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RE: Feature Request - 6/17/2016 6:29:41 AM   
fran52


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quote:

multi-hex fire groups.

Again the multi hex fire, but in the last edition of ASL played by me,the multi-hex was deleted.I don't know if later was reintroduced.

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Post #: 211
RE: Feature Request - 6/17/2016 12:30:10 PM   
GJK


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Unfortunately, I've sat aside this game until Peter can add firegrouping to it. You can't even try and pretend that it's anything like ASL without them no matter how much you try and make it look like it. And yes, I realize that this isn't ASL per se but I don't think anybody is fooling anybody any longer as to what the game is trying to model.

I'd also hope that Peter would do away with the "feature" that shows a player where he has LOS to before he even makes a shot. This gives an unfair advantage to the player - and if the computer cheats by doing the same, so be it...it can use the help. Instead, I'd suggest that a player indicates any shots and if the LOS turned out to be blocked, the game would show him a LOS where it was blocked and then the roll made for the breaking of any weapons and then the attack is done (ala real ASL).

Must have smoke. Don't care what some books say about who used how much smoke.

You know what...I'll cut to the chase. I hope that Matrix can work out something with Wizards of the Coast to get a license to produce a computer ASL so that Peter can really make the game that he wants to make with no restrictions. Then we can see the IFT and the drm's and have a game that isn't trying to skirt around some corners looking like one thing but pretending that under the hood it really isn't. Peter, Erik...anybody working on that agreement???

< Message edited by GJK -- 6/17/2016 12:33:16 PM >

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Post #: 212
RE: Feature Request - 6/19/2016 2:00:56 PM   
fuselex

 

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firegroups will totally make the AI redundant , You can plan to group 6 -12 units together to form a firegroup .
But it`s a single player game , Do you really think an AI can plan and coordinate the same ?
Advantage player :) .
firegroups are for player vs player , not player vs AI

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Post #: 213
RE: Feature Request - 6/19/2016 5:18:21 PM   
GJK


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The AI seems to coordinate attacks well in oh say, TOAWIII, which came out in the 90's.

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Post #: 214
RE: Feature Request - 7/14/2016 5:01:14 PM   
rico21


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I'd like adapted this scenario,could you add the Martians please Peter.





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Post #: 215
RE: Feature Request - 7/19/2016 6:57:10 PM   
fuselex

 

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I`m really fascinated by the obsession of fire groups , so what you would like is a 3 stack of 3 units with officers
.weapons , why?
Do you think at any point if I have 2 afv`s together I should count there firepower together , No that's insane ,
every Afv fires alone , and if they get a hit they roll alone ,
So why do ppl think an infantry unit next to another should get a bonus ? , every stack gets a roll , and that
roll only , if you would like to increase the odds , increase the stack , ( and pray :) )

but why should a unit get massive bonuses by being near 2 stacks of 3 units , can they shoot better ? .
Nah ,


< Message edited by fuselex -- 7/19/2016 7:22:50 PM >

(in reply to rico21)
Post #: 216
RE: Feature Request - 7/19/2016 7:32:19 PM   
rico21


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Found on the Net

Quick question - I'm reading the rules and trying to get my head around fire groups. Coming from an ASL background, when you firegroup in ASL, you simply add all the firepower up of the attacking squads. Here in CC, each additional attacking unit/weapon simply adds +1.

So the basic question, is what is the advantage of firegrouping versus firing at the same target individually, especially when elimination of a unit requires it to break twice?

Is the main advantage for an attacker the simple card preservation which theoretically keeps the time track from advancing quicker? It would seem in a case where I have 3 units with 5 fp each, that three separate 5fp attacks might have more success than 1 attack at 7 fp.

I figured that you folks who have actually played multiple games would have some insights.

Otherwise, CC seems like an awesome change of pace from ASL.

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Well, there are certainly many instances where a couple of extra points on an Attack will make the difference between breaking the Defender or not. So there IS the reason that it's more FP. As you say, it's hard to eliminate a unit in two hits but sometimes just breaking it is enough to remove its threat for a bit.

Also, don't forget that in Op Fire, you only get ONE shot per hex so you definitely want to maximize your attack.

There are a lot of reasons for grouping or not grouping (deck burning or not being one valid one) but the choice has to be made based on the tactical situation at the moment.

If I'm not mistaken, the reason you don't add all the FPs straight together is based on Chad's research that shows just firing more bullets isn't exponentially more effective. Or something like that.

