Suggestions (Full Version)

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comsolut -> Suggestions (5/10/2012 12:51:15 PM)

Not sure where you want suggestions posted, but one I have is to be able to rotate the camera 90 degrees with one click. The right click and drag is difficult and for my style of play I usually just want to see the long axis of the game board horizontally and periodically switch to behind the troop view (the long axis then becomes vertical). A rotate 90 degrees would allow this quickly and simply.




Bison36 -> RE: Suggestions (5/10/2012 12:55:55 PM)

Camera view/angle lock toggle option.




tgb -> RE: Suggestions (5/10/2012 1:19:10 PM)

Bases to make the sprites easier to see.




raizer -> RE: Suggestions (5/10/2012 1:20:22 PM)

audio prompt for when on line player joins your game f lobby




hugi -> RE: Suggestions (5/10/2012 1:40:11 PM)

Faster camera movements.

Better highlight which unit is activated. The 3d units are a little bit highlighted but the tokens not. The units name (n button) are also highlighted, but sometimes I have to search what my enemy do or did.

Option to calculate / see the LOS from every hex.




comsolut -> RE: Suggestions (5/10/2012 2:46:12 PM)

Being able to do setup in top down camera mode.




wodin -> RE: Suggestions (5/10/2012 3:03:08 PM)


quote:

ORIGINAL: tgb

Bases to make the sprites easier to see.

Be a man use counters\chits ;)




major.pain -> RE: Suggestions (5/10/2012 3:06:57 PM)

Cycling through units with +/- or side mouse buttons have the camera scroll automatically to each unit being cycled to.

When a unit is being transported have the transported units icon or type appear with the information on the bottom left interface as the half size chit representing the transported unit is to small to see without zooming very close or just have the full size transported chit stacked on top then with each left click the one on top is replaced by the one underneath.




tgb -> RE: Suggestions (5/10/2012 4:25:59 PM)


quote:

ORIGINAL: wodin


quote:

ORIGINAL: tgb

Bases to make the sprites easier to see.

Be a man use counters\chits ;)


I have been, and will continue to if I have to, but give me sprites that I can see, dammit.




wodin -> RE: Suggestions (5/10/2012 5:00:23 PM)

tgb, I'm only joking hope you realise that.




tgb -> RE: Suggestions (5/10/2012 5:16:51 PM)

I do.




ericbabe -> RE: Suggestions (5/10/2012 5:30:47 PM)

Thanks for the good ideas. We should start an official wish list...




wodin -> RE: Suggestions (5/10/2012 5:36:11 PM)

Maybe a suggestion sticky?




robc04_1 -> RE: Suggestions (5/10/2012 6:08:03 PM)

Please display unit stat window during unit deployment.




robc04_1 -> RE: Suggestions (5/10/2012 6:09:30 PM)

In the objectives / scoring window, the scoring objectives are listed per turn, they should be listed per round to stay consistent with the game terminology. Points are awarded at the end of a round.




robc04_1 -> RE: Suggestions (5/10/2012 6:26:17 PM)

Show rally chance (in %) with modifiers in tooltip over rally button. I have a healthy unit in hex with injured unit so I should get a +1 bonus.




robc04_1 -> RE: Suggestions (5/10/2012 6:45:43 PM)

Have tooltip over disabled unit action buttons to inform the user why they can't perform the action. Is this isn't possible to do with disabled buttons, maybe you can use another method to let the user know it can't be selected (like a red border). I want to hide a unit that I'm pretty sure is out of LOS from the enemy, but the button is disabled. I suspect I don't have enough AP, but the manual doesn't state how many AP are required to hide.

Ok, I added some CAPs to the unit for more AP and the hide button enables when I get 7 AP. So hiding takes 7AP. I would like my above suggestion considered.

