- First impressions. What were your impression after 30 seconds, 5 minutes, 15 minutes and an hour. If you could write these down and post them to the forum it would be very useful.
My first impressions were generally favourable. It feels very much like PG with newer, crisper graphics. Where I had "discomfort" was generally from things like graphics and interface quirks not being the way they were in the original. Most are probably just a matter of getting use to change - though I have a few early comments regarding the interface and graphics based on my initial reactions.
- Performance. Is the game too slow on your PC? If yes, what problems exactly you experience, and what system configuration do you have?
In terms of speed the Game ran fine - Core i7 920, 6Gb RAM, Win7 64bit. It did crash unfailingly though when clicking "End Turn" on the first turn of scenarios 3,5,6 - scenarios 1,2,4 played fine.
- Map graphics: the terrain map and the units. What did you like or not like. What could be improved?
I like the map and I think the units are very well done.
However one thing that is taking a bit of getting use to is the units actually sitting on the map.
In PG the "side view tanks driving accross a top view strategic map" worked because the resolution was so low and the colour palette so limited that the graphics functioned as stylized symbols.
In Panzer Corps you've increased the realism of both units and maps but you haven't increased the realism of the "joint" between them and it give the graphics a slightly odd feel to them. For example because of the way they were rendered many units have almost a fine black keyline around them which make it look like they're floating in front of the map screen instead of being part of it. The fortification is the worst offender I've seen but all units have it if you look closely enough:

While there are obviously limits to the realism you can achieve having 500m tall tanks rolling across the world there might be small things that could be done to make the units appear to be on the terrain instead of pasted above it. Even something as simple as having grass/trees/buildings in front of the tracks/feet would help IMO.

A higher viewing angle on the units might also achieve a more "believable" effect.
Air units would I think look more interesting if displayed from a 3/4 view instead of profile.
At the moment I find the movement radius too harsh - it makes more of a challenge to see the terrain underneath it - perhaps make moveable hexes slightly lighter and everything else slightly darker? Or just stick with the dots/trucks in the center of the tiles?
The hex sides at the moment could be heavier.
For a bit of practical eye candy would it be possible instead of having a generic "truck" or "Halftrack" artwork, have at least two versions of each - one with an open top and men sitting in it for infantry units, and the other with a generic gun limbered behind it for AT/AD/Art units? From a practical POV it makes finding a specific unit easier in a sea of truck, from a visual POV it would add more variety.
- Usability and UI of the main screen. Is it intuitively clear how to control the game? Is the UI convenient? Do you like the existing mouse interface, or would you prefer a different one? What useful information do you miss in the UI sidebar or the main map view?
I see from other responses that the UI is very much a work in progress so I won't write too much yet.
It took a few minutes to get accustomed to the similar but different interface. Generally your buttons make sense from the perspective of a PG vet - though I confess I spent at least 1 minute trying to figure out how to end my first turn! Also as you've put options and save game functions in the same menu it might make sense to label that as "menu" so it's easy to find.
The Ground/Air, Strategic Map, and Purchase buttons are all too small relative to the unit buttons and their importance.
The "unit comparison(?)" window IMO is too small. Because the columns are so narrow long names are forced onto 2 lines and causes other alignment glitches (the second line has the descenders cut off, the lines of the second column don't line up with the first). The "Experience Stars" are likewise a bit on the small side to tell at a glancehow they function.
Attached is a quick Photoshop cut/paste for a suggestion for a possible alternative layout for your consideration.

- Game rules. Please note that at this point game rules are not final. We are still thinking about some aspects, and we'll change and tweak some things as we test the game. However, any opinions on what you see in the game now, and what could be improved, are very much welcome.
Combat resolution effects need to be displayed more clearly - or at least a log for the beta test so we can see what's happening easier. For example I couldn't tell if my AT Gun wasn't automatically losing initative against the tank or if it was just getting lucky rolls.
Like that air units no longer reveal path.
Jury out on artillery moving before firing.
Recon units however am not fond of - stopping each time they spot an enemy. It makes them overpowered because you don't have to use any caution, hence removes the skill needed to use them. Not to mention that if they kept discoving units you would have to click potentially 8 times per turn to move them which could get annoying fast.
IMO the PG2 model was better. You could move in phases, at the cost of losing points of movement between phases, so you could choose a bold 8 hex move and run the risk of an ambush, or 2x3 hex moves and not move as far but not take any risk.
Due to crashes I can't play the campaign beyond turn 1 of scenario 3 but so far it looks good.
Good work so far and looking forward to future developments!





