more features wish list (Full Version)

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chemkid -> more features wish list (2/15/2014 7:01:55 PM)

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fentum -> RE: more features wish list (2/15/2014 7:03:57 PM)


Or left click on map and hold to move map?




mh1066 -> RE: more features wish list (2/16/2014 3:55:01 AM)

I'd like to see the next version include second story buildings.




aaatoysandmore -> RE: more features wish list (2/16/2014 7:59:13 AM)

Scenario builder if the editor is not designed to be one.




Missouri_Rebel -> RE: more features wish list (2/17/2014 5:35:56 AM)

Zoom to cursor




Thomasew -> RE: more features wish list (2/17/2014 6:28:08 AM)

Hi,

Definite +1 on some way to drag the map around (big oversight in my humble opinion .. [:)] ) and zoom to cursor, .. although, playing at 1920x1200 res, .. the zoom levels in the game are not useable for me. I can really only play fully zoomed in. Zooming out just 1 level makes the mapboard too small to be playable, although it does give me an overview of the overall situation, .. which is when a zoom to cursor would be handy. [:)]

It does seem that the game doesn't scale well at higher resolutions. [&:]

Moving the mouse to the edge of the screen, to move the map around, seems counter-intuitive to me [;)]. Added to which, I have an extended desktop, on to my 2nd Monitor, giving me 3840x1200 res, .. so, moving the mouse to the right often results in an overshoot. [;)]

It almost feels like, playing a real boardgame, .. and having to pick up the mapboard, counters and all, and move it around to change your area of focus. [;)]




Cheers
Tom




markhwalker -> RE: more features wish list (2/17/2014 11:04:45 AM)

quote:

I'd like to see the next version include second story buildings.


I hate second story buildings. No second story buildings in LnL. Ever.

I think.

I might change my mind.




wodin -> RE: more features wish list (2/17/2014 12:25:45 PM)

Shame..multi story building is something that is missing in nearly all tactical PC wargames. For me it's major feature missing in all of them and something much requested in Squad battles for instance. Star adding features missing in other tactical wargames then you will truly stand out and start to offer even more tactical decisions. The game would be alot higher on my wish list if this sort of thing was in game.


quote:

ORIGINAL: markhwalker

quote:

I'd like to see the next version include second story buildings.


I hate second story buildings. No second story buildings in LnL. Ever.

I think.

I might change my mind.





Hrothgar -> RE: more features wish list (2/17/2014 7:05:28 PM)

I'd like to see random maps with forces able to be purchased by the players. When I've played tactical games, like Steel Panthers, in multiplayer mode, I've almost always played with random maps and purchased units. That way, no one has an advantage from being familiar with a scenario.

I don't know much about AI, so I don't know if random maps would work against the AI, but they'd be fine multiplayer.

As I've mentioned elsewhere, I would also like more fully implemented elevation differences, whether hills or multi-storey buildings. So, I'd be pleased if Mark did change his mind.

Nevertheless, the game is fantastic as is--perhaps the best WWII PC game ever, and surely one of the best games covering any era.




aaatoysandmore -> RE: more features wish list (2/17/2014 8:10:35 PM)

X-XOM did it best with random maps, multistory buildings and multirooms as well. I know you aren't trying to compete with X-COM Mark, but, this is what makes it a blast to play. Anything can be anywhere and sometimes high in a scout tower about 3-5 levels high. I remember one game I thought I never would find the last alien, but, there he was waaaay up there in that tower. He was hiding behind the door too. Great tactics that one.




mh1066 -> RE: more features wish list (2/17/2014 8:42:26 PM)


quote:

ORIGINAL: Hrothgar

I'd like to see random maps with forces able to be purchased by the players. When I've played tactical games, like Steel Panthers, in multiplayer mode, I've almost always played with random maps and purchased units. That way, no one has an advantage from being familiar with a scenario.



I agree, it would add a great deal of replay value to the game. I know in games such as Combat Mission wherein you were given parameters to choose and then points to buy troops made for great tactical engagements. Of course, in this case the maps are not generated randomly, but the troop selection and placement would be if indeed the AI could handle it.




mh1066 -> RE: more features wish list (2/17/2014 9:01:07 PM)


quote:

ORIGINAL: markhwalker

quote:

I'd like to see the next version include second story buildings.


I hate second story buildings. No second story buildings in LnL. Ever.

I think.

I might change my mind.


I understand of course that coding second story buildings makes for much more complex coding for LOS and AI options. I get that...especially after the herculean task needed to get the current version into the wild. But that aside, you have to admit the tactical options it affords can be interesting - even if it is just an occasion exceptional hex with "height advantage."

So, I suppose it is hopeless to hope for bypass movement as a movement option? Sure would be nice to be able to move between buildings rather than having to follow the hex grain paying entry cost to move inside when you really just want to move around them. I know...a programing nightmare!




76mm -> RE: more features wish list (2/18/2014 2:30:14 AM)

quote:

ORIGINAL: markhwalker
I hate second story buildings. No second story buildings in LnL. Ever.


Eh? Seems like a basic feature for any wargame set in an urban environment.




76mm -> RE: more features wish list (2/18/2014 6:54:07 AM)

I'd also like a shift-right click mechanism to force a unit to follow a particular route rather than the one chosen by the AI. I seem to have problems when I move the unit to one hex, and then try to move it to another.




markhwalker -> RE: more features wish list (2/18/2014 7:54:14 AM)

quote:

Eh? Seems like a basic feature for any wargame set in an urban environment.


Nah, too unrealistic. In reality troops might use the second floor for scouting, but predominately use the ground floor for defense.




