RE: Suggestion wish list (Full Version)

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Stelteck -> RE: Suggestion wish list (12/9/2021 7:16:52 AM)


quote:

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.


But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.




JonJonJon -> RE: Suggestion wish list (12/9/2021 12:30:45 PM)

After playing for a couple of days, two things really that it's screaming for:

- pbem ++
- options for key binding. I'm looking at you, WASD map scrolling. Annoyed me in SE too if I recall.




carll11 -> RE: Suggestion wish list (12/9/2021 2:39:59 PM)


quote:

ORIGINAL: Stelteck


quote:

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.


But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.



That true but this isn't ww1 type saturation bombardments;)



On a similar note, where are the replacements for Horseys???




Khanti -> RE: Suggestion wish list (12/9/2021 11:14:31 PM)

GE Captured tanks should have reinforcement type set as Medium Tank not Halftrack or perhaps ReinforcementType2 as Halftrack. It tends being attached to wrong units anyway.

There should be not possible to reinforce artillery units with light-medium mortars (range 2). Maybe add new unit reinforcement type "HEAVY MORTAR" (like Heavy Artillery). They have range of 5.

I've experimented with 75% direct range for units (1 hex) and that's OK with using tanks now. But mortars can still easy kill them during these engagements.




JonJonJon -> RE: Suggestion wish list (12/10/2021 8:00:37 PM)


quote:

ORIGINAL: JonJonJon

After playing for a couple of days, two things really that it's screaming for:

- pbem ++
- options for key binding. I'm looking at you, WASD map scrolling. Annoyed me in SE too if I recall.


Plus, the last AI settings (difficulty & speed) being applied when starting a new scenario.




Rosseau -> RE: Suggestion wish list (12/11/2021 6:30:41 AM)

I would humbly suggest (to the players) that they consider Battlefront's Combat Mission 2 Final Blitzkrieg as a tactical companion game to this one - putting the player down in the trenches of what DC:AO so ably represents.

There are 79 scenarios to be found - actually a small battle count, compared to CMBN's hundreds - but the Bastogne and Chaumont scenarios certainly set the mood. I would just add that one will not find 48 Panthers in any battalion in this game. And there's the rub - compared to DC:AO, the micromanagement can still be irksome.

Certainly, with these two games, my "wishes" have come true. But back to the Suggestions List, with my apologies...




Khanti -> RE: Suggestion wish list (12/12/2021 6:25:42 AM)

My heretic thoughts:

Completely overhaul of kill system. Now there is something like:
attacker has modified (experience, terrain, etc) value of 50, defender has modified value of 100, so it's 50:100 which can ended as KILL.
I'd like to see in such circumstances RETREAT, not kill.

My suggestion is that kill should be possible ONLY when attacker has greater modified value of offensive, than defender's modified value of defense. All other circumstances should be just retreat.

I don't know if it is doable anyway...
[:)]




Khanti -> RE: Suggestion wish list (12/12/2021 6:34:54 AM)


quote:

ORIGINAL: Stelteck


quote:

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.


But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.


Some units have value "Rear Area backbench" set as TRUE. Trucks have it as true. But trucks also have "TargetChance%" as 30, so when attacking unit containing trucks fight with defending unit containing mortars or guns (ranged weapons) - trucks are being killed during attack.
Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...

[;)]




GazBot -> RE: Suggestion wish list (12/12/2021 7:54:25 AM)

Hot Key for FOW is my biggy so far!!!!

Cheers

Gaz




Stelteck -> RE: Suggestion wish list (12/12/2021 8:14:28 AM)


quote:

ORIGINAL: Khanti

Some units have value "Rear Area backbench" set as TRUE. Trucks have it as true. But trucks also have "TargetChance%" as 30, so when attacking unit containing trucks fight with defending unit containing mortars or guns (ranged weapons) - trucks are being killed during attack.
Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...

