ruxius
Posts: 909
Joined: 5/5/2000 From: ITALY Status: offline
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SORRY FOR KILOMETRICAL MESSAGE !
Thanks a lot very much for having a chance to say what we hope from this new release of SP..first of all I come from Italy so I am sorry for my approximative English...
Second , a message to programmer's and staff of SPWAW :
we SP-supporters ADORE YOU for this new hopeful release !
THANKS THANKS THANKS THANKS VERY MUCH !
I have bought SP1-2-3 and I was so enthusiastic about SP -1
as so sad about SP -3 ..The third game was not the great improvement we expected from SP-1 ..
I think SP1 is better than CLose combat series - The operational art of war , Panzer General , Starcraft because it's the best strategy game in WW2 ! I like thinking while playing !And you can see I am enough experienced about wargames to say fair judgements ...
But with SP-3 I felt that a great chance had been wasted...
Still today I go on on playing SP-1 even if my Pc has forgotten DOS and works now with Windows98..
But now hope comes again and I will do everything that is possible to make SP-4 the best game I ever played about WW2...
While SP-1 attains perfection what more could be done ?
I humble have some suggestions ...
1) GREATLY VERY MUCH VERY VERY VERY VERY IMPORTANT !
We want more units to command ! Why having a limit of
48 units ? Look at Starcraft that considers 200 units by side..
Give to us more extended maps besides small maps too (that are good for fast play with a friend on one afternoon)
2) VERY VERY VERY VERY IMPORTANT !
We want units from different countries cooperate by the same
side...ex : German and Italians togheter
versus British in order
to recreat sceneries in North Afrika ecc.ecc. Let the player free to decide !
Why limiting player ? Give to us a slot to decide freely!
3) IMPORTANT
We would like to have options that decide when a battle
should end...not a random unpredictable end just while you are trying to kill that last damned allied tank !!
Then Victory points depending on flag control on player request ;
sometimes could be more important destroy enemy units than conquering all the objective... let the player decide
what is important !
4) IMPORTANT
While playing against human opponent it's not so comfortable
that the player2 ( who is not currently moving) could not see the results of player1 attacks (such air attacks ).
while playing against AI you see enemy moves without understanding where are its units
not yet spotted..the only way of manage this problem is allowing a null modem head to head playing mode..so even if we need two computers linked by cable we can
see the results of enemy fire without understand its next move ! I often played at my house against friends but we have to swap chair for playing..that means he never saw my aircraft sprangling it's infantry...only smoke that remains for him to see...( I need a way to make him suffering more and more !:-)))
I ask for both players more involved in to each-other turns..
5) IMPORTANT
We would like to have mines and art-battery togheter..Let to our own way of fighting to decide if we are advancing or defending and not using a slot that limits weapons ! We feel limited by the slot Assault-Advance-Defend..this also limits the possibility of creating sceneries !
It's better to have a slot in which you decide how many battle points you want to give to each side and with this you have no limit in choosing units...
6) VERY IMPORTANT
We need more security for email tournaments.
I tried to organize a run-time campaign but I had to trust on player's honesty...because you not always get acquaintance of other players game should prevent (from inside)
the possibility of corrupting results of turns while a battle
is played via e-mail
(for instance simply should not be possible re-opening the saved file until own fire operations are succesfully ! )
7) INTERESTING
We want campaigns that give us a geografically ideas
of places in which they take place...
8) VERY IMPORTANT
We would like different fire rules based on unit types...
ex...a Inf-AT should be very difficult to be spotted from a Tank with no Infantry around while coming from trees or buildings...in fact in SP units have no possibility to play 'active' spotting and fire without being spotted and fired .
.they need to be passive ..to wait for a enemy unit
becoming visible after enemy player has moved before...using opportunity fire..
this way of fire control penalizes units that have to move and chase the unspotted enemy...ok for tanks that have low spotting ability..
but there should be a difference for other units such as infantry...
vehicles make noise and they could not advance and be hidden... but some infantry units could do some intersting things...in active way , not only passive...