76mm -> RE: more features wish list (2/18/2014 9:00:15 AM)

Even if only if scouting, spotting, and snipering, seems pretty important.

Also, page 54 of the rules mentions changing levels within a building; does the board game include multi-story buildings?




markhwalker -> RE: more features wish list (2/18/2014 9:57:00 AM)

Yep, board game does. We meant to take all reference to second level out of the book. If I redesigned the board game now, I wouldn't include second level. They're useless.




SilliusSodus -> RE: more features wish list (2/18/2014 11:17:30 AM)

As a player of the board game I wouldn't have said that second story buildings are useless. They do present some tactical options which are nice to have, certainly putting a sniper on the second floor of a building is viable and depending on Scenario terrain a tripod MG 42 has its uses. I’d like to see it in the digital versions. For me Lock n load stands above more recent attempts at squad based games, CoH changes its rule set and counters it seems every month (I respect that although things might have been done differently if it was designed today Lock n load only gets tweaked rather than overhauled). So I hope the possibility of second floor buildings in the future is a possibility in the digital version




76mm -> RE: more features wish list (2/18/2014 11:23:29 AM)

Well, I don't mean to be too critical, I am enjoying the game. It's just that I'd enjoy it more with second stories...

Also, I think others have mentioned that it would be awesome to have some kind of "quick battle" system where players could buy their own forces and get a random map (I would think that between all the maps for the scenarios and campaigns, and "spinning" them 90 or 180 degrees, you could get a decent variety of maps).




LeeChard -> RE: more features wish list (2/18/2014 11:23:57 AM)


quote:

ORIGINAL: mh1066

I'd like to see the next version include second story buildings.


I second that.




Blond_Knight -> RE: more features wish list (2/18/2014 11:36:38 AM)

quote:

ORIGINAL: D.K McLeod

As a player of the board game I wouldn't have said that second story buildings are useless...depending on Scenario terrain a tripod MG 42 has its uses.



I disagree. A machine gun above grazing-fire level(ground)is a waste. I think even Squad Leader recognized that.




SilliusSodus -> RE: more features wish list (2/18/2014 11:40:15 AM)

If you out range the approaching units you can slow them down (a bit), but yes eventually you take it back down to ground level as they get closer, I should have said limited uses




76mm -> RE: more features wish list (2/18/2014 11:53:10 AM)


quote:

ORIGINAL: Blond_Knight
A machine gun above grazing-fire level(ground)is a waste.

Is grazing fire even represented in this game? As far as I can tell so far (several scenarios and half the rules!) machine gun fire is treated exactly like rifle or submachine gun fire in this game.




Blond_Knight -> RE: more features wish list (2/18/2014 12:09:04 PM)


quote:

ORIGINAL: 76mm


quote:

ORIGINAL: Blond_Knight
A machine gun above grazing-fire level(ground)is a waste.

Is grazing fire even represented in this game? As far as I can tell so far (several scenarios and half the rules!) machine gun fire is treated exactly like rifle or submachine gun fire in this game.


True. Machine gun fire doesn't have the pass-through ability, to effect multiple hexes, that was in Squad Leader.




Gizuria -> RE: more features wish list (2/19/2014 1:41:57 AM)


quote:

ORIGINAL: markhwalker

quote:

I'd like to see the next version include second story buildings.


I hate second story buildings. No second story buildings in LnL. Ever.

I think.

I might change my mind.


Ha! That gave me good laugh this morning. Thanks.

Now, a suggestion or two of my own. First, would it be possible at some stage in the future to filter missions that are suitable for play against the AI as one side only? I'd like to be able to find missions designed for play as the Germans v Soviet AI with one click, or vice versa, or Multiplayer.

Second, would it be possible for the MG support weapon team to leave a Fire for Effect marker or something similar in a hex after it fires? The mortar SW already does this and I'd like to think that the MG is still projecting some residual firepower (couldn't help myself, sorry) in the hex it fires upon. I know this is a port of the board game to the PC so if it's not in the board game, that's fine. But if you don't ask, you don't get.

Third, I'd also like to ask for the inclusion of a toggle in options to turn off the Rally Voices. They are quite funny to start with but, like any joke, stops being funny after the 3rd or 4th tellings.




76mm -> RE: more features wish list (2/19/2014 2:37:39 AM)

quote:

ORIGINAL: Fascist Dog
Third, I'd also like to ask for the inclusion of a toggle in options to turn off the Rally Voices. They are quite funny to start with but, like any joke, stops being funny after the 3rd or 4th tellings.


er, yes...I didn't care for them the first time I heard them, now they are really irritating. If I have time this weekend I might see about modding them out, because I don't need an option to turn them back on.




Tom Proudfoot -> RE: more features wish list (2/19/2014 4:47:04 AM)

I put an option in 1.04 to toggle them off, just for you. [:'(]




z1812 -> RE: more features wish list (2/19/2014 5:08:26 AM)

More zoom levels, or better yet zoom to the mouse wheel as in Flashpoint Campaigns.

Information windows and a map interface that don't take up so much of the map.

And multi-storied buildings.




76mm -> RE: more features wish list (2/19/2014 5:47:29 AM)

quote:

ORIGINAL: Tom Proudfoot
I put an option in 1.04 to toggle them off, just for you. [:'(]

heh, thanks.

Is there any prospect for some kind of quick battle system for this game (ie, players select the forces, etc.)?

Also, I've only played a few scenarios so far, but all have been rather small, with maps 20-30 hexes across. Is there any reason why much larger scenarios wouldn't work? Does the game "scale" well given the impulse system, etc.? It seems to me that the impulses would work even better with more units, but maybe not...




chemkid -> RE: more features wish list (2/19/2014 6:17:04 AM)

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