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Suggestion Thread - 11/19/2018 12:15:29 AM   
budd


Posts: 2972
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From: Tacoma
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Always good to have a suggestion thread. Here's a few that occurred to me.

Having rotation/ facing not subject to orders delay.

Option to have more BP's for Helo's, a user defined thing.

Fog as a weather element

When infantry unload having separate command elements for infantry and vehicles.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Post #: 1
RE: Suggestion Thread - 11/19/2018 12:35:26 AM   
Missouri_Rebel


Posts: 3065
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From: Southern Missouri
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Highlight Formation modifiers

Make the unplayed area of the map not have popups

Show all movement paths

Slow zoom option

Move the oob to the side and also when the pointer is over the name in the panel it puts a circle around the unit in question much like the info panel. Click to center map on unit. Double click to center, choose and close panel

_____________________________

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford

(in reply to budd)
Post #: 2
RE: Suggestion Thread - 11/19/2018 12:41:55 AM   
Adam Rinkleff

 

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Rotation - at the very least, you should be able to set a default facing - for example, if you are attacking west, then you can set the default as west - I have seen some tanks just randomly facing the wrong way, and they should have enough sense to face toward the enemy

Fog - yes, can someone clarify how that would differ from nighttime? i would imagine thermal imaging would work, while optical enhancements would be less effective

Popups - I think you can disable them, not sure what you are asking for

Movement paths - show all would be good


(in reply to Missouri_Rebel)
Post #: 3
RE: Suggestion Thread - 11/19/2018 12:46:19 AM   
Missouri_Rebel


Posts: 3065
Joined: 6/19/2006
From: Southern Missouri
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quote:

Popups - I think you can disable them, not sure what you are asking for


When the mouse scrolls off the map area being played you still get popups for the portion of the map that is not currently being used.

_____________________________

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford

(in reply to Adam Rinkleff)
Post #: 4
RE: Suggestion Thread - 11/19/2018 1:45:20 AM   
Missouri_Rebel


Posts: 3065
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From: Southern Missouri
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Have the topographical map be used in the mini map at the same time as the game map

_____________________________

**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford

(in reply to Missouri_Rebel)
Post #: 5
RE: Suggestion Thread - 11/19/2018 2:16:57 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
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PBEM- maybe if a replay is to big a task for PBEM what about a round summary for each player before there turn. A text document with color coded text messages that you can click on to go to that spot, and the ability to filter the battle log. Playing with rounds is already possible in game so maybe that would be a faster solution to get pbem going. No idea if that's feasible of course.

Being able to clear the screen of all info boxes with a key.

If we can get show all way points, how about making them so you can drag them for path adjustments.



_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Missouri_Rebel)
Post #: 6
RE: Suggestion Thread - 11/19/2018 2:33:52 AM   
Homewrecker

 

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Prepared defensive fallback/alternate positions to represent defense a NATO cavalry or armored unit might create in a preplanned defense. This would be for all sides but if the red tide had swarmed over the border doubtless such positions would have been ready for use in a defense in depth. Wpuld be pretty cool if we could place these before a defensive battle.

(in reply to budd)
Post #: 7
RE: Suggestion Thread - 11/19/2018 3:16:03 AM   
Eambar


Posts: 240
Joined: 4/2/2010
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1. Ability to alter ToE % when generating a mission to reflect losses/breakdowns etc.

2. Ability to alter fatigue level when generating a mission to reflect on-going operations.

3. Command and control - ability to create a formation when setting up a mission with a heirarchial chain of command, then change that on the fly in-game through an orbat generator (like CO/CO2 does it). Changing command for a unit during the battle will result in an initial command delay, may also affect morale settings for a unit/subunit. Complete loss of command structure may result in operational paralysis for a unit/subunit.

4. Ability to rename all units on your side and set the opponents highest level name (for immersion, AARs and setting up campaigns).

Cheers

4.