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Post #: 217
RE: Feature Request - 7/19/2016 7:52:43 PM   
GJK


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That's the answer. This is a game - it's not a simulation - and giving the player the decision of whether or not wor what with to firegroup adds choices for the player and thus adds to the flavor of the game. In ASL, whether or not to firegroup (or say, fire just the SW) during first fire/subsequent/final protective fire is one of the most difficult decisions to weigh in the game. Hoping that Peter can get that added some time.

< Message edited by GJK -- 7/19/2016 7:55:49 PM >

(in reply to rico21)
Post #: 218
RE: Feature Request - 7/20/2016 5:36:06 PM   
UP844


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As suggested by Double Deuce in the thread about the new campaign game, it would be nice to be able to specify the status of the units (pinned, broken, broken+) when they are placed on the map. After all, AFVs can be set up in "immobilised" state. Another related feature I'd like to see is the possibility of setting up SW and Ordnance unpossessed at start.

I think these feature would be handy where one side is disorganized at the start of the scenario even though it has not suffered casualties (e.g. just after a paradrop, being ambushed).

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Post #: 219
RE: Feature Request - 7/20/2016 7:49:23 PM   
rico21


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And add paradog war please...





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Post #: 220
RE: Feature Request - 7/21/2016 6:20:37 PM   
fuselex

 

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I really, just in case no one noticed believe the firegroup argument makes no sense .
The computer is not going be able to ,in the near future, plan to move a lot of units in 1 phase
with the intention of forming firegroups .
The player can .
We need to work with what we have available :) .
Some of the scenario developers are asking for mines , barbed wire , transport .
they are achievable ,
But to think the AI can possibly form a firegroup like a player can?

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Post #: 221
RE: Feature Request - 7/21/2016 6:22:11 PM   
fuselex

 

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Think paradog is more realistic :)

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Post #: 222
RE: Feature Request - 7/21/2016 6:25:22 PM   
rico21


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haha

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Post #: 223
RE: Feature Request - 7/21/2016 6:36:49 PM   
fuselex

 

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Have I played a scenario where I needed firegroups yet ?
Possibly ? , would have made it easier .
But can I say I needed them ?
Play 1 down 2 to go :) , I think grouping would ruin that . Firegroups would not have forced myself into CC.
The best part about it was CC

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Post #: 224
RE: Feature Request - 7/21/2016 6:40:34 PM   
fuselex

 

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don`t want o be a work, health and safety officer there paradog .
But I don`t see your safety googles ?

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Post #: 225
RE: Feature Request - 7/21/2016 6:48:16 PM   
fuselex

 

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don`t mean to be pushy ,but I have seen others who have not made the jump so well :)

< Message edited by fuselex -- 7/29/2016 6:43:51 PM >

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Post #: 226
RE: Feature Request - 7/21/2016 6:52:46 PM   
fuselex

 

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well that wasn`t great , no idea that pic was huge , please ignore and I`ll find another broken paradog :)

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Post #: 227
RE: Feature Request - 7/21/2016 7:06:31 PM   
fuselex

 

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We know him as Bazza
Worked with Paradog in special ops.
Last tour of duty was Afghanistan.
Some say he had a cold , we will never know.




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Post #: 228
RE: Feature Request - 7/21/2016 7:06:45 PM   
Gerry4321

 

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quote:

ORIGINAL: GJK

That's the answer. This is a game - it's not a simulation - and giving the player the decision of whether or not wor what with to firegroup adds choices for the player and thus adds to the flavor of the game. In ASL, whether or not to firegroup (or say, fire just the SW) during first fire/subsequent/final protective fire is one of the most difficult decisions to weigh in the game. Hoping that Peter can get that added some time.


Hope so too. Give the AI side a bonus if you think the human has an advantage.

(in reply to GJK)
Post #: 229
RE: Feature Request - 7/22/2016 3:11:28 PM   
GJK


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Gerry: For example I played the "Pavlov's House" scenario from the VotG HASL with an ASL gaming buddy yesterday and it was an exciting challenge to sequence my defensive fires from one of the fortified locations knowing that he had at least 3 HS's with DC's, a flamethrower and who knows what else coming at me. I had two 628's with a HMG and a 9-1 leader. HMG retained rate on a great tear and I kept one of the 628's out of the firegroup in case the HMG lost rate and was facing sustained fire penalties. I held them all off and was very lucky to of done so with a pin (and later break) of an assault engineer squad that was attempting to place a DC in my location. Later in the game one of my lt. mortars on the top floor of a gutted building dropped a perfectly placed round next to a STuG that took off it's track and broke the squad and leader that were using it for cover. Love ASL!...