[;)]


Do the presence of trucks act as decoy, protecting mortars&guns ? A targeted truck may be a safe mortar.




Khanti -> RE: Suggestion wish list (12/12/2021 8:38:05 AM)

My PzJager Abt attacked and scored a hits and won engagement.
Yet some loony howitzer managed to kill truck.
A legit kill generally (179:43)

[:D]

[img]https://i.ibb.co/Fgp9mQ2/kill.jpg[/img]




Khanti -> RE: Suggestion wish list (12/12/2021 9:56:25 AM)

quote:

ORIGINAL: carll11

On a similar note, where are the replacements for Horseys???


In Wacht Am Rhein there are not set replacements for horses. But there should be at least in "random" replacements table.
I would love to have more random replacements anyway, just for fun ;-)
+1 random for every equipment would be great - even those Tiger II ;-)
I did it partially for my own version and it' great.
PS: If dates are set as 1 to 90 that means from 1 to 90 turn?




Jagger2002 -> RE: Suggestion wish list (12/12/2021 2:44:58 PM)

quote:

Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...


Trucks are a very tricky problem to model. Trucks are valuable primarily to move troops quickly to a danger spot or exploit a breakthrough. But trucks are so vulnerable that they dropped off infantry near the front lines and then departed to safe areas until needed again. In the meantime, infantry walked into the frontlines. But if you modeled it, you end up with additional counters cluttering up the map. As you mentioned, we probably can separate out truck battlegroups...assuming we can get 50 power points out of them...but then we end up with the same counter clutter and the penalty of lower staff/troop ratios.

I have wondered if trucks are too vulnerable in close assaults. Whether they should be considered absent from assault combat with the assumption that they have departed for safe areas in the rear. Still vulnerable to artillery but not to direct fire??? I haven't really thought it through or looked at it closely but is seems truck losses might be a little high.




Khanti -> RE: Suggestion wish list (12/16/2021 5:34:26 PM)

I'd like to make second Infantry Reinforcement Type as "secondary infantry" to make sure that good replacements first will go to first rate infantry units and best units will not get as priority those secondary types replacements (security, nachts, volkssturm). Ideally secondary replacements should go to rear guard units.




JacquesDeLalaing -> RE: Suggestion wish list (12/17/2021 8:41:27 PM)

- Please add a way to order units to move directly to the selected hex (not the fastest route...). E.g. shift + Right click (like in many other games).




JacquesDeLalaing -> RE: Suggestion wish list (12/17/2021 10:13:09 PM)

Maybe I've found a bug? In scenario Arracourt, a bridge is displayed between hex 0,3 and hex 0,4 but it doesn't seem to work?
EDIT: It doesn't seem to have an effect for units, while supply seems to flow across normally.




CGGrognard -> RE: Suggestion wish list (12/19/2021 12:39:32 AM)

I would like to see the Strategic Map look like maps used during that time. The current Strategic Map has too many colors and information that it makes it difficult to read.
Or another option would be the ability to zoom into portions of the Strategic Map.




Khanti -> RE: Suggestion wish list (12/21/2021 7:48:35 AM)

Aufklarung/Recon units should have more recon points than standard infantry/armored regiments. I've replaced Sdkfz 251 in Aufklarung with Sdkfz 250 and gave the last one 5 recon points (+4 in editor) and some BMW with +2 recon. Something like this should be done ;-)




Stelteck -> RE: Suggestion wish list (12/21/2021 7:56:13 AM)

quote:

ORIGINAL: Khanti

Aufklarung/Recon units should have more recon points than standard infantry/armored regiments. I've replaced Sdkfz 251 in Aufklarung with Sdkfz 250 and gave the last one 5 recon points (+4 in editor) and some BMW with +2 recon. Something like this should be done ;-)


It is an interesting change but carefull that boosting recon ability will also nerf the defense.




beyondwudge -> RE: Suggestion wish list (12/21/2021 9:22:36 AM)

I'd love a way to load a saved game in-game, i.e. without surrendering to the main menu first.

