This list is not in order. I have spent a LOT of time playing and working on this but have been told changes are based on what the community wants. Please copy the complete text of the list into a reply for you and mark each one with a score from A to F as to whether you would like to see that change with:
A = I would definitely like that change, this would add value to me for gameplay, historical realism, or replay value.
B = Yeah that is a cool idea, could be fun or improve the game
C = Kind of whatever, I don't think this would affect me or I would use it, but others might like it and I could be surprised
D = I don't like this idea, doesn't make sense to me
F = please don't, I think this change is a bad idea
[For example, you could copy the whole list into a reply and then.
-this idea
would look like
A-this idea
]
-You should always be able to undo any action that has no effect on the game, also, undo should be enabled or allowed to be enabled in online coop games
-you should not be able to see that enemies are surrounded if you cannot see the facts that make them surrounded such as in Poland if they are surrounded on the other side by nonvisible Russian units. They should still be surrounded, but you should not know that.
-BIG make a panel on the right screen edge that is customizable for turn order such as recon, bombers fighters artillery etc, similar to what the AI follows and then have the game check off each type when you have selected end turn or used the whole turn for each in the type. So you can move through your force systematically. The next unit button then goes only to the current type on the schedule of units. Next recon til all the recons have been used etc. This would dramatically improve game play.
-The next unit button should always find the nearest (appropriate) unit, so don't jump from one part of the battle to another and then back.
-Commendation point distribution is a bit uneven, sometimes you get a massive reward for a manageable challenge and others your struggle through a whole battle for one point.
-Enemy spawn rate for reinforcements should be determined in part and in particular battles by their loss rate. i.e. the more fighters you shoot down the more squadrons they rush to the battle, within reasonable limits.
-Easy way to flex difficulty on campaigns, three complete copies of the the campaign file and remove or add units for axis operations "light" AO heavy AO ultra. Would not even take that long. Also change prestige available to enemy.
-need a better way to see your stockpile of prototype and captured equipment in a special view, make a button for it. Particularly important when playing the collector.
-some way to know if a unit is unlimited, for example the verdeja, mark these units so we know they dont take parts.
-Forts and bunkers should not be surpressed by being surrounded but their supply should be cut off. They are built to be surrounded.
-No overstrength should allow you to upgrade a unit to 0 overstrength still. (if it already had overstrength). also Possibly require a unit have no overstrength to deploy when playing this rule.
-officer abilities: unload from a ship and attack, paradrop and attack, other infantry units can paradrop (paratrooper officer)
-recon units etc should not be able to see as far into forests swamps etc as they can on open plains, first space of forest should be the limit in that direction.
-MASSIVE coop campaign please, AO and others with coop option here corps is split into two colors and prestige pools, units and prestige transferable from one play to another, also, coop campaign online option. No changes to actual campaign, just how the units are controlled and organized
-please add a button to mandate a movement path for a unit, one click at a time if necessary or each click picks a different possible path, but I often know it is a bad idea but cannot stop them from going that way to get where I want them even if there are better options.
-When one submarine ambushes another it often sinks it, subs ran on the surface from place to place, reflect that.
-Repair ships should be part of the fleet particularly in the pacific, my grandpa served on one, just outside the battle
-Some warships provide support fire but do not say so on their card, please conform the card to reflect similar to artilery units what they will protect.
-amount of prestige you get per turn should change during the course of some battles for each side. now we have more, now we have none.
-option to only be able to upgrade three units per battle should scale during the war, it is great early but impractical later, maybe scale with corps size if for the battle you have less than 75 slots 3 upgrades, 76-100 4 100-150 5 etc
-for some reason when release 1945 makes inaccurate combat predictions, then when you fly the plane over the target it changes the prediction.
-multiplayer online should tell you how long it has been since the last player took their turn and how long has elapsed in the game altogether. Very important for knowing when to abandon a game because a player is just gone.
-BIG replay of multiplayer battles as an option including the option to view it from your view, their view, or no fog of war. Are they cheating? How did they do that? Where did I go wrong.
-Freezing rain and actual ice conditions should be weather and ground conditions. Very difficult to move or fight. Sometimes the weather is just unmanageable, what else?
-Horse drawn equipment and units should be available the whole war, historically they were, with German units using them even at Normandy and in their final retreats. As a player I run obscure strategies for my campaigns like "infantry corps" where I don't have all that fancy equipment that the panzer corps has and that is part of the challenge.
