RE: The Wish List (Full Version)

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76mm -> RE: The Wish List (10/29/2013 10:15:58 AM)

Just kidding of course, but I think we're on the verge of overloading the dev team with some of our requests.




CapnDarwin -> RE: The Wish List (10/29/2013 1:09:03 PM)

As MR pointed out we can't do everything tomorrow. Bugs are the top priority right now and if we can get a few enhancements thrown in we will. [8D]




wodin -> RE: The Wish List (10/29/2013 4:36:58 PM)

Maybe you just see smoke if you hit things with arty out of LOS? Smoke that last awhile..but may go if it pours down. Have different thickness of smoke that gets thicker or thinner rover time..but the more things hit the thicker the smoke..this could be told with a tooltip if you move the mouse over the smoke..if it says 10..then you know something has been hit..if it builds up to 120..then you know a few things must have been hit.




kipanderson -> RE: The Wish List (10/29/2013 10:07:11 PM)

Hi,

Do remember we are talking the pre-drone era[;)].

If frontline troops saw/heard a barrage going in 4km or so away, maybe behind a village and some other LOS blocking terrain they would have no idea if smoke they saw minutes later was burning buildings, civilian car, civilian truck of some military vehicle of unknown type.

It is fun to see the actual barrage go in but not any indication of the results for locations out of LOS.

Fantastic game/simulation... but FOW needs a tweak together with limits on the total amount of ammunition per type of artillery for a given scenario.

All the best,
Kip.






Mad Russian -> RE: The Wish List (10/30/2013 1:55:28 AM)

Air burst effects for artillery as well as illumination rounds for night combat.

Good Hunting.

MR




Ron -> RE: The Wish List (10/30/2013 1:22:17 PM)


quote:

ORIGINAL: Mad Russian

quote:

ORIGINAL: kipanderson

Hi,

quote:

A stricter FOW setting that stops you seeing mines being hit or removed and doesn't show you crosses if arty hits when out of LOS. Also stops the message dialogue from breaking FOW


This is the biggest problem with the engine. The fact that when your barrage hits a hex out of LOS you still see enemy units explode and crosses appear degrades FOW massively.


Really. What did you hit? What type units were they? How many of them are there? Did that wipe out the unit or only damage it a bit?

The battlefield is not empty. This is not Gettysburg, Waterloo or France 1914 where all the intelligence you get is through a pair of binoculars. There are all kinds of intelligence gathering engines from aircraft all the way down to a civilian on an open telephone line.





Sorry MadRussian, but with that line of logic then we should first be getting some form of intel of the units out of LOS before we got the crosses from mines, arty etc.

I agree with kip and others here, there should be stricter FOW for this aspect of the game. Cheers.




Mad Russian -> RE: The Wish List (10/30/2013 1:53:37 PM)

quote:

ORIGINAL: Ron

Sorry MadRussian, but with that line of logic then we should first be getting some form of intel of the units out of LOS before we got the crosses from mines, arty etc.

I agree with kip and others here, there should be stricter FOW for this aspect of the game. Cheers.


This is on the list to look at already. I guess the half intel comes from guys that are asleep half the time. [:D]

Good Hunting.

MR




22sec -> RE: The Wish List (10/30/2013 4:29:19 PM)

A Modding Guide[:'(]




CapnDarwin -> RE: The Wish List (10/30/2013 4:34:38 PM)

quote:

ORIGINAL: 21SEC

A Modding Guide[:'(]


Fair enough. [sm=Christo_pull_hair.gif] I got caught up more in the bug hunt/coding and lost time on the mod guides. I will be spending the majority of "Game" time on those guides the rest of the week.




wodin -> RE: The Wish List (10/31/2013 6:18:57 PM)

Units to dismount when fired on (Obviously give the attacker the first shot, then after dismount defender troops and they go to cover). I think at the moment if mech inf are attacked whilst they are moving they stay in their transport trying to follow the move order..this results in heavier casualties.

Actual Nation Specific medals awarded rather than the generic notice at the moment.

#Also the compiled wish list should be given it's own thread and stickied and locked..then the mods can update it each time someone asks for something not already mentioned..this will keep everything in check:)




Mad Russian -> RE: The Wish List (10/31/2013 6:53:14 PM)


quote:

ORIGINAL: wodin

Units to dismount when fired on (Obviously give the attacker the first shot, then after dismount defender troops and they go to cover). I think at the moment if mech inf are attacked whilst they are moving they stay in their transport trying to follow the move order..this results in heavier casualties.


Not what you want to do normally. You don't want to stop in an area they feel comfortable shooting at you. Usually that will mean very heavy casualties for you.

Good Hunting.

MR




british exil -> RE: The Wish List (10/31/2013 7:34:39 PM)

Not having served in the Army, so I have no idea about certain battle orders. But why would we want to stop and get fired on in the first place? If fired upon wouldn't the surviving APC/AFV want to push the trottle and move ASAP into cover, out of harms way? If an APC/AFV got damaged then the Inf would want to leave the damaged wreck and move on foot or onto/into another vehicle.? Or not?


Mat




wodin -> RE: The Wish List (10/31/2013 8:03:24 PM)

True didn't think it through..though getting shot at in APC's by heavy ammo means you can loose the whole platoon and vehicle..I'd imagine they'd throttle to cover if it seems to difficult to go on. I was taking into account the abstract nature of a 500m hex..within it there prob would be actual terrain to drive to and get out in cover to then take out the unit that shot at them. Just feels a the moment that once a mounted platoon gets fired upon it suffers big casualties, more so than if they where dismounted and you know they will stay mounted no matter what until they get to their waypoint.




