Suggestions thread

PC/Mac : Digital version of the popular tabletop gaming system. Fight battles on your desktop in single and mutiplayer!

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CharlesRobinson
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My 2 Cents

Post by CharlesRobinson »

Here is my 2 cents :D

Although I like some of the ideas, not all of them are from the rules for Field of Glory and since this is a PC Version of the table top game I would like to include some of the missing elements of that game. Specifically the below items please:

1. Artillery
2. Defenses (portable & fixed)
3. Hidden Units
4. Flank Marches

I know some of these may be difficult and/or may take time. Thank you.

8)
Durandal
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Post by Durandal »

- Much more OOB (today we have the minimum, as a Roman hater i am sad to see so many Romans and so few Greeks. ;) )
- OOB ordered by armies and not listed the way it is today.
- I know not how the game work but the random factor is imho way too big. (the game is remembering me WRG7th)
- Skirmishers should no be able to evade again and again, once / turn is enough.
- Infantry skirmishers should not be able to evade as much as cavalry skirmishers.
- Cavalry shouldn't ba able to catch skirmishers?
- Ranking should be for online battles only.


- Password protected multy players battles, so i can play with friends.
Gomoto
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Post by Gomoto »

While I think FOG has already a very clever multiplayer implementation for a turn based game,

I would like to see a web interface added to allow an easy and quick way to check the status of my game turns.

(or am I missing something, what about the notification that is mentioned after I end my turns?)
pomakli
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Opportunity fire!

Post by pomakli »

Hi!
almal59 wrote:Some form of "opportunity fire" for missle units during the opponents turn would, I think, be
more realistic.
That's the first, what I missed!

İn my opinion it should be in an ancient game!

BR

Pomakli
pomakli
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further suggestions..

Post by pomakli »

Hi!

I agree with these points!
CharlesRobinson wrote: 1. Artillery
2. Defenses (portable & fixed)
3. Hidden Units
BR

Pomakli
grumblefish
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Post by grumblefish »

Durandal wrote:- Much more OOB (today we have the minimum, as a Roman hater i am sad to see so many Romans and so few Greeks. ;) )
- OOB ordered by armies and not listed the way it is today.
This, definitely. I made a scenario (Battle of Hecatombaeum) and was really struggling to find miniatures I wanted to use. There is a real lack of variety for Hellenic units in this game, despite them being a rich source of battles. Also, the Hellenic units that are available are also split into various groups in the OOB unit selector, which makes finding them a pain.
jamespcrowley
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Post by jamespcrowley »

  • Hidden Units.
    Opportunity fire for missile weapons.
    No missile shooting over hills or woods, not through more than one woods hex.
    Fortifications and static defence based battles.
    Reinforcements or the chance of them in some instances.
    Random Battle Generator with options to let the computer randomly pick some or all of the options such as, size and complexity of battle, armies involved etc.
    Some more penalties for out-of-command units, probably movement based.
    More OOB - but I guess that will come with battlepacks.
    Less predictable AI routines - some more variation in it's respones so that it is not always so aggresive and thus, usually easily beaten
deadtorius
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Post by deadtorius »

From the table top game

Cohesion drops for failing to break off with cav
auto break, at present you have to destroy a unit 100% to get it to dissapear
We need some scythed chariots. To truly represent the Selcucid army we need some.
Along with the usual we need more armies to choose from
keithmartinsmith
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Post by keithmartinsmith »

Cohesion drops for failing to break off with cav
>>> We decided not to do this in the PC game

auto break, at present you have to destroy a unit 100% to get it to dissapear
>>> We are changing this in the next patch. Auto breaking units will be removed at the end of each player turn.