-BIG if I can do it to me for my officer I should be able to do it to the AI for either the individual scenario or the whole campaign. So if I can have veteran AA and it costs me points I should be able to give that to my opponent and get equal points back. Basically it allows players to change the criteria of the game itself, some, like old guard just make no sense, but please make the screen parallel to the current so here is my good and bad, and then here is opponent good and bad and make all the points connected so I can get points for me by giving the opposing playing something good, but if I give the opponent a weakness it costs points.
-please make core slots adjustable, possibly for officer points, or just part of custom difficulty, also making it so you can earn more in game with commendations or purchase them with prestige.
-Adding a customizable difficulty would be very helpful like panzer corp one, for example, I often played panzer corp 1 by giving myself maximum prestige but giving the opponent extra unit strength, etc to make up for it. I would like to play enemy plus 5 strength, shorter turns, heroic showdown and all kind of limitations on my officer, but with prestige for example, but the only way I can do that is if you make as much as possible customizable like PC1. Also my sons play and I want to really change things up for them. There is just no way you can make a preset difficulty system that anticipates all the ways players play the game. So let us customize each factor in difficulty.
-Add purchasable paratrooper, train, naval transport slots both for specific missions and for the whole campaign. I would like to play a paratrooper corps and have almost all paratroopers as a strategy. Also, add gliders for dropping reasonably light equipment, artillery, antitank, AA, small guns only, for example.
-Add more hero options, if you want I could work on a list
-Add more officer options/choices, same, I could come up with a bunch. I will make one right now. Former cavalry officer, cavalry and horse-drawn units get +1 movement, let's add a bunch for replay value. Not to embarrass myself but I am on AO11, my eleventh run of Axis Operations from the start, of course, I have not finished all of them. Right now AO8 is on mission 3 of 1945.
-Please add core warships, both earnable from commendations elite etc, and purchasable from prestige, of course, they can only be deployed in water missions.
-Forced march should be canceled automatically (and cancellable before you move) if you don't end up moving far enough to need it, no forced march occurred, also, mouse over for forced march button to preview range, I have literally thousands of times clicked force march only to find out I still cannot get where I want to go.
-Clicking on the weather forecast should bring up a 10-day forecast (or mouseover) with estimated accuracy for each day and the accuracy should of course get worse as it goes out.
-Corps should have a command unit that buffs your units within a certain distance, losing it has a negative effect on the whole army, this is literally where the player is in the game (that makes a player more engaged), and should be customizable by type, and get buffs with in-game experience and total maps played, accomplishments, etc. You could take a page from the grandest fleet and have it get better and gain abilities even from one campaign to another.
-Some units particularly ships, should be persistent, sink or lose them in Norway and they are not there when you need them for Crete, or if it was a British carrier it is not there. Even tank battalions, defeat Colonel so and so and you won't see him again, but if he gets away...
-Please please show all sources of supply, maybe a supply view button, what edges of the map is who getting supplies from, this is extremely unclear in game and should not be. Just click supply view and the left edge glows grey for Germany, etc. So you know where you have to cut them off from. Also, when are ports supply sources??? for who?
-Historical date and or time should always be on the top of the screen or at least make that an option.
-Not all close terrain should have the same effect on combat, there is a huge difference between mountains and hills vs. swamp, forest, and city.
-Movement cost on roads is very confusing, suggestion, make a movement tab under unit information that has a chart with each terrain and each weather going down so countryside/clear countryside/raining countryside/muddy , every possibility that affects the weather and then going right each type of road, rail, clear etc and then the chart just gives the number for how many moves the unit can take. So desert/sunshine, this unit moves x spaces. I read the manual, I googled it, it is really confusing and if I don't get it everyone else is probably just like whatever.
-Supply is as confusing or worse, how much will this unit get in this terrain in this weather, only god knows. Please make a similar chart in unit information so I have the option of checking, Super cool browny points for a highlight or mouse over showing how much fuel and ammo my unit will get in all the nearby hexes so I can sensibly move to where it is better. Information becomes really important in limited supply which I play a lot because I find it more realistic.
-More availability of limited auxiliary numbers in campaign games would be awesome, also, different nationalities available throughout, maybe historically no Italians fought in this battle, but they could have, especially if I picked auxiliary general, I make that call, I need the Italians, I want their LF tanks and I want their breda bombers etc.
-Also super super super cool would be the ability to have multinational core units throughout. Maybe make it an officer ability you have to pick, but who is to say this is a German corps that is invading Russia, what if it has 4 Hungarian inf battalions, 3 Italian bomber squadrons etc, a multinational force, again, adds a lot of customizability and replay value for the player. Can you beat the whole game with only Italian units, an Italian corps???