Krupinski -> RE: The Wish List (10/31/2013 10:54:33 PM)

It would be nice to have an overview/review feature in the scenario selection screen:

How often did i played a scenario?
How many vicories/...?

Cheers




Mad Russian -> RE: The Wish List (10/31/2013 10:57:56 PM)

Have you been winning my scenarios???? [&:] [:D]

Good Hunting.

MR




nukkxx5058 -> RE: The Wish List (11/1/2013 7:29:03 AM)


quote:

ORIGINAL: Mad Russian

Have you been winning my scenarios???? [&:] [:D]

Good Hunting.

MR


Well, I'm currently trying "purple one" with WP and I have to admit it seems impossible to win :-) [&:]
Will try again ...




british exil -> RE: The Wish List (11/1/2013 10:26:54 AM)


quote:

ORIGINAL: Mad Russian

Have you been winning my scenarios???? [&:] [:D]

Good Hunting.

MR


If I get a contested battle I declare myself a winner as I survived.

Mat




Mad Russian -> RE: The Wish List (11/1/2013 1:06:02 PM)

The scenarios are actually playtested for a contested result. Which means that you can do better or worse than that depending on how well you personally play.

Good Hunting.

MR




trebcourie -> RE: The Wish List (11/2/2013 7:02:55 AM)


quote:

ORIGINAL: Mad Russian

Time to compile all these so we can see more easily what we have.

1)...

"Ghosting" of units that we lose LOS on -- as a reminder that they were there, possibly with their last heading. It can either fade out as the news gets older or you can include a "last seen" element on it if you click on it or hover over it.




british exil -> RE: The Wish List (11/3/2013 5:48:33 PM)


quote:

ORIGINAL: BROJD


quote:

ORIGINAL: Mad Russian

Time to compile all these so we can see more easily what we have.

1)...

"Ghosting" of units that we lose LOS on -- as a reminder that they were there, possibly with their last heading. It can either fade out as the news gets older or you can include a "last seen" element on it if you click on it or hover over it.



+1

Great idea!

Mat




budd -> RE: The Wish List (11/3/2013 6:03:50 PM)


quote:

ORIGINAL: hafer

It would be nice to have an overview/review feature in the scenario selection screen:

How often did i played a scenario?
How many vicories/...?

Cheers


+1




CapnDarwin -> RE: The Wish List (11/3/2013 6:09:28 PM)

You guys are knocking out a ton of great ideas. I'm going to get carpel tunnel just entering them into the features wish list.




battlerbritain -> RE: The Wish List (11/3/2013 7:56:41 PM)

Great list guys.

Just got the game and one that I haven't seen on the list yet (may have missed it) is this one:
Have I set move orders for all units?

...Needed this one at the start of a scenario when I needed to plot moves for all units and missed a couple.

Cheers,

B




Hexagon -> RE: The Wish List (11/6/2013 12:09:13 PM)

I dont remember if somebody say this... but i think that editor needs a way to limit the map areas to fight, i think in games that have the option to create inpassable terrain if you want have the full map or even a sub-map tool to create maps with parts of the big maps.

I think in this because i try create a scen but i only want fight in a certain part of the map.




76mm -> RE: The Wish List (11/6/2013 1:33:34 PM)

while we're talking about maps, being able to create (much) bigger maps would also be cool.

also, down the road, it might be cool to be able to dispense with watching the combat during each turn and instead look at the end-of-turn status on the map, which would show where your units were engaged (and killed), spotted enemy units, arty strikes, etc...in other words, instead of watching the turn play out real-time, we would see a "situation overlay" at the end of the turn showing what had happened last turn (or perhaps since the beginning of the scenario).

I would consider this approach more "realistic" in that real commanders would look at a map periodically to see what is going on, rather than watching his units pew-pew-pew the bad guys. But maybe kinda boring, dunno.




CapnDarwin -> RE: The Wish List (11/6/2013 1:52:30 PM)

76mm, you can make bigger maps. You just need to be careful not to get so big the game grounds to a halt.

Hexagon, that is a good idea. I'll put it on the features list.




Panta_slith -> RE: The Wish List (11/6/2013 2:41:49 PM)

I concur with you and will something for the wish list, we had it in TacOps, the possibility of creating overlays where you can plot things like the playing area and make "chinagraph" anotations (prior to the game), military style.




CapnDarwin -> RE: The Wish List (11/6/2013 3:25:01 PM)

Panta, Charles and I were discussing that exact thing last night in a call. Not a trivial addition. We also talked about a map art layer the scenario designer can mark up in a paint program and add in. Players could toggle this overlay on and off to see objectives and other info.




22sec -> RE: The Wish List (11/6/2013 3:55:05 PM)


quote:

ORIGINAL: Capn Darwin

76mm, you can make bigger maps. You just need to be careful not to get so big the game grounds to a halt.

Hexagon, that is a good idea. I'll put it on the features list.


I have loaded some large images into the map value editor. The frustrating thing is not having an understanding of what exactly the map value editor is looking for when it codes the hexes for visibility and mobility. I could knock out maps fairly quickly if I knew specifics about how the editor reads the image files. That's why I've been hoping for the Mod Guide or a reply to my post in the Mods section. I know y'all are busy, so I'm patiently waiting - except for this opportunity to try and get th information from you.[&o][:D]




CapnDarwin -> RE: The Wish List (11/6/2013 4:25:57 PM)

21sec, I will answer your questions when I get home this afternoon. We have been busy with code for the 2.02 update and it has put me behind with the Modding Guides. Thanks for your patience. [&o]




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