, PC doesn’t have problems moving from one phase to the next (the tracers hanging in the air while doing the orders phase). But given some file juggling it should be doable. Perhaps the abort points should be preset to every 10 seconds and the “abort” keypress should just stop the phase at the nearest preset point, I don’t know. The possibillity to interact during the phase is the key IMHO.

That’s it. I know that Ideas are cheap and implementation expensive, so take what you need and leave the rest. I just want to guide you in on the fact that pretty graphics and extra equipment are fine but not all- important. You can never compete with the multi - man developments out there. But you can in game play and feel. And, please do not throw PCO into another improvement cycle - we have waited enough already. But you could reread this thread before starting up on number four.




Ratzki -> RE: Ideas for PC4 (2/24/2011 7:06:21 PM)

Well, I guess that a "wish list" for PC4 can't be started too soon. I think that we will be pleasantly supprised with what we get with Ostfront, but why not get a head start on the future of PC and maybe have some input.
For myself, I have always disliked the infantry combat in PC, there just does not seem to be enough information about each squads firepower and such at the ready. I also do not want to have to break away from the map to look up what each squad might have for weapons and manpower. I am not asking for a one to one representation, I think that the programmers efforts can be better used elsewhere, but how tough would it be to have the proper number of men in the squads represented on screen as well as some graphical indications of weapons carried by each squad member. As losses are taken, the individual soldiers are removed and a player can still see on screen how many men each squad has left as well as weaponry available. Squads could take up varying physical areas on the map based on the number of men and weapons and terrain. I think that HE and area fire could better be represented this way without alot of effort in programming.
Another want would be to be able to have larger formations able to be added to scenarios without having to manually grab components to make up a battalion or company.
And it would be great to be able to save the endgame units that survive and use them for another battle. I know that the Campaign mode alows a core force to carry over from one battle to the next, but it would be great to be able to do this from individual battles as well. It might add some other ways to play Head 2 head with reguards to tournaments and the like.
Just my thoughts on the matter.




Mad Russian -> RE: Ideas for PC4 (2/24/2011 7:39:19 PM)

My own wish list for PC4 is about 200 items long. But I do think it's too early to start wishing for things until you've played what we'll already give you. Then wish to your hearts content.

Good Hunting.

MR




Mobius -> RE: Ideas for PC4 (2/26/2011 5:18:03 AM)

quote:

ORIGINAL: henius
3. I am rather pleased to hear that you are starting to tinkle with the phase structure. I never could get the hang of the orders phase - reaction phase in the original system, and now it seems that I could try some different setups out for myself in PCO.


There are things you can do with a shorter 40 second turn-reaction turn that don't work as well with a standard 60 second turn. Since we now have waypoints I can off load my panzer grenadiers from halftracks behind a smoke screen by starting out of harms way behind cover. Rushing the halftrack and waypointing it to get right up to the enemy behind the smoke then u-turning back to cover. During the reaction phase the halftrack is near the waypoint, either going forward or turning around. Then I dismount my infantry on the run and they are right near the enemy's position. The next phase the halftrack is running back to cover. Maybe to pick up more grenadiers for a second go.







Ratzki -> RE: Ideas for PC4 (2/26/2011 6:12:57 AM)

I like the 40 second turn/reaction turn, though it did take me a little while to unlearn the 60 second turn from CM.




diablo1 -> RE: Ideas for PC4 (2/26/2011 8:06:31 AM)

I didn't care for the 40 second turn/reaction. I'd rather see 30 second increments per turn instead of either 40 or 60sec. Let us play the game stop letting the ai play it for us.




Mad Russian -> RE: Ideas for PC4 (2/26/2011 2:26:55 PM)


quote:

ORIGINAL: diablo1
Let us play the game stop letting the ai play it for us.


But this is a game about how well the AI plays.

Good Hunting.