-Please make an additional option for ai control in Spanish civil war etc to order them to do absolutely nothing. For example, I may have that t26 surrounded and can't quite force it to surrender this turn, so they attack it. This choice should make it so they only fire if fired at. Beyond just don't move. Also, equipment captured by your allies goes to your pool? That would be nice. They are using my prestige after all. Fixing that feeling like you are fighting with them to capture it first.
-Cool factor: more AI allies in the game, but some players may not like it, so choose to buy them with prestige or just choose whether to have them or not, get to pick where they deploy, even if you can't control them in the battle, that would be cool, these ones here, those ones there.
-attacking units should also retreat if beaten badly enough to surrender, units that get hurt that bad surrender on the spot in reality, or they flee, which is more realistic than a unit with suddenly 1 health just standing there waiting to die.
-fighter planes should have an overrun type attack "blow through" where they can attack unit after unit if they are weak enough.
-should have the option to use prestige to buy the Spanish army some extra units during that time, also to buy replacements for what they lose in a fight, persistent Spanish units as mentioned above? vega has her own until on the field?
- more small value bonus objects should be added, also secret objectives and top secret objectives. Reward the player for doing things that make sense, such as securing a key crossroads, or an important port, but dont tell them until they do it. reward them for capturing a certain amount of equipment, or destroying 5 artillery units etc etc.
-in some cases in the middle of a battle friendly units, germans, Italians etc. should turn on us, for example we find out they were committing atrocities and we have to decide whether to stop them. Really drill down on the refusal to go along with the Nazis. If AI-controlled auxiliary units become more normal this works more easily.
-BIG heroic showdown abilities should only make sense to the units they are on. I play this a lot and cannot count the times a fighter plane was assigned first aid, etc.
-All officers should be either 1 air 2 infantry 3 armor antitank or 4 gun AA artillery, locking them into those four makes a lot more sense, a infantry officer does not suddenly take over an aircraft squadron and a lot of the abilities are already pretty specific anyway. Maybe give more of them to compensate or make 2-3 abilities more common. Maybe officers should slowly gain abilities over time. Plus deep into AO it starts to get really messy with the number of offices you have. It would be nice to be able to look by category.
-realism bridges should be destroyable/repairable and take 1-3 turns to repair. a lot of ww2 was about blowing up bridges
-veteran aa needs a second ability maybe experienced aa which has half the benefit, i like it, but it is OP sometimes, I want half what it does as an option.
-Need an option for the collector which first and foremost does not apply to infantry, unbalanced in late game... I play it a LOT. Alternative or additional option keep track of captured infantry and allow players to have "Polish infantry" "British engineers" etc, cool but difficult to implement? But five German infantry units when you 200+ slots does not work, and as is right now auxiliary general does not help either because the only options after Spanish civil war are more German infantry/blocked. If you allow multination core units that fixes this, and more multinational auxiliary also helps this. But really it is vehicles, guns, planes, I am collecting, right?
-really super cool game option, the ability to assign some of your own core units to AI control, which would add a lot to the game, just turn it on and off, maybe in the deployment phase, or any time, I know I would enjoy being able to force myself to work with a division of my corps of my own composition and placement but not under my direct control. Bonus? reduced their logistics cost by 20% while so designated.
-Aesthetics, which is my weakest point, let the customer customize the appearance of the game more, make the water red like blood, make the menus hot pink, whatever, but make it feel even more like it the player's own world experience. Probably pretty easy to do actually. Just have an aesthetics option in the menu.
-Grille support fire against infantry instead of tank support is odd, 15cm is both, 21 cm is tank, so it should be tank or both?
-Opponent movements on their replay should be more than just determined by animation speed. Make a delay slide option for how long between moves. Sometimes I really want to watch slowly what they are doing. Can you also make a button to replay their turn again (unlimited). It would be good if this option could be set differently in single-player and in online play. I have to watch a living opponent a lot closer than the ai but I need more time for both, Set a time between moves and halfway through that time switch to where the next move will happen. Register what I just saw in context and then have a second to realize what I am looking at before the next action happens. Also, the screen should center more often in replay, often times something is happening next at the edge of the screen from what it just showed and I can't figure out what that is. require the action to be a little more centered or move the screen.
-There should be more of the Steam award things, like not just a tank with five stars, but 3 of them, 7, 10, etc, awards for winning specific scenarios in a certain number of turns, awards for removing all enemy units from the map. Those are fun to get but I would like to be recognized when I do unusual things. Beat 10 players online. Complete a coop map online, complete 5 of them. Play an online map to the very end and lose.
