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- 7/14/2000 9:25:00 PM   
ruxius

 

Posts: 909
Joined: 5/5/2000
From: ITALY
Status: offline
Hi David , no time for us to rest in this vulcanic Matrix games activity ...you are doing more than we can update ..that'is greater then any other software house in wargaming world ! Excellent.. I examined points in to this letter... A,B,C,D very interesting.. Point E : Reinforcements... the sense of this should be to take remedy to a wrong choose of purchased units once battle has begun..so something to do once you saw the first enemy units and you realize something different is needed to face them ..so I would let the player decide when to call reinforcement and after that a random time should pass starting from that turn..several factors could make influence the delay of reinforcements from High command like wheather conditions for instance or location in which battle take place...year of the battle and player's nation... Germans in North Afrika in 1942 should receive reinforcements not so easy as Germans in Poland in 1939 ....and much more easily than italians Generally the 1-2-3 turns are only used to reach the enemy positions ..engagements coming always further ..so having it at the third turn without knowing what is needed put the player in the same conditions he is at the purchase menu while choosing initial units..no way to adapt to enemy circumstances GREAT IDEA having a penalty in victory points by using reinforcements !!! F,G,H, very good ..high quality for point F Point I very interesting armor and vehicle breakdown even if we hope breakdowns will not be too intrusive in the game managements Point I3 : sorry for ignorance..what does it mean "TO" ? Point L : Dust trail...maybe when it's rainig and there is a lot of mud ..but this option makes me wondering : how this will work with spotting environment ? should we be able to track trails but not vehicles producing them ? Point O-P-Q : New Age of Steel Panthers life ..The Gold AGE ! Point R-S : Always a vast amount of work from from Matrix Games About Generated Campaigns with branching scenarios.. I should notice there is the lack of transferring units and their characteristic from battle to battle..I think should be introduced something like an editor to manage creating and transferring BATTLEGROUPS , KAMPFGROUPPE from a battle to a new one that could be activated at the end of each battle if needed.. This editor will create a file in which you store characteristics and levels of the units remained after current battle and that you can use on a new map in a new battle.. nothing too sofisticated..a icon button such as Bombardement 'B' which pressed takes you into this screen where you decide what could be used for next battle... then should be modified the 'purchasing screen' to let importing a file with that units .There some of the points of a battle could be used to improve or repair units imported..same lieutenant...same kills...ame experience and damages of the last battles...a new concept that makes also easier the branching in Campagns , freeing you from try to determine a branch on battle results...with alla approximation this could bring to player idea of a sequence of events... Sorry for I was filled with fervour in this...it's just an hypotetical suggestion.. Point U - very intelligent Point V _ different sounds for different artillery guns... Why not also different explosions for different vehicles ? I mean a Tiger sholud be different from a Kubelwagon while exploding....and what hearing a low sound about someone screaming while dying ? ( as Close combat series I mean..) Point Y: PAUSE KEY , TIME OUT ecc. you did not mentione the very important option I think a strategy game needs when playing multiplayer on the net : "saving a battle to be continued" with the possibility -offline- to inspect troops and situation.. Often people do not like stay 3-4 hours on line..they agree to play an hour every day ..you would answer that PBEM is made for this...yes I agree but we missed all interesting option of a multiplayer game..I say that possibility of having trusted savegames will be the right compromise... I repeat that encription is really important..just a 'false' PBEM game ! in this way life is simpler to a variety of daily activity of all four players..and is easier having tournaments... Roger Wilco should be something in addition to a more safe text-box system to discuss a general pausing of the game.. So first players find themselves out of SPWAW ..they decide a day and they play until messages talk about a 'temporary cease-fire' The next time the same battle will be continued using the same file shared by all player and which represents that battle on course...maybe after during the night each one studied new tactics to apply the next day (but HONESTLY) ALSO REMEMBER that as I actually know SPWAW is not a real-time strategic game ( and I hope this will remain only an option at all.I prefere chess instead of epilepsy ..:-)) ). So if four players have a turn 10 minutes long , you would probably stay 30 minuts on line without doing anything.... the problem is : "more than talk or write to other players not active ,what can I do meanwhile ? " (and I say 10 minutes..no Time out or Intervention Pausing.. considered to enlarge this busy-waiting time....) What can you do ? something related to supplies for that turn ? somthing related to breakdown , refueling , medical option ? this could be a problem if you do not want to decay in 3 minutes turn long that is a SPWAW similar to real -time... The best new incoming of this Point Y is that FINALLY I can assist to my Op-fire while other player's turn instead of going in the other room for not to see my enemy moving his units..and discover his positions! SO WELCOME AT IT !! Point Z : -Surrender Keys... I played PBEM battles that often ended with bilateral agreements about ownership of flags ..after we enjoyed in waiting for final victory points...we played without knowing for certain value points of losses inflicted upon the enemy and value of flags...now we have a way to determine final results..so surrender key could be improved in a final treaty of agreement in which you can offer flags rather than units to the opponent to obtain a partial retire ..ecc.ecc. that is something more abstract Point A1 GREAT GREAT GREAT """VICTORY EXIT ""..some thing that I used with paper because not supported by the game... GREAT IDEA !!! You try to save your crewmen because of their experience and points of battles you save...! You can purchase differently ..more trucks in order to be eventually prepared to retire... Likewise more importance to units should be given to units you succed in saving trhough retreat hex when battle is going bad.. In addition there could be "Victory by time" an objective holded for a xxxx number of turns or " Victory on HQ " the objective is to destroy the A0 or a particular enemy unit or group of units.. In this case a supplementary intelligence service let you know the supposed area where unit is or moves.....( game should not became craziness in searching out a unit..) These victory conditions are less important in campagns if the game supports the KAMPFGRUPPE concept...victory depends on what you still have in your group and how little it will costs re-equip the survivors As you can see I told you everything I could ! sorry for kilometers of lines your eyes may not stand..I seldom write suggestions ...but sometimes.. Bye to everybody I hope you will be patient.. Hi from Francesco