(in reply to Homewrecker)
Post #: 8
RE: Suggestion Thread - 11/19/2018 3:18:32 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
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Can't you rename the units already? thought you could but haven't tried.

More than one unit per cell.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Eambar)
Post #: 9
RE: Suggestion Thread - 11/19/2018 3:37:39 AM   
Issue8


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In the Unit info screen click the name box to rename.

I find this feature extremely useful when reading the message box: I instantly know what unit it is talking about.




Attachment (1)

(in reply to budd)
Post #: 10
RE: Suggestion Thread - 11/19/2018 3:37:48 AM   
Werezak

 

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1. When deploying forces, be able to pick up and adjust existing BPs and TRPs (like you can with artillery TRPs) without having to clear and replace everything for that helo flight.

2. Have some control over off-map artillery purchase for AUTO unit selection.

3. Pick up and adjust existing orders waypoints, subject to order delay.

4. Specify formation and pathfinding changes at particular orders waypoints. So you can order a formation to march to a form-up point, switch to line and assault.

5. Add a "balanced cautious" pathfinding mode, that prioritizes cover but avoids terrain with excessively poor trafficability.

6. In addition to EFF/MAX range settings, add a BALANCED setting that uses FULL rate of fire when the target is within EFF range and SLOW rate of fire when it is farther away. Maybe it could be the default.

EDIT: This is when normal rate of fire is selected for the unit's SOP. If slow is selected, then it becomes slow within EFF range and extra slow when further away.


< Message edited by Werezak -- 11/19/2018 3:40:46 AM >

(in reply to budd)
Post #: 11
RE: Suggestion Thread - 11/19/2018 3:45:57 AM   
Eambar


Posts: 240
Joined: 4/2/2010
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quote:

ORIGINAL: Issue8

In the Unit info screen click the name box to rename.

I find this feature extremely useful when reading the message box: I instantly know what unit it is talking about.



Great, thanks -missed that one!

Cheers

(in reply to Issue8)
Post #: 12
Sectors of fire - 11/19/2018 11:41:55 AM   
Kimura

 

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Game is quite enjoyable already.

However one of the things I miss is the posibility to not only define range of engagement but also specific sectors (as common in the Combat-Mission Series).

(in reply to Eambar)
Post #: 13
RE: Sectors of fire - 11/19/2018 12:39:12 PM   
zacklaws

 

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quote:

ORIGINAL: Kimura

Game is quite enjoyable already.

However one of the things I miss is the posibility to not only define range of engagement but also specific sectors (as common in the Combat-Mission Series).


If you right click on a unit, you have two options to define Max range of engagement, one for soft toys and one for hard tgt. It's just a case of dragging an engagement circle out from the unit. I think there is also a couple of other ways to do it as well, one maybe a hot key.

(in reply to Kimura)
Post #: 14
RE: Sectors of fire - 11/19/2018 1:35:01 PM   
Kimura

 

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quote:

ORIGINAL: zacklaws


If you right click on a unit, you have two options to define Max range of engagement, one for soft toys and one for hard tgt. It's just a case of dragging an engagement circle out from the unit. I think there is also a couple of other ways to do it as well, one maybe a hot key.




You misunderstood my post.

I did not note the missing of engagement-circles but the missing of engamgement-sectors. Sometimes it is very usefull to give a specific fire area (defined by a BEARING, an ANGLE and a DISTANCE) and to a unit instead of just a specific range.

(in reply to zacklaws)
Post #: 15
RE: Sectors of fire - 11/19/2018 2:30:26 PM   
PoorOldSpike


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From: Plymouth, England
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quote:

ORIGINAL: Kimura
I did not note the missing of engagement-circles but the missing of engamgement-sectors. Sometimes it is very usefull to give a specific fire area (defined by a BEARING, an ANGLE and a DISTANCE) and to a unit instead of just a specific range.