-very important, the horseshoe ability that makes units attack it does not show up in your combat predictions, this infuriates me and I am therefore sure others are displeased as well. If I put a mouse over a tank and the result would be me attacking into the town instead because the infantry have the horseshoe, it should show that, not the fake results. You can always see this because it only applies if the unit is next to you so there is no reason it should show a result other than what is obvious will happen if you knew the infantry had this ability. This has happened to me thousands of times, probably 10 today, I play heroic showdown a lot.
-One last thing, in the original Panzer general there was a rule where a unit became more vulnerable for each time it was attacked in a turn. This rule really added something in terms of stopping units from being invincible. I know there are mechanisms in Panzer Corps 2 that try to accomplish a similar effect but they seem to somehow miss it. I think the rule was ground defense -2 for each attack. Not sure, but in this game I could literally hit a strong tank unit 15 times in a turn and not touch it. Somehow you need to restore that effect of a mob working together like a knight being dragged off his horse by peasants. Maybe even just dropping the defense of the defending unit by 3% after each attack in a given turn or a number like that, would at least help with the invincibility. You would have to play test it, but a unit that is surrounded by six enemies and bombarded by aircraft and then 3-4 artillery pieces and then attacked by all six units in order does not defend as well when hit by the last attack as when hit by the first, there should be some increased vulnerability that builds up during the turn and goes away at the end. I played many many hours of the original panzer general and I read the manual so I was familiar with this rule and when done right it worked, it could have used some fine tuning then.
able to buy mobile airfields
-bottom left corner of display, when a unit is selected the unit should go on the left but somewhere in the box, add a line?, should go the type of terrain and status, such as forest (muddy) not relying on the second box when viewing another unit (or empty terrain) it should have the same information, save a lot of time and frustration figuring out the
terrain,
-computer should be programed to change strategies mid battle, on turn 18 leave your entrenchments and go nuts attacking victory points, maybe with an if in there depending on how many player has taken.
-commandos and special forces should be able to cross big rivers on their own, raft etc, slowly, every nation should have a special forces infantry at some point, of some type
-88s and similar AA should have a third artillery mode, historical realism
-??? light infantry units should be able to climb aboard tanks or warships, fight together, on ground, (gonna take some thinking and testing) but both take casualties when combined, split when ordered but also split under certain circumstances and bad, ambush for example??? This will be important in the Pacific, warships
-white dots showing movement without transport can be annoyingly hard to see underneath other units, make them really big?
-ok this is a big personal one for me, but I think others would like it, I do formational play, I make divisions, regiments etc stay together. So, back to the corps HQ incorporate that here. Now first, our corps should have a name of our choosing and changeable at our electiion. So, for example, at start of spanish civil war I dont have a corps I have an overstrength panzer division. But sometimes I might have the 8th Panzer Corps, sometimes I have the 14th Infantry Corps, I have dreams someday of running the 21st Airborne Corps etc. So the corps name has 3 drop downs, number, type, and force size. Now within that in a new menu, you have sub units, generally but not always, divisions, 8PC 2PD 1PR 2HPB example from my corps, 8th Panzer Corps, 2 Panzer Division, 1 Panzer Regiment 22 Heavy Panzer Battalion. This can all be easily automated by drop down menus and maybe a top down tree for the whole force. Unlike the corps which has a standalone HQ all smaller units have a HQ unit so 2 panzer division has one unit that is assigned (Big star) as division HQ and units with 2PD get a bonus if within range of 2PD HQ. Say +1 initiative, for example. Again, under 2PD is 1 Panzer Regiment comprised of 4 panzer battalions (individual units). 1PR also has an assigned HQ unit. The only units that have persistent numbers should be the battalions, the actual units themselves. So I could change the number of 2PD to 3PD and all the numbers inside would change automatically. Same for the whole Corps. We just went from 35 Panzer Reconnaissance Corps to 11 Panzer Corps. My call. The whole idea is to compel players to behave by moving their forces like a real army. 4-5 Wehr Rifle Regiments together makes a Division. How about we call it 72 Rifle Division and assign it one medium artilery battalion, one light AT battalion and 1 light AA battalion, everything there gets a slight bonus if it stays close to its commander, and a penalty if it gets too far away. Anyway, rant over, this is how I actually play, it is more difficult at first but ultimately stronger and more rewarding, and it is way more realistic. I spend a lot of time renaming units, and I dont get any bonuses... boo hoo. If the individual unit number is persistent changing the rest of the unit name is easy from a programming perspective, I just bought the 299 Fallschirm unit and now I assign it to its place and it becomes the 7PC 1Fallschirm infantry division, 299 Fallschirm Regiment. And I can renumber it manually if I want, I will make it the 1 Fallschirm Regiment and assign it as Division HQ. Now I will recruit what will be the 2 Fallschirm Regiment within the division.