I'd like it mainly for when I'm learning a new mechanic, like repeating the same action (like an artillery barrage) many times in a row or trying different variations out.




Khanti -> RE: Suggestion wish list (12/21/2021 2:43:06 PM)

Pz Gren Btn has around 220 recon points (many troops inside).
My version of Auf Abt has around 260-280 points.
Standard Inf Btn has around 80 points.
Standard Tank Btn around 80.
Standard Recon Sqd / Cavalry Sqd aroun 80-100 - should have more than Tank Btn !
Ranger Battalion has 120 (because of many Jeeps, which now has 2 recon points).

American "Recon" Squadrons have the same amount of points as their "Infantry" Battalions. Which is just not, as it should be.
I would replace their trucks (0 points) with Jeeps (2 points). Their low values is caused by smaller amount of troops (every troop has 1 point).

[image]https://zippyimage.com/images/2021/12/21/0bc77d7c826a8b14aea25dc31d04318f.jpg[/image]




JacquesDeLalaing -> RE: Suggestion wish list (12/21/2021 6:23:24 PM)

I love the fact that air strikes cause traffic points.
But it made me wonder: Shouldn't artillery strikes also cause traffic points? :)




carll11 -> RE: Suggestion wish list (12/21/2021 6:31:49 PM)

quote:

ORIGINAL: JacquesDeLalaing

I love the fact that air strikes cause traffic points.
But it made me wonder: Shouldn't artillery strikes also cause traffic points? :)



Bingo.....H&I Fire is called that for a reason;)




JacquesDeLalaing -> RE: Suggestion wish list (12/22/2021 6:29:30 AM)

It would also solve the issue that currently supply can flow so freely even if enemy troops sit adjacent to the road. If you could use artillery for interdiction, you could interdict supply even if your unit is not positioned on the road directly, but it would be more of a gradual affair rather than a "completely open/completely blocked" thing. And it would come at a cost (supply & readiness loss for artillery).

One could even go as far as to have ordinary ranged fire actions cause traffic points?




FlyingEagle -> RE: Suggestion wish list (1/24/2022 5:25:31 PM)

Overall, gameplay and atmosphere are great. I really like and recommend this game. It's a big improvement over older operational Bulge games. For me, it hits the nail. It reminds me a lot of the original "The Ardennes Offensive" game from SSG in 1996 or 1997 ("TAO2"), only better :)

The recon, weather, LOS and combat systems are deep and full of choices and possible outcomes, the map and unit representation is gorgeous. You can really immersive yourself to be there in that desparate offensive in the woods and hills of the Ardennes in winter...

Where I'd like to see improvements:

AI
- Most important: Higher priority for defending supply sources/bases and victory locations.
There are often only road block units in the victory hexes while stronger units lingering around in hexes nearby. In many small and medium scenarios I won too easily just by capturing the supply source and weakening the enemy decisively.

- Much less unit splitting.
The AI splits far too many units into task forces / Kampfgruppen. I doing so they cover a larger front line but they also loose nearly all offensive punch and weaken their defensive power.
There are well known phrases from Frederik the Great: "He who tries to defend everything/everywhere, defends nothing at the end!" and from Heinz Guderian: Concentrate/mass your forces, do not spill/splash them ("Klotzen, nicht kleckern!").

- Arty units move much too often. I mostly play the German side and my fear of the American firepower is nearly gone. They show their opportunity fire power too rarely because they are always busy moving around.

Victory Levels
- Higher victory levels for singleplayer, at least in the smaller and medium scenarios. I won a major victory in every scenario I played at the first attempt. It wasn't easy per se and it was fun anyway, but it didn't felt quite right.