Yes, in some games such as Combat Mission you can drag triangular "Firing Arcs" (narrow or wide, short or long, your choice) on the map to tell units to concentrate on watching their fronts and firing at units within that arc (although they will usually also fire outside the arc if juicy targets show up outside it)



< Message edited by PoorOldSpike -- 11/19/2018 2:35:48 PM >

(in reply to Kimura)
Post #: 16
RE: Sectors of fire - 11/19/2018 3:58:42 PM   
kevinkins


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Yeah, I mentioned CM Cover Arcs in the resupply thread as a way to conserve ammo. Also good to have a filter: armor only, infantry only, all, etc.. Having and setting arcs also increases the response time since the troops are only concentrating on a specific sector. Looks like AB is part way there with engagement ranges.

_____________________________

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― Alfred Thayer Mahan


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Post #: 17
RE: Sectors of fire - 11/19/2018 8:20:45 PM   
blackcloud6


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MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)

(in reply to kevinkins)
Post #: 18
RE: Sectors of fire - 11/19/2018 8:31:36 PM   
alexandreagrg

 

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a little more life in the infantry graphics and better muzzle flash for them

(in reply to blackcloud6)
Post #: 19
RE: Sectors of fire - 11/19/2018 11:41:41 PM   
nikolas93TS


Posts: 619
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quote:

ORIGINAL: blackcloud6

MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)


Well, there is always that one little detail hiding somewhere...



There is even Dual-tex experimental pixelated camouflage, and one of the beta testers thought it was a bug

(in reply to blackcloud6)
Post #: 20
RE: Sectors of fire - 11/19/2018 11:50:38 PM   
thewood1

 

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quote:

ORIGINAL: kevinkin

Yeah, I mentioned CM Cover Arcs in the resupply thread as a way to conserve ammo. Also good to have a filter: armor only, infantry only, all, etc.. Having and setting arcs also increases the response time since the troops are only concentrating on a specific sector. Looks like AB is part way there with engagement ranges.


Can't you already use SOPs to assign armor vs infantry?

(in reply to kevinkins)
Post #: 21
RE: Sectors of fire - 11/20/2018 12:07:54 AM   
blackcloud6


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Joined: 8/13/2002
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quote:

ORIGINAL: nikolas93TS


quote:

ORIGINAL: blackcloud6

MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)


Well, there is always that one little detail hiding somewhere...



There is even Dual-tex experimental pixelated camouflage, and one of the beta testers thought it was a bug


Oh most cool! How do I make this so? Are certain dates to be used for the force to get it? Dual-tex too? Neato!

(in reply to nikolas93TS)
Post #: 22
RE: Sectors of fire - 11/20/2018 1:22:22 AM   
22sec

 

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From: Jackson, MS
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quote:

ORIGINAL: nikolas93TS


quote:

ORIGINAL: blackcloud6

MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)


Well, there is always that one little detail hiding somewhere...



There is even Dual-tex experimental pixelated camouflage, and one of the beta testers thought it was a bug


That sounds like a beta tester who was topf of his game, and looking out for y’all.


_____________________________

Mapping Specialist

(in reply to nikolas93TS)
Post #: 23
RE: Sectors of fire - 11/20/2018 2:09:47 AM   
Adam Rinkleff

 

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1) unit movement order lines are obscured by trees, its really hard to see in a forest where you've ordered units to move; likewise, the NATO symbols are transparent in the trees and not clear

2) do helicopters run out of fuel? the AI appears to deploy helicopters early on, and then they leave too early in a large battle - not sure, it could be because I was bringing AA up and maybe they got scared off, but not sure if they left for some other reason... I think the helicopters should maybe be allowed to come back like the fixed wing planes do?