-All units except artillery and anti-aircraft should lose one entrenchment each time they attack. You have to not only get out of your trenches but you have to take your mortars, machine guns etc out of position in order to go on the offensive.
I forgot to mention on formational play that it applies to more than just ground units. In my Corps you will find fighter wings designated 101 wing 102 wing etc, tactical bomber and fighter bomber wings designated 201, 202 etc, strategic bombers 301, 302, scouts 401, 402 etc. Just like with ground units the 4 fighter squaron of the 101 fighter wing should perform slightly better when it is fighting with the 1 HQ fighter squadron of the 101 fighter wing.
With pacific coming out boats, assuming they go core, should have the same effect. A pack of submarines, a squadron of PT boats, all part of the 99th fleet. Encourages players to coordinate them and have them work together by making bonuses for being near each other.
VOTE! Updated MASTER LIST of proposed specific changes and improvements aimed at game play, realism, and replay value
Moderator: Panzer Corps 2 Moderators
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- Private First Class - Wehrmacht Inf
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- Joined: Sat Oct 22, 2011 9:37 am
Re: VOTE! Updated MASTER LIST of proposed specific changes and improvements aimed at game play, realism, and replay valu
OK, I'll play along!
However, I have an issue with many of these. Too often they would change little in the grand scheme of things, while requiring major redesign and rebalance. I'd also say this list is missing some of the more common point people make on the forums here or elsewhere:
1. Improved sound effects.
2. More units per country and more expanded country unit list.
3. More intuitive and expanded editor with a way to easily add/change units.
4. Option for Limited Stock to not count infantry.
5. Unit rebalances and improvements to historical accuracy in some of the stats.
However, I have an issue with many of these. Too often they would change little in the grand scheme of things, while requiring major redesign and rebalance. I'd also say this list is missing some of the more common point people make on the forums here or elsewhere:
1. Improved sound effects.
2. More units per country and more expanded country unit list.
3. More intuitive and expanded editor with a way to easily add/change units.
4. Option for Limited Stock to not count infantry.
5. Unit rebalances and improvements to historical accuracy in some of the stats.
ErwinJohannes wrote: ↑Fri Jul 21, 2023 6:58 pm D-You should always be able to undo any action that has no effect on the game, also, undo should be enabled or allowed to be enabled in online coop games
B-you should not be able to see that enemies are surrounded if you cannot see the facts that make them surrounded such as in poland if they are surround on the other side by non vivible russian units. They should still be surrounded, but you should not know that.
C-BIG make a panel on the right screen edge that is customizable for turn order such as recon, bombers fighters artillery etc, similar to what the AI follows and then have the game check off each type when you have selected end turn or used the whole turn for each in the type. So you can move through your force systematically. The next unit button then goes only to the current type on the schedule of units. Next recon til all the recons have been used etc. This would dramatically improve game play.
B-The next unit button should always find the nearest (appropriate) unit, so don't jump from one part of the battle to another and then back.
C-Commendation point distribution is a bit uneven, sometimes you get a massive reward for a manageable challenge and others your struggle through a whole battle for one point.
D-Enemy spawn rate for reinforcements should be determined in part and in particular battles by their loss rate. i.e. the more fighters you shoot down the more squadrons they rush to the battle, within reasonable limits.
F-Easy way to flex difficulty on campaigns, three complete copies of the the campaign file and remove or add units for axis operations "light" AO heavy AO ultra. Would not even take that long. Also change prestige available to enemy.
C-need a better way to see your stockpile of prototype and captured equipment in a special view, make a button for it. Particularly important when playing the collector.
C-some way to know if a unit is unlimited, for example the verdeja, mark these units so we know they dont take parts.
C-Forts and bunkers should not be surpressed by being surrounded but their supply should be cut off. They are built to be surrounded.
D-No overstrength should allow you to upgrade a unit to 0 overstrength still. (if it already had overstrength). also Possibly require a unit have no overstrength to deploy when playing this rule.
C-officer abilities: unload from a ship and attack, paradrop and attack, other infantry units can paradrop (paratrooper officer)
B-recon units etc should not be able to see as far into forests swamps etc as they can on open plains, first space of forest should be the limit in that direction.
D-MASSIVE coop campaign please, AO and others with coop option here corps is split into two colors and prestige pools, units and prestige transferable from one play to another, also, coop campaign online option. No changes to actual campaign, just how the units are controlled and organized
C-please add a button to mandate a movement path for a unit, one click at a time if necessary or each click picks a different possible path, but I often know it is a bad idea but cannot stop them from going that way to get where I want them even if there are better options.