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Italian Soldier,German Discipline!

(in reply to David Heath)
Post #: 31
- 7/15/2000 7:15:00 PM   
Steel Thunder

 

Posts: 47
Joined: 7/6/2000
From: Finland
Status: offline
Hi everybody! I agreed with Ilja Varha about German 88 -gun. It was designed to shoot mid or high -flying bombers not ground-attacking planes. That's why I think that German 88 AA-version and other nations similar guns should not shoot planes just ground targets. Steel Thunder

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(in reply to David Heath)
Post #: 32
- 7/15/2000 8:45:00 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
my mouth is watering cant wait for the new version! question though....any plans/thoughts on implementing either a seperate delay setting for AFV hits (so we can digest all that juicy info without slowing the whole game down to a crawl) or a 'pause' feature so one can freeze the msg window before it disapears?

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(in reply to David Heath)
Post #: 33
- 7/15/2000 11:12:00 PM   
Mike Knight

 

Posts: 5
Joined: 6/29/2000
From: Australia
Status: offline
What the system really needs is some kind of rarity factor. Not an increased point cost, but an actual chance that a rarer tank may not be available on a given day. I'm a real lover of the obscure weapon (my personalised OOBs always contain speculative stuff like vehicles that never went into service), but if I add them, they're always available on the given dates. I think that uncommon vehicles and troop types should be available in the same way that Air Strikes are available. That way using it becomes a novelty and not the norm. Also this would prevent the automatic upgrading of units to the toughest types. They may not be available on the day.

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(in reply to David Heath)
Post #: 34
- 7/16/2000 5:19:00 AM   
nikb

 

Posts: 95
Joined: 4/15/2000
Status: offline
I agree with Nikademmus. A pause feature so so you can freeze/pause the "hit" window on demand. Nik

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Nik

(in reply to David Heath)
Post #: 35
- 7/16/2000 6:44:00 AM   
Greybear

 

Posts: 30
Joined: 5/30/2000
From: Osceola, AR
Status: offline
quote:

Originally posted by David Heath: WHAT TO EXPECT IN SPWaW v3.0: Some are what you can expect to find in version 3.0. David Heath
David, How about variable visability? Examples, raining, cloudy moonlight, dust, dawn or dusk? Interesting or just crazy?

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(in reply to David Heath)
Post #: 36
- 7/17/2000 9:29:00 PM   
Seth

 

Posts: 737
Joined: 4/25/2000
From: San Antonio, TX USA
Status: offline
Ummm...those are already there, except for dust, which might be neat for desert terrain.

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(in reply to David Heath)
Post #: 37
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