PS - We moved away from disabling buttons in the business app I worked on years ago for the same reason. The users were confused why they couldn't perform an action when the button was disabled.




robc04_1 -> RE: Suggestions (5/10/2012 7:00:58 PM)

Don't let the player know when the opponent passes or when the opponent moves a unit out of LOS. Just display a message such as 'unknown action'. It gives the player too much info knowing what the opponent does. Now that I see that the AI is passing I suspect he may be out of AP (not necessarily true) and can be a little less cautious in my movement.




Lebatron -> RE: Suggestions (5/10/2012 7:26:12 PM)

Part of the strategy of passing when your opponent does is to advance the round. If you are the defender and have to hold something for 5 rounds to win and your opponent passes for some reason you should make him pay the price. When I first played the board game against a stronger player I made this mistake a few times. So in fact it is critical to know when your opponent passes.




Lebatron -> RE: Suggestions (5/10/2012 7:29:44 PM)

In fact I think when the opponent passes it should be boldly shown on the main display so you know it happened. Instead you have to look carefully down at the text box. If you have it closed then you may miss the opportunity to pass the round in your favor. So I guess my disagreement with you has now turned into a suggestion.




robc04_1 -> RE: Suggestions (5/10/2012 7:59:33 PM)


quote:

ORIGINAL: Lebatron

Part of the strategy of passing when your opponent does is to advance the round. If you are the defender and have to hold something for 5 rounds to win and your opponent passes for some reason you should make him pay the price. When I first played the board game against a stronger player I made this mistake a few times. So in fact it is critical to know when your opponent passes.


I don't have any experience with the boardgame, but I think I will disagree with your disagree (we can agree to disagree too [:)])! My reason is this, you would still see the message that the opponent took some unknown action. You know your opponent either performed an action out of your LOS, or passed. In your scenario above, the defender could take a gamble and pass too, hoping that the opponent did to move to the next round. So there is still the strategy, but you must also take a risk since you don't know for sure.

Now I understand this wouldn't be 100% true to the board game, but in my opinion this makes for a better computer game, taking advantage of the features that could be offered on the computer. I would also be more than happy if this behavior could be added as an option so each player could play in their preferred manner so we both could be happy. [:)]




Lebatron -> RE: Suggestions (5/10/2012 8:43:17 PM)

Sure it could be made both ways to make everyone happy, but you don't seem to understand that knowing that your opponent passed is fundamental to this game. There are 3 actions players can perform for their turn. An action, a stall, or a pass. Actions and stalls could be hidden in fog, but not the pass. It's to important to be overlooked and not pondered upon. Since you said you have no prior experience with this game I can understand your idea. However, in this game advancing the round on your opponent when your opponent is trying to squeeze every little AP point out of his units on his terms is not something you just change willy nilly. He may pass thinking he can take better advantage at a latter time and you can respond with 'I don't think so' and pass on him. Making it a double pass and then the round is over. It's a very important part of the deep strategy this game offers. You may not see it yet because, as you point out, you're new to the game, but from us vets of CoH you can take it from us that it is a very fundamental aspect of the game. Playing the passing game is a key part of CoH. At least under the original AP system it is. And once it's really working properly I expect lots of vets to return to that way of playing it because it makes the game way deeper and more satisfying.




robc04_1 -> RE: Suggestions (5/10/2012 9:21:16 PM)


quote:

ORIGINAL: Lebatron

Sure it could be made both ways to make everyone happy, but you don't seem to understand that knowing that your opponent passed is fundamental to this game. There are 3 actions players can perform for their turn. An action, a stall, or a pass. Actions and stalls could be hidden in fog, but not the pass. It's to important to be overlooked and not pondered upon. Since you said you have no prior experience with this game I can understand your idea. However, in this game advancing the round on your opponent when your opponent is trying to squeeze every little AP point out of his units on his terms is not something you just change willy nilly. He may pass thinking he can take better advantage at a latter time and you can respond with 'I don't think so' and pass on him. Making it a double pass and then the round is over. It's a very important part of the deep strategy this game offers. You may not see it yet because, as you point out, you're new to the game, but from us vets of CoH you can take it from us that it is a very fundamental aspect of the game. Playing the passing game is a key part of CoH. At least under the original AP system it is. And once it's really working properly I expect lots of vets to return to that way of playing it because it makes the game way deeper and more satisfying.