3) do fixed wing aircraft run out of ammo? in a larger battle I'm about 4 hours in, and I've noticed a few flights that didn't appear to shoot or bomb anything, not sure if they lacked a target or just didn't even have ammunition left

4) when you select a squad, it should have a button you can push which selects the larger parent formation, sometimes its hard to find and corral all the various squads belonging to a platoon or company

5) i think across the board, all units need access to more ammunition - i would suggest some sort of code that starts replenishing ammo after a specified amount of time. for example, SAM vehicle only has two SAM on it, I get that... but after it fires two, in a real world situation, someone is going to put two more on it. whether that takes 2 minutes or 2 hours, it needs to happen, rather than having the vehicle just sit there idling. even close combat had a timer on katyusha rocket reloads (although it was set to like a couple hours, well beyond the time of a battle, it was still in the code). mortars are a pet peeve of mine currently, you should definitely be able to have mortars that can literally fire all day long, although they should naturally cost more points in setup (and this can be easily modded. I remember reading a Vietnam war memoir, and this guy stated that during a battle he literally did nothing but unload boxes of ammo from an APC and toss them to people who were running them toward the firing positions. Of course, running out of supply should be a possible setting, but having plenty of supply should also be a setting.

6) tanks and aircraft should maybe be a little hesitant to waste missiles and shells on isolated infantry - not saying they shouldn't do it, but it's a bit extreme to have a whole column of tanks firing at a single soldier

7) its great the vehicles can get immobilized in forests/rivers, but there should definitely be a repair timer - even if it is set to several hours, I'm already 4 hours into a battle and its barely begun, so I imagine someone should be trying to fix that track - you could for example set the repair timer to say 40 hours, and then if a repair vehicle is within 1 'hex' it provides a 90% time reduction to all repairs

8) does smoke block helicopter line of sight? am curious on the mechanics of that

9) the marking options are good (where you can place reminders like ! and ?) - more symbols would be good, on a large map in a large battle I find myself using that quite a bit to delineate the front and axis of advance, ill post a video/screenshots if someone is interested

10) would be good to have the NATO symbols for different mortar types vary, so you can better distinguish a heavy and light mortar, also some of the mortars are set to immobile when they should have a slow (very slow) movement speed

11) would be good to have a battle setting that places you inside the center of a circle of enemy controlled territory, ie: a berlin map, or a paratroop scenario

12) honestly, at the scale these battles can take, food and water should be taken into account - you should actually be encouraged to have field kitchens and water tank trucks, providing a replenishment bonus within a certain radius

13) very much need a way to hide TRPs, the map is covered in + symbols that aren't very important, also the pre-aimed artillery boxes are useful but there should be an option to control their transparency, its a bit much when you've got 90 of them, would like to see color distinction as well for round types, and I see no reason a fire solution can't be switched at will between HE and smoke

lots of ideas, but I think it says a lot about the game's potential that I'm even suggesting some of these things







< Message edited by Adam Rinkleff -- 11/20/2018 2:12:55 AM >

(in reply to 22sec)
Post #: 24
RE: Sectors of fire - 11/20/2018 2:16:36 AM   
Adam Rinkleff

 

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quote:

ORIGINAL: Kimura ORIGINAL: PoorOldSpike
engamgement-sectors "Firing Arcs"



Agreed. There should also be an option to concentrate fire on a specific target, even if you have to wait for the command to be dispatched. There also should be a way to order free fire on a terrain feature or building, even if no enemy has been sighted.




< Message edited by Adam Rinkleff -- 11/20/2018 2:18:46 AM >

(in reply to PoorOldSpike)
Post #: 25
RE: Suggestion Thread - 11/20/2018 2:17:36 AM   
kr0114

 

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Yet another AI Tactics suggestion:

1) AI is literally Unstoppable. they often trying to storming and overrun VP. Sometimes it works but in other cases it looks very reckless.
I think AI player be more cautious and keep calm.


2) Need how to use terrain well. Current status of AI doesn't. For example His tank or armored units just straight forward to the dense forest which is possible Infantry ambush exist. Maybe He uses more Joint tactics between inf & armored, this can be solve.