We need some scythed chariots. To truly represent the Selcucid army we need some.
>>> Part of the army builder

Along with the usual we need more armies to choose from
>>> Part of the army builder

>>> Keith
TheGrayMouser
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Post by TheGrayMouser »

"auto break, at present you have to destroy a unit 100% to get it to dissapear
>>> We are changing this in the next patch. Auto breaking units will be removed at the end of each player turn. "

Just curious , why the change? Since these units are routing off the map permently , and can cause disruption hits to friendly units they go by (as well as putting the attacking unit in a potentially bad situaiotn as they attempt to follow) as well as cause traffic problems, it seems to be an important part of the game play, as is...
Also, since some poor quality but nevertheless large units can auto rout when at 67%, what is considered to be happening to these men if they just "disappear" ?? I dont think surrender was an option...
I also like how you can effectively lose control of your units, especailly cavalry units, as they chase routed units across the map, and the couple of turns for them to complety kill off a routed unit can really mess up you plans for them which imho and adds to the atmosphere and challenge :)
CharlesRobinson
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I have to agree

Post by CharlesRobinson »

I have to agree - I like the system like it is - even though some of the route directions get out of control. :D
deadtorius
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Post by deadtorius »

Auto break simulates the total loss of cohesion of a unit.
A routing unit still has some cohesion or herd mentality that there is safety in numbers. When an auto break occurs that herd mentality is gone and the unit runs as fast as possible in all directions of the compass as it is each man for themselves. In reality it was these small pockets of routers that were destroyed by the enemy cav, larger number of mounted who encounter small knots of desperate enemy who can't put up any kind of organized resistance were easier targets than a larger group of enemy who might posess some ability for even a limited organized defence. Better to not get killed after the victory by attacking the less organized than taking a chance on someone who might just fight back. A predator prey mentality, go after what will be the easier kill that is less dangerous to you.
TheGrayMouser
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Post by TheGrayMouser »

Hmm.. That is a pretty interesting analysis of human behavior, although I feel such a level of detail seems out of place in this game. I have payed wargames where individual ammo loads are accounted for, fatigue measured in increments of 1 thru 900, disruption levels measured from 0-100, but I dont think I have ever seen more than 1 type of Routing simulated....

My concern w the change is that a battle line of low quality troops, when hit hard, will simply evaporate instead of routing thru and reeking havoc on their own men. Example : Hannibals line of citizen militia at Zama.
pantherboy
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Post by pantherboy »

auto break, at present you have to destroy a unit 100% to get it to dissapear
>>> We are changing this in the next patch. Auto breaking units will be removed at the end of each player turn.

They are saying that only at the end of the turn so I have to assume that these units will still rout causing havoc amongst tightly packed allies and then evaporate. I have no problem with this.
Gomoto
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Post by Gomoto »

Very important:

- replay option for all turns at the end of a match

- after the end of the battle show the chat message of the winner with the option to send a comment from the looser

Regards
deadtorius
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Post by deadtorius »

yes a chance for the losing player in a game to send his regards to the victor would be nice.

As for autobreak it would happend at the end of the turn, so yes your mayhem caused by routing through friends would still happen, then at the end of the turn when the rallies occur the units would dissapear. Another nasty side affect from the TT is that if they autobreak close to a friendly unit (adjacent hex in this case) that unit or units must test cohesion for seeing enemy autobreak... more chaos anyone??
mgdpublic
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Post by mgdpublic »

I like to see a facing arrow. I don't want to zoom in every time to see who's facing where. Should be simple to implement
keithmartinsmith
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Post by keithmartinsmith »

Do you use the mouse wheel to zoom?
maximvs
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Post by maximvs »

I'd like to have a feature to be able to turn the map round so (I can see my army from the front). There are some nice graphic touches (I'm thinking about the different roman shield designs) that you don't get to see unless your units are routing!

Maybe a button to give the four compass points to view from - your army at the bottom/at the left/at the top/at the right? The scenario design wouldn't need altering, just the viewing point whilst fighting.
batesmotel
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Post by batesmotel »

maximvs wrote:I'd like to have a feature to be able to turn the map round so (I can see my army from the front). There are some nice graphic touches (I'm thinking about the different roman shield designs) that you don't get to see unless your units are routing!

Maybe a button to give the four compass points to view from - your army at the bottom/at the left/at the top/at the right? The scenario design wouldn't need altering, just the viewing point whilst fighting.
R is the keyboard short cut to rotate the map 180 degrees. There seem to be a number of things listed in the keyboard short cuts in the help that aren't acccessible otherwise.

Chris
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