OK, I'll reserve judgement on this part of the game until I am more experienced and see the more board game compliant version of the AP system.




major.pain -> RE: Suggestions (5/11/2012 10:30:54 AM)

This suggestion is not to pick fault with the interface as I like it but more to make better use of the screen space. Running along the bottom of the screen you have the information bar that on the left displays your information about each action in a scrolling list then on the right all that is displayed is a line of text related to the hex that your cursor is over, the rest is blank.
What I would suggest is to merge the information in the left hand box with the information in the right box and the display it all in one box on the bottom right.Now with the empty space on the bottom left you can drop in the row of unit action buttons and the currently selected unit black info bar on top and free up a larger area of the screen to view the map.
I find that while I play at the moment I am always tapping the “I key” to remove the interface as it obscures a lot of the map on the left. Don’t know how much work would be involved to do this or whether its even possible




Blind Sniper -> RE: Suggestions (5/11/2012 11:47:13 AM)

I'd like to see the firefights scenario informations before to play the game, just like the boardgame.
In this way I know what to do at first glance (how many units, their statistics and so on).




major.pain -> RE: Suggestions (5/11/2012 1:27:51 PM)


quote:

ORIGINAL: Blind Sniper

I'd like to see the firefights scenario informations before to play the game, just like the boardgame.
In this way I know what to do at first glance (how many units, their statistics and so on).


Download the Awakening The Bear firefights PDF from Academy Games, really adds to the flavour and you get to see a discription of the units that you will deploy and face. You haveto log in and create an account though first before you can use there download section.




Blind Sniper -> RE: Suggestions (5/11/2012 3:09:35 PM)

Hello M J R,

already done but I noticed some differences although.
I.e in the 3rd Firefight (General Petrov) the artillery support works a bit differently (no possibile to use all strikes in a single round) and there is another VP hex (IIRC).

I only check the first three firefights, I don't know the others.




major.pain -> RE: Suggestions (5/11/2012 3:46:16 PM)

Yes there are a few differences between the firefights pdf and the PC versoin of the firefight.
Not sure whether its because the pdf from Academy Games is for the origonal Awakening The Bear and the PC version is using some changes that have been made to the upcoming Version 2 Awakening The Bear boardgame. Maybe they just felt like changing thinks round a bit for balance or whatever on the PC.




Lebatron -> RE: Suggestions (5/11/2012 4:51:22 PM)

No the FF changes were done by Eric the programmer. Changes were carefully made to work better with the AI. Which is why you will see a human preferred side. I suppose that if the unit scripts get better in time we may see some scenarios return to a more original state. Anyway, I hope that will be the case because when some of these scenarios were modified to make the AI play that particular scenario better it then affected the human vs human balance of the scenario. I have not been playing the game much over the last few months so I can't say for sure whether or not there are two versions of each scenario in the data base. One set of scenarios should be pretty much the same as the most up to date version of the board games for human vs human play because these are very balanced. And then we should have a second set of these scenarios for human vs AI play. That imo is the only way to make it work well all around. Otherwise a clever human opponent that wants to milk every win he can(There are 'Try-hards' out there you know) will want to play the side the AI normally plays so that he could use the AI's free handouts to his own advantage.




darthsmaul -> RE: Suggestions (5/11/2012 10:05:30 PM)

like to see how many AP and CAP the opponent has on units, in the board game you can.

some kind of base on sprites (already suggested)

some kind of scenario breakdown with points, starting forces and maybe a pop up screen during the game you can look at for reinforcements, objectives etc... with the tactical map.

regardless, love the game, best board game to computer game I have played yet. [&o]




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