3) Active Hit and Run(or Shoot n scoop) tactics for AI also would be awsome. Since release date i've not seen any AI tanks going backwards in dangerous situation.

(in reply to budd)
Post #: 26
RE: Suggestion Thread - 11/20/2018 2:21:14 AM   
Adam Rinkleff

 

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quote:

ORIGINAL: kr0114

they often trying to storming and overrun VP.

3) Active Hit and Run(or Shoot n scoop) tactics for AI also would be awsome. Since release date i've not seen any AI tanks going backwards in dangerous situation.


Have you used the dummy objectives, set to the max? I think that makes it much less likely that the AI will be storming the spot you expect, and a lot more likely that they will be attacking a spot that you didn't expect. I haven't actually noticed this issue at all, although I generally play with AI as defender. Suicidal attacks in themselves are not a sign of bad AI, pretty much any real-life attack is going to result in high casualties - you should give the attacker far more combat strength than the defender.

Agree with hit and run idea, although would require some coding. Fast recon units should try to quickly probe a line and then fall back upon contact.


< Message edited by Adam Rinkleff -- 11/20/2018 2:23:19 AM >

(in reply to kr0114)
Post #: 27
RE: Suggestion Thread - 11/20/2018 2:29:28 AM   
exsonic01

 

Posts: 1131
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From: Somewhere deep in appalachian valley in PA
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quote:

ORIGINAL: kr0114

Yet another AI Tactics suggestion:

1) AI is literally Unstoppable. they often trying to storming and overrun VP. Sometimes it works but in other cases it looks very reckless.
I think AI player be more cautious and keep calm.

2) Need how to use terrain well. Current status of AI doesn't. For example His tank or armored units just straight forward to the dense forest which is possible Infantry ambush exist. Maybe He uses more Joint tactics between inf & armored, this can be solve.

Good idea but it is not easy to implement "cautious and keep calm" and "use terrain well" in coding... It would be great if the idea or concept is as specific as possible, that would be helpful for devs to get some idea or might try something in script. Dont get me wrong, I'm not blaming you, but I'm just telling the truth.

quote:


3) Active Hit and Run(or Shoot n scoop) tactics for AI also would be awsome. Since release date i've not seen any AI tanks going backwards in dangerous situation.

I suggested this one during beta, but PACT tanks have notoriously slow backward speed than NATO tanks. Not sure how much would it be useful PACT tanks. But I'm still thinking it might be better than nothing. Right now AI just use smoke.


(in reply to kr0114)
Post #: 28
RE: Suggestion Thread - 11/20/2018 5:39:39 AM   
kr0114

 

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quote:

ORIGINAL: Adam Rinkleff

Have you used the dummy objectives, set to the max? I think that makes it much less likely that the AI will be storming the spot you expect, and a lot more likely that they will be attacking a spot that you didn't expect. I haven't actually noticed this issue at all, although I generally play with AI as defender. Suicidal attacks in themselves are not a sign of bad AI, pretty much any real-life attack is going to result in high casualties - you should give the attacker far more combat strength than the defender.



No i didnt. i'll try that thx :)

(in reply to Adam Rinkleff)
Post #: 29
RE: Suggestion Thread - 11/20/2018 5:47:46 AM   
kr0114

 

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quote:

ORIGINAL: exsonic01


Good idea but it is not easy to implement "cautious and keep calm" and "use terrain well" in coding... It would be great if the idea or concept is as specific as possible, that would be helpful for devs to get some idea or might try something in script. Dont get me wrong, I'm not blaming you, but I'm just telling the truth.



No problem I wish I know all the mechanics of how this game works. For now those 3 points are my most detailed solution...


quote:


I suggested this one during beta, but PACT tanks have notoriously slow backward speed than NATO tanks. Not sure how much would it be useful PACT tanks. But I'm still thinking it might be better than nothing. Right now AI just use smoke.



Yep, So IMO it would be great AI can analyse each unit's character and use it.

(in reply to exsonic01)
Post #: 30
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