C-When one submarine ambushes another it often sinks it, subs ran on the surface from place to place, reflect that.
D-Repair ships should be part of the fleet particularly in the pacific, my grandpa served on one, just outside the battle
B-Some warships provide support fire but do not say so on their card, please conform the card to reflect similar to artilery units what they will protect.
F-amount of prestige you get per turn should change during the course of some battles for each side. now we have more, now we have none.
F-option to only be able to upgrade three units per battle should scale during the war, it is great early but impractical later, maybe scale with corps size if for the battle you have less than 75 slots 3 upgrades, 76-100 4 100-150 5 etc
B-for some reason when release 1945 makes inaccurate combat predictions, then when you fly the plane over the target it changes the prediction.
C-multiplayer online should tell you how long it has been since the last player took their turn and how long has elapsed in the game altogether. Very important for knowing when to abandon a game because a player is just gone.
C-BIG replay of multiplayer battles as an option including the option to view it from your view, their view, or no fog of war. Are they cheating? How did they do that? Where did I go wrong.
D-Freezing rain and actual ice conditions should be weather and ground conditions. Very difficult to move or fight. Sometimes the weather is just unmanageable, what else?
A-Horse drawn equipment and units should be available the whole war, historically they were, with German units using them even at Normandy and in their final retreats. As a player I run obscure strategies for my campaigns like "infantry corps" where I don't have all that fancy equipment that the panzer corps has and that is part of the challenge.
D-BIG if I can do it to me for my officer I should be able to do it to the AI for either the individual scenario or the whole campaign. So if I can have veteran AA and it costs me points I should be able to give that to my opponent and get equal points back. Basically it allows players to change the criteria of the game itself, some, like old guard just make no sense, but please make the screen parallel to the current so here is my good and bad, and then here is opponent good and bad and make all the points connected so I can get points for me by giving the opposing playing something good, but if I give the opponent a weakness it costs points.
F-please make core slots adjustable, possibly for officer points, or just part of custom difficulty, also making it so you can earn more in game with commendations or purchase them with prestige.
B-Adding a customizable difficulty would be very helpful like panzer corp one, for example, I often played panzer corp 1 by giving myself maximum prestige but giving the opponent extra unit strength, etc to make up for it. I would like to play enemy plus 5 strength, shorter turns, heroic showdown and all kind of limitations on my officer, but with prestige for example, but the only way I can do that is if you make as much as possible customizable like PC1. Also my sons play and I want to really change things up for them. There is just no way you can make a preset difficulty system that anticipates all the ways players play the game. So let us customize each factor in difficulty.
D-Add purchasable paratrooper, train, naval transport slots both for specific missions and for the whole campaign. I would like to play a paratrooper corps and have almost all paratroopers as a strategy. Also, add gliders for dropping reasonably light equipment, artillery, antitank, AA, small guns only, for example.
B-Add more hero options, if you want I could work on a list
C-Add more officer options/choices, same, I could come up with a bunch. I will make one right now. Former cavalry officer, cavalry and horse-drawn units get +1 movement, let's add a bunch for replay value. Not to embarrass myself but I am on AO11, my eleventh run of Axis Operations from the start, of course, I have not finished all of them. Right now AO8 is on mission 3 of 1945.
D-Please add core warships, both earnable from commendations elite etc, and purchasable from prestige, of course, they can only be deployed in water missions.
C-Forced march should be canceled automatically (and cancellable before you move) if you don't end up moving far enough to need it, no forced march occurred, also, mouse over for forced march button to preview range, I have literally thousands of times clicked force march only to find out I still cannot get where I want to go.
C-Clicking on the weather forecast should bring up a 10-day forecast (or mouseover) with estimated accuracy for each day and the accuracy should of course get worse as it goes out.
F-Corps should have a command unit that buffs your units within a certain distance, losing it has a negative effect on the whole army, this is literally where the player is in the game (that makes a player more engaged), and should be customizable by type, and get buffs with in-game experience and total maps played, accomplishments, etc. You could take a page from the grandest fleet and have it get better and gain abilities even from one campaign to another.
D-Some units particularly ships, should be persistent, sink or lose them in Norway and they are not there when you need them for Crete, or if it was a British carrier it is not there. Even tank battalions, defeat Colonel so and so and you won't see him again, but if he gets away...
C-Please please show all sources of supply, maybe a supply view button, what edges of the map is who getting supplies from, this is extremely unclear in game and should not be. Just click supply view and the left edge glows grey for Germany, etc. So you know where you have to cut them off from. Also, when are ports supply sources??? for who?
C-Historical date and or time should always be on the top of the screen or at least make that an option.