I'm not going to say 'if' but 'when' Peter can replicate that with an AI opponent in the game and add those mechanics (firegroups)...my ASL buddy may be left without a playing opponent! (kidding).

< Message edited by GJK -- 7/22/2016 3:14:23 PM >

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Post #: 230
RE: Feature Request - 7/24/2016 2:08:22 PM   
Gerry4321

 

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Great story.

My concern with TotH is that there is only Peter and Jorgen and Peter is busy with his regular job.

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Post #: 231
RE: Feature Request - 7/24/2016 5:18:03 PM   
rico21


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work?





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Post #: 232
RE: Feature Request - 8/5/2016 5:24:45 PM   
vonotto

 

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I do not know if it can be done but one of the few issues I have is scrolling all over the small text window to see what results occurred during attack/defense etc, so I would like to see the text box "detachable" or movable so I could stretch it wider and place it on a second monitor.

(in reply to rico21)
Post #: 233
RE: Feature Request - 8/10/2016 2:54:32 PM   
LeeChard

 

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quote:

ORIGINAL: Suul

Hello all,

I was thinking about this for my style of play. I personally prefer using only the mouse. If possible could the leader, squad and weapon frame have a click on/click off style for each element. For example click the leader, he is selected, click the squad it is selected, and if I change my mind before the right click for the attack I could click the leader again to deselect him, maybe to use him in a different attack? I would like to play on a laptop, tablet and a TV screen. Clicking units on and clicking units off independently means I would not be repeatedly reaching for the control key on the keyboard. To make a group for moving or firing requires clicking the correct units, but is it really necessary to have to also hold down the control key?

New to the game and like it very much. My main issue is reflected in Suul's post.
I know nothing about programming so I don't know if this is a simple change or a non starter.
It's tedious to constantly have to reach for the control button.
Otherwise a very enjoyable game!

(in reply to Suul)
Post #: 234
RE: Feature Request - 8/10/2016 4:07:52 PM   
GJK


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I would think that it would be rather possible to have it so that if you click a hex with units, you could then click the top line of text (where you normally ctrl-click) that has the Hex ID info to select ALL the units in the hex. You could then left click to deselect individual units/items. If you mis-click, you could *then* ctrl-click to re-add a unit or, simply click the top line of text (again, where the Hex ID info is) to reselect them all and then left click indivual items to deselect them.

(in reply to LeeChard)
Post #: 235
RE: Feature Request - 11/9/2016 11:27:06 AM   
iPhoneAppz

 

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Could you please make the LOS tool usable? Instead of having to remember 2 sets of coordinates (because the LOS tool is modal and I can't even click the hexes to get their coordinates while I'm in the dialog), let me just click on the two hexes.

(in reply to Krasny)
Post #: 236
RE: Feature Request - 11/10/2016 4:39:18 PM   
iPhoneAppz

 

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I'd love to see the terrain data from Section 8.3 in the manual displayed in the right pane when I mouse over terrain. It would be nice to know that Grain provides hindrance in-season without having to refer to the manual.

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Post #: 237
RE: Feature Request - 12/5/2016 9:33:23 AM   
Ticonderoga60

 

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In movement and Rout phase, there's confusion. Is possible highlighted ONLY enemy unit that move o routed?
P.S.: News about update?

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Post #: 238
RE: Feature Request - 12/5/2016 11:09:45 AM   
UP844


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Moving and routing units are highlighted by the yellow dot in the hex they just left and by the small red arrow icon in their bottom right corner. The latter, unfortunately, is not visibile if the unit carries a Support Weapon: the issue has already been reported to Peter, but the red arrow is an "attribute" of the individual unit, so it cannot be shown above the moving stack.

You can also:
- right-click on a hex to see if the units in the hex have moved (i.e. if they are highlighted by the red arrow)
- select the hex: the lines associated with moving units will include <MOVE>.

By the way, the game will not allow firing on non-moving units in the Movement Segment.

Units routing using low crawl are highlighted by the blue upper right corner (but they cannot be interdicted anyway).

< Message edited by UP844 -- 12/5/2016 11:10:51 AM >

(in reply to Ticonderoga60)
Post #: 239
RE: Feature Request - 12/6/2016 9:12:13 AM   
Ticonderoga60

 

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Tanks UP. Your answer are Always welcome.

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Post #: 240
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