Ideas to Improve the Game (Full Version)

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RenegadeResolute -> Ideas to Improve the Game (7/22/2019 2:01:22 AM)

I was talking today with a friend of mine who is an avid war-gamer and we both agreed on a few things that seem like obvious improvements to the game that wanted to ask if they were in the pipeline of development.
First is a resupply mechanic, we wondered if there was a something in the works like adding resupply units to what you can buy with your points before a scenario starts?
Something else we were wondering is if there is a plan to give helicopters more movement autonomy? Or a little radii around their deployment point they automatically shift around to engage targets or avoid targets?
Anyways, thank you for a fabulous game!




exsonic01 -> RE: Ideas to Improve the Game (7/22/2019 3:49:29 AM)

quote:


Something else we were wondering is if there is a plan to give helicopters more movement autonomy? Or a little radii around their deployment point they automatically shift around to engage targets or avoid targets?

+100, at least give helicopter AI a freedom to sneak around the deploy point as an evading action or chase/engage maneuvering, if it is not possible to increase number of deploy point for helicopters. But make all gunships more expensive with this feature for balance. And increase chance of AAs to hit and destroy helicopters.




nikolas93TS -> RE: Ideas to Improve the Game (7/24/2019 7:27:18 PM)

There were several resupply ideas proposed in the past, but we haven't (including the community) reached a consensus on how (or even if) it should be included.

As for helicopters, the core idea of not giving ground commander full command of rotary wing assets will persist, although we will likely improve the system at certain point.




CCIP-subsim -> RE: Ideas to Improve the Game (7/24/2019 10:21:55 PM)

I think with helicopters it's less an issue of control and more the optics - in real operations, you'll very rarely see helicopters just bobbing around in a hover over a single point, as that tends to be neither safe nor efficient. So, if anything, I think it'd be the opposite of full command - instead it'd be good for helicopters to have a little more autonomy in terms of being able to move around and away from battle points, and decide to orbit, change altitude, or seek terrain cover on their own. But I realize that's not such a simple thing to program!

As for resupply, I'd love to first see it in campaigns as a between-mission feature. Since weapons and ammunition are individual DB entities, I think it should be possible to do some basic calculations based on total number/point value of units using each type of ammunition, and their max loadouts. Then the player would simply have to "spend" a certain number of replenishment points after each campaign battle to stock up ammo (and potentially customize loadouts) - with less common ammo types (as per unit's max load) "costing" proportionally more. It could be just a one-stop "refill" as the current replenishment works in campaign, but optionally it'd certainly be neat to be able to fine-tune loadouts, take only what you need, or "scavenge" leftover ammo from weaker units using the same round types.

One thing I'd like to see is a more detailed damage and casualty system that could also work the same way (I.e. having to decide whether to spend points sending vehicles to repair, or casualties for evacuation, or bringing in fresh replacements. Doesn't have to be anything too detailed - but it could make for some interesting decisions, e.g. deciding whether to invest points into recovering damaged/wrecked units that you will not be able to use until one or more battles later - or getting a more expensive replacement NOW, but bringing it in with a training penalty and/or potentially denting your force's morale if you don't prioritize taking care of your casualties and abandon vehicles that could've been recoverable.

I think it'd be neat to see - and between campaign missions would be a pretty good place to try it out, since it doesn't really require doing anything "live" on the battlefield itself.




deltapooh41 -> RE: Ideas to Improve the Game (7/27/2019 4:14:40 AM)

I just started playing, but I would like to see the ability to attach tanks and anti-tank vehicle/personnel to infantry platoons, creating task forces. Another idea might be to create additional missions like resupply protection for campaigns.




JPFisher55 -> RE: Ideas to Improve the Game (8/10/2019 3:18:02 PM)

IMO, the units need to be bigger so you can see them and the action at the same time. I would prefer Steel Panthers type graphics for units with the rest of the game engine. Also, an auto center on the action would be nice.




CCIP-subsim -> RE: Ideas to Improve the Game (8/10/2019 4:52:58 PM)


quote:

ORIGINAL: JPFisher55

IMO, the units need to be bigger so you can see them and the action at the same time. I would prefer Steel Panthers type graphics for units with the rest of the game engine. Also, an auto center on the action would be nice.


You can change the unit scale with Shift+B - I've mostly been playing on Medium unit scale, which seems plenty big for me (but there's two sizes larger than that, too).




JPFisher55 -> RE: Ideas to Improve the Game (8/11/2019 3:20:55 PM)

I tried the game with the max scale. It didn't seem to make much difference to me.




CSO_Talorgan -> RE: Ideas to Improve the Game (11/7/2019 3:28:24 PM)

quote:

ORIGINAL: CCIP-subsim

As for resupply, I'd love to first see it in campaigns as a between-mission feature. Since weapons and ammunition are individual DB entities, I think it should be possible to do some basic calculations based on total number/point value of units using each type of ammunition, and their max loadouts.


quote:

ORIGINAL: CCIP-subsim

I think it'd be neat to see - and between campaign missions would be a pretty good place to try it out, since it doesn't really require doing anything "live" on the battlefield itself.


quote:

ORIGINAL: deltapooh41

Another idea might be to create additional missions like resupply protection for campaigns.


The Close Combat community built MMCCIII to allow simple Close Combat III campaigns. You would wonder whether Armored Brigade lends itself to such a measure. It does not have to be too complicated to lend extra context to tactical games. Any increase in context is likely to improve player satisfaction.

That's where Battlefront went wrong with Combat Mission Campaigns. They sought perfection and the complexity thwarted them.




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