C-Not all close terrain should have the same effect on combat, there is a huge difference between mountains and hills vs. swamp, forest, and city.
C-Movement cost on roads is very confusing, suggestion, make a movement tab under unit information that has a chart with each terrain and each weather going down so countryside/clear countryside/raining countryside/muddy , every possibility that affects the weather and then going right each type of road, rail, clear etc and then the chart just gives the number for how many moves the unit can take. So desert/sunshine, this unit moves x spaces. I read the manual, I googled it, it is really confusing and if I don't get it everyone else is probably just like whatever.
C-Supply is as confusing or worse, how much will this unit get in this terrain in this weather, only god knows. Please make a similar chart in unit information so I have the option of checking, Super cool browny points for a highlight or mouse over showing how much fuel and ammo my unit will get in all the nearby hexes so I can sensibly move to where it is better. Information becomes really important in limited supply which I play a lot because I find it more realistic.
B-More availability of limited auxiliary numbers in campaign games would be awesome, also, different nationalities available throughout, maybe historically no Italians fought in this battle, but they could have, especially if I picked auxiliary general, I make that call, I need the Italians, I want their LF tanks and I want their breda bombers etc.
B-Also super super super cool would be the ability to have multinational core units throughout. Maybe make it an officer ability you have to pick, but who is to say this is a German corps that is invading Russia, what if it has 4 Hungarian inf battalions, 3 Italian bomber squadrons etc, a multinational force, again, adds a lot of customizability and replay value for the player. Can you beat the whole game with only Italian units, an Italian corps???
C-Please make an additional option for ai control in Spanish civil war etc to order them to do absolutely nothing. For example, I may have that t26 surrounded and can't quite force it to surrender this turn, so they attack it. This choice should make it so they only fire if fired at. Beyond just don't move. Also, equipment captured by your allies goes to your pool? That would be nice. They are using my prestige after all. Fixing that feeling like you are fighting with them to capture it first.
D-Cool factor: more AI allies in the game, but some players may not like it, so choose to buy them with prestige or just choose whether to have them or not, get to pick where they deploy, even if you can't control them in the battle, that would be cool, these ones here, those ones there.
D-attacking units should also retreat if beaten badly enough to surrender, units that get hurt that bad surrender on the spot in reality, or they flee, which is more realistic than a unit with suddenly 1 health just standing there waiting to die.
F-fighter planes should have an overrun type attack "blow through" where they can attack unit after unit if they are weak enough.
D-should have the option to use prestige to buy the Spanish army some extra units during that time, also to buy replacements for what they lose in a fight, persistent Spanish units as mentioned above? vega has her own until on the field?
B- more small value bonus objects should be added, also secret objectives and top secret objectives. Reward the player for doing things that make sense, such as securing a key crossroads, or an important port, but dont tell them until they do it. reward them for capturing a certain amount of equipment, or destroying 5 artillery units etc etc.
F-in some cases in the middle of a battle friendly units, germans, Italians etc. should turn on us, for example we find out they were committing atrocities and we have to decide whether to stop them. Really drill down on the refusal to go along with the Nazis. If AI-controlled auxiliary units become more normal this works more easily.
C-BIG heroic showdown abilities should only make sense to the units they are on. I play this a lot and cannot count the times a fighter plane was assigned first aid, etc.
B-All officers should be either 1 air 2 infantry 3 armor antitank or 4 gun AA artillery, locking them into those four makes a lot more sense, a infantry officer does not suddenly take over an aircraft squadron and a lot of the abilities are already pretty specific anyway. Maybe give more of them to compensate or make 2-3 abilities more common. Maybe officers should slowly gain abilities over time. Plus deep into AO it starts to get really messy with the number of offices you have. It would be nice to be able to look by category.
D-realism bridges should be destroyable/repairable and take 1-3 turns to repair. a lot of ww2 was about blowing up bridges
D-veteran aa needs a second ability maybe experienced aa which has half the benefit, i like it, but it is OP sometimes, I want half what it does as an option.
B-Need an option for the collector which first and foremost does not apply to infantry, unbalanced in late game... I play it a LOT. Alternative or additional option keep track of captured infantry and allow players to have "Polish infantry" "British engineers" etc, cool but difficult to implement? But five German infantry units when you 200+ slots does not work, and as is right now auxiliary general does not help either because the only options after Spanish civil war are more German infantry/blocked. If you allow multination core units that fixes this, and more multinational auxiliary also helps this. But really it is vehicles, guns, planes, I am collecting, right?