Spotting should be adapted to kind of units..Inf-AT should be
so evasive to succed in approaching a tank and fire without be destroyd before firing...
this would not mean changing all the game , just improve some units...
Then "retreating" status should be more useful to let units go back out of enemy fire range...maybe there is a tree that could give some more rally bonus if only I could bring the unit there...!
8) VERY VERY IMPORTANT
In order to organize own players campaigns we would like to have battles that involve units that could be transferred
into a new battle keeping old levels of experience,kills,damages ecc.ecc. if you let freedom to players to make SP-4 always different your game will never expire !
and also keeping military personnel identity ..something like battle-core units...
9) VERY VERY VERY VERY IMPORTANT
Stop to almighty every directional automatic spotting abilities of each unit
in opportunity fire...!!! No ambush or way out is possible from flanks or rear !
We want a player have to worry about its flanks and rearguard ! It's not possible that a unit in the head of advancing group busy in trying to spotting enemy units in front of it could fire at enemy tank that appear far at his
back attacking the rearguard.!.It should take some time to understand what is happening back and to react !
SO READINESS TO REACTING FIRE SHOULD BE RELATED
TO DISTANCE , MOVING STATUS , UNIT TYPES , POSTION (FRONTAL REAR ECC.) ...and NOT "ABSOLUTELY" OPPORTUNITY FIRE..WE WANT THE IMPORTANCE OF WHERE YOU ARE
AND WHAT YOU DO WHEN YOU HAVE TO SPOT AND FIRE TO ENEMY !
If a Tank is advancing and I fire with a AT-Gun at his rear
the tank should have some difficult to understand where
fire is coming (spotting) because it is advancing
and needs some time to turn turret to answer after having understood where fire is coming
! opportunity fire should be limited to frontal
position and to some type of units..
If a infantry unit is approaching (maybe in a hiddenway)
it's not realistic that units from other part of the map (even
if they have allowed range for and clear visibility )that
they immediatly fire and react routing my infantry unit...
that's could be real if that unit is lied in waiting for that !
such as Guns (Inf -Gun , Mortar , artillery ecc. )
They are not the same as units which are moving...
we should give a 'context' to ability of spotting that is influenced from distance and course of battle and movement status !
10) INTERESTING
Sometimes in the editor or in deployment we need some
units dedicated to spotting task and to stay alone far from fiendly
lines ..but they often suffer of suppression and start
retreating after some turns..some special
units should not be so penalized from suppression if being
isolated...
11) INTERESTING
We would like to have aircraft that fight against each other..
while it's good they have realtime movement out of player
control and their accuracy could be changed from smoke
and AA-guns and is good they have limited ammo too ,
it could be amazing that a pre-battle is fought for air
superiority if both sides own aircraft and they are armed
with air to air weapons ...
12 ) INTERESTING
Mortar indirect fire with no LOS should be more effective in short range...if you know enemies are two buildings next to that one
....just fire around there ...and be sure something could be done...
Next to this it could be real if this kind of weapons could fire directly also in place in range but not in LOS ..their kind of fire in fact does not request LOS !
13 ) NOT VERY INTERESTING
While not regrouping different infantry units into one if they are heavy damaged ?
14) INTERESTING
I did not found into the original guide of SP notes about carachteristic and parameters of units and weapons..this prevented me from using the good editor at its best..
Ex . I would creat a battle in which an elite italian company fought against the French... So I change data units...
but how much experienced could be improved ? How does this change or affect gameplay ? I created Tanks with 80 of frontal armor that have been destroyed by infantry assaulting with hand grenade..ok it's not real playing with such steel monsters but I would even understand the effect of having 80 or 12 of armor protection...
15) NOT VERY INTERESTING
Why do not extend the "crew" concept also to each infantry unit as regards 'abandoned' guns or tanks ?
Well that's colud be enough...this reveals my love for SP !
Have I any little hope that some of this suggestion could just be read from programmers of SPWorlds at war before they complete their great work ?
Hope will never surrender...
Thank's for attention Bye from Frank
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Italian Soldier,German Discipline!
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