A visualization for arty range.
At least for the short-ranged German arty it's a constant matter for the player: How far do I have to move them to be in firing range the next turn? And no, counting hexes is no fun at all ;)

An option to show only arty units in the combat window.
It's a mess sometimes when many direct fire units are also in range but I only want to choose from my arty units.




James Taylor -> RE: Suggestion wish list (1/24/2022 7:35:38 PM)

Get rid of the different branches same equipment designations.

Really, halftracks, opel trucks, RSOs, etc. that are SS, Weh., and Luftwaffe are all the same. Differentiation makes it difficult to distribute the equipment to needful organizations.

Needless micromanagement!

Oh yeah, and while I'm at it, TO&E restrictions don't help either. I spend way too much time in the "Micro" screen.




ruzen -> RE: Suggestion wish list (1/25/2022 6:59:47 AM)

Hello cant wait for this to release on Steam in the meantime learning lots of things about the game.
One small thing I wished this game has just to create immersion
Wished there were some randomized minutes when showing the time. Just for the aesthetics in-game or just in reports. The hour will stay the same ofcorse




Goodenough -> RE: Suggestion wish list (1/25/2022 10:32:26 AM)

quote:

Overall, gameplay and atmosphere are great. I really like and recommend this game. It's a big improvement over older operational Bulge games. For me, it hits the nail. It reminds me a lot of the original "The Ardennes Offensive" game from SSG in 1996 or 1997 ("TAO2"), only better :)

The recon, weather, LOS and combat systems are deep and full of choices and possible outcomes, the map and unit representation is gorgeous. You can really immersive yourself to be there in that desparate offensive in the woods and hills of the Ardennes in winter...

Where I'd like to see improvements:

AI
- Most important: Higher priority for defending supply sources/bases and victory locations.
There are often only road block units in the victory hexes while stronger units lingering around in hexes nearby. In many small and medium scenarios I won too easily just by capturing the supply source and weakening the enemy decisively.

- Much less unit splitting.
The AI splits far too many units into task forces / Kampfgruppen. I doing so they cover a larger front line but they also loose nearly all offensive punch and weaken their defensive power.
There are well known phrases from Frederik the Great: "He who tries to defend everything/everywhere, defends nothing at the end!" and from Heinz Guderian: Concentrate/mass your forces, do not spill/splash them ("Klotzen, nicht kleckern!").

- Arty units move much too often. I mostly play the German side and my fear of the American firepower is nearly gone. They show their opportunity fire power too rarely because they are always busy moving around.

Victory Levels
- Higher victory levels for singleplayer, at least in the smaller and medium scenarios. I won a major victory in every scenario I played at the first attempt. It wasn't easy per se and it was fun anyway, but it didn't felt quite right.

A visualization for arty range.
At least for the short-ranged German arty it's a constant matter for the player: How far do I have to move them to be in firing range the next turn? And no, counting hexes is no fun at all ;)

An option to show only arty units in the combat window.
It's a mess sometimes when many direct fire units are also in range but I only want to choose from my arty units.


I'm with FlyingEagle, agree wholeheartedly with all points.

Just finished Wacht am Rhein scenario, terriffic experience but would love to see the AI defend important towns and villages better. Too often VP locations were empty.

Artillery is deadly especially in large concentrations. A visual range option would be nice. I sometimes found Artillery units obscured from the combat window so an Artillery only option would be good.

One point of my own is that in the main WaR scenario it is possible to push along the map edges, North and South which prevents the Allies from entering along those edges. I don't think anything can be done with the current game but a German no go zone of 3 or 4 hexes along North and South map edges would force the Germans to commit to a more historical defence in those areas.

I also loved SSG's Ardennes Offensive, but this game is something special. The scale is amazing, the map detail and size is great. A truly fantastic game!







Marc1314 -> RE: Suggestion wish list (1/25/2022 9:30:46 PM)

sorry repeat post deleted




Marc1314 -> RE: Suggestion wish list (1/25/2022 9:33:18 PM)

sorry forum error made repeat post




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