F-really super cool game option, the ability to assign some of your own core units to AI control, which would add a lot to the game, just turn it on and off, maybe in the deployment phase, or any time, I know I would enjoy being able to force myself to work with a division of my corps of my own composition and placement but not under my direct control. Bonus? reduced their logistics cost by 20% while so designated.
F-Aesthetics, which is my weakest point, let the customer customize the appearance of the game more, make the water red like blood, make the menus hot pink, whatever, but make it feel even more like it the player's own world experience. Probably pretty easy to do actually. Just have an aesthetics option in the menu.
C-Grille support fire against infantry instead of tank support is odd, 15cm is both, 21 cm is tank, so it should be tank or both?
C-Opponent movements on their replay should be more than just determined by animation speed. Make a delay slide option for how long between moves. Sometimes I really want to watch slowly what they are doing. Can you also make a button to replay their turn again (unlimited). It would be good if this option could be set differently in single-player and in online play. I have to watch a living opponent a lot closer than the ai but I need more time for both, Set a time between moves and halfway through that time switch to where the next move will happen. Register what I just saw in context and then have a second to realize what I am looking at before the next action happens. Also, the screen should center more often in replay, often times something is happening next at the edge of the screen from what it just showed and I can't figure out what that is. require the action to be a little more centered or move the screen.
F-There should be more of the Steam award things, like not just a tank with five stars, but 3 of them, 7, 10, etc, awards for winning specific scenarios in a certain number of turns, awards for removing all enemy units from the map. Those are fun to get but I would like to be recognized when I do unusual things. Beat 10 players online. Complete a coop map online, complete 5 of them. Play an online map to the very end and lose.
F-very important, the horseshoe ability that makes units attack it does not show up in your combat predictions, this infuriates me and I am therefore sure others are displeased as well. If I put a mouse over a tank and the result would be me attacking into the town instead because the infantry have the horseshoe, it should show that, not the fake results. You can always see this because it only applies if the unit is next to you so there is no reason it should show a result other than what is obvious will happen if you knew the infantry had this ability. This has happened to me thousands of times, probably 10 today, I play heroic showdown a lot.
C-One last thing, in the original Panzer general there was a rule where a unit became more vulnerable for each time it was attacked in a turn. This rule really added something in terms of stopping units from being invincible. I know there are mechanisms in Panzer Corps 2 that try to accomplish a similar effect but they seem to somehow miss it. I think the rule was ground defense -2 for each attack. Not sure, but in this game I could literally hit a strong tank unit 15 times in a turn and not touch it. Somehow you need to restore that effect of a mob working together like a knight being dragged off his horse by peasants. Maybe even just dropping the defense of the defending unit by 3% after each attack in a given turn or a number like that, would at least help with the invincibility. You would have to play test it, but a unit that is surrounded by six enemies and bombarded by aircraft and then 3-4 artillery pieces and then attacked by all six units in order does not defend as well when hit by the last attack as when hit by the first, there should be some increased vulnerability that builds up during the turn and goes away at the end. I played many many hours of the original panzer general and I read the manual so I was familiar with this rule and when done right it worked, it could have used some fine tuning then.
I forgot to mention on formational play that it applies to more than just ground units. In my Corps you will find fighter wings designated 101 wing 102 wing etc, tactical bomber and fighter bomber wings designated 201, 202 etc, strategic bombers 301, 302, scouts 401, 402 etc. Just like with ground units the 4 fighter squaron of the 101 fighter wing should perform slightly better when it is fighting with the 1 HQ fighter squadron of the 101 fighter wing.
With pacific coming out boats, assuming they go core, should have the same effect. A pack of submarines, a squadron of PT boats, all part of the 99th fleet. Encourages players to coordinate them and have them work together by making bonuses for being near each other.
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- Corporal - Strongpoint
- Posts: 57
- Joined: Fri Mar 26, 2021 7:35 pm
Re: VOTE! Updated MASTER LIST of proposed specific changes and improvements aimed at game play, realism, and replay valu
1. Is highly unhistoric and senseless. No larger Unit body refused to go along with the nazis and noteworthy betrayals only started happening with the surrender of Italy. So its nonsensical to include that.ErwinJohannes wrote: ↑Fri Jul 21, 2023 6:58 pm
-in some cases in the middle of a battle friendly units, germans, Italians etc. should turn on us, for example we find out they were committing atrocities and we have to decide whether to stop them. Really drill down on the refusal to go along with the Nazis. If AI-controlled auxiliary units become more normal this works more easily.
-Grille support fire against infantry instead of tank support is odd, 15cm is both, 21 cm is tank, so it should be tank or both?
2. The Grille used the 15cm sIG 33 not the 15cm sFH 18. and the sIG was not meant to shoot at tanks. So that's historically accurate.