MR




Mobius -> RE: Ideas for PC4 (2/26/2011 7:26:45 PM)

For PC4 I would like to see a new ways of scoring points. Like a score for getting a number supply trucks off map at a certain point. Withdrawing units off map while delaying the enemy a certain number of turns. Retreating units over a bridge before blowing it up. Or trying to capture a bridge before the enemy has enough time to set charges to blow it up. A squad or two with 3 Shermans trying to capture a bank full of gold guarded by 3 Tigers.




diablo1 -> RE: Ideas for PC4 (2/26/2011 9:13:30 PM)

quote:

A squad or two with 3 Shermans trying to capture a bank full of gold guarded by 3 Tigers.


lmao[:'(]




BorisBadanov -> RE: Ideas for PC4 (2/26/2011 10:58:27 PM)

The key to that last one would be to make a deal [:)]




henius -> RE: Ideas for PC4 (2/28/2011 9:28:46 AM)


quote:

ORIGINAL: Mad Russian

But this is a game about how well the AI plays.



I couldn't agree more. The less abstracted the visual, the more refined the AI needs to be. If the AI does something stupid, you will notice it immediately - like in a shooter when you are taking out one guard and the other just keep standing around. That is just so obviously wrong.

Not so if you are using counters, hexes and turns. Any number of "stupid" things can happen without you noticing it

-Henius




Mad Russian -> RE: Ideas for PC4 (2/28/2011 2:00:07 PM)

Well, Diablo1 has a point. Games are, of course, abstractions. And while, unlike with board games, you don't do everything yourself in a computer game you certainly want to do SOMETHING!!!

The computer can't run too many things. In that regard I think PCO is ahead of it's field. You can all thank J2D for all the options that are available in this game. There are an unprecedented number of player options in this game. You can pretty much turn everything on or off. Play historically or free style or mix the two.

While we are a ways away from computer AI's that will really challenge a gamer without the scripting or  'cheats' that the codes use, they are getting closer. As computers get more powerful the AI gets better. The first compute wargame I played was a text game. There were NO GRAPHICS. We've come a long way from those days but still, I don't want the computer to take too much of the burden off me as the player.

I think PCO is a really good blend of what the computer can be allowed to do or restricted to not do. We all have our personal preferences and PCO really tries to cater to giving you those choices for you to decide.

Good Hunting.

MR




henius -> RE: Ideas for PC4 (3/1/2011 8:44:16 PM)

Again I agree that PCO should fit the right mould - at least that's what I've been telling myself since Winter Storm. "Simple" rule- based game mechanics, WEGO playing style, continous time and 3D environment should please most people.

Actually, I'd think PCO would be an OK game if it only was using the top- down 2D view. It would be a lot better than CloseCombat, IMHO. But then you'd have to concentrate on getting the gameplay just right if you wanted people to buy.

PCO also has the 3D as a selling point, with grass and all - and honestly I can't wait to see it in person. I just hope all the fancy 3D doesn't get in the way of good gameplay. Theatre of War comes to mind as a example with better graphics than gameplay.





Mad Russian -> RE: Ideas for PC4 (3/1/2011 11:17:47 PM)

All the 3D is mostly chrome here. It was added over the top of the game system. Not in place of it.

It supplements the system. It's not totally chrome as the grass has substance and can be given height and width; as much as the scenario designer wishes. BUT it's not about grass, or trees, or any other single item on the list. PCO is first and foremost a system. We have tried to make the new PC system balance and that takes a little time. It's not like adding grass is just grass. With height and width grass may become an LOS block. If it does that may affect a scenario. WE would like to know that before you play it and find out it unbalances a scenario. PCO has had that kind of attention to detail from day one with this development team.

Stridor has done amazing things in his creations and the rest of the team has just added to that. You won't be sorry for the wait time. This is like nothing any PC gamers would have imagined for a free patch.

It's actually the 3rd game in the system for free. When we started doing the update we talked about working on PC3 when we were done. Now you have PC3 in PCO and we are all talking about PC4. That alone is an amazing thing for this game system.

Good Hunting.

MR




Ratzki -> RE: Ideas for PC4 (3/2/2011 8:35:55 PM)

That's what I like to hear, the game being called a system. I am looking forward to seeing what the game can do now and where it could be heading in the future.




Mad Russian -> RE: Ideas for PC4 (3/3/2011 1:40:14 AM)

It will head where we can take it. There will be A LOT of open discussion and ideas coming from those of you that have played the game. Then we'll combine our ideas and you gamers ideas and take PC4 as far as we can get the programmer to go in about 2 years.

That should be one of the wildest rides any of us have ever been on.

Good Hunting.

MR




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