Bridges
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Bridges
Maybe it's been discused before, but can bridges be blown up/rebuilt by engineers as in the original PGII maps?
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Re: Bridges
Norjh1971 wrote:Maybe it's been discused before, but can bridges be blown up/rebuilt by engineers as in the original PGII maps?
Re: Bridges
Any chances to include the blowing up bridges feature?Rudankort wrote:Norjh1971 wrote:Maybe it's been discused before, but can bridges be blown up/rebuilt by engineers as in the original PGII maps?
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I just read that in the PGII manual, never even tried that. I did like how the bridging engineers turned into bridges when you stopped on a river, to let other units cross. Is that in PzC, or did I miss that as well. Also in PGII were horse drawn wagons, a little cheaper than the trucks, but better than walking. If not included, could they be done in the editor, to add flavor to a mod?
Didn´t think so, this issue were discussed multiple times, but only a few, me included, ever saw the needing for horse-drawn and other alternitive transports like SdKfz7-11 - regardless the historical correctness.Also in PGII were horse drawn wagons, a little cheaper than the trucks, but better than walking. If not included, could they be done in the editor, to add flavor to a mod?
But there are a lot of things and flaws, that are missing so far, I personally don´t think they will ever make it into the game, like:
- only three victory conditions (decisive,marginal and lost in the original PG there were four glorious,normal,tactical,lost - which would have opened a lot more options in gaining prestige, letting the campain go more different ways, giving elite or bonus units, etc.)
- much smaller campaign - scenarios like Kreta, whole northern Africa, Kharkov,etc. are missing
- A less comfortable UI, but thats only my opinion, with very tiny buttons and an overall confusing battle results screen
- poor AI, ok the original AI was also poor ...
But there are also some good inovations:
- Mostly nice drawn units
- nice map background
- multipropose units (much too less, but ok, the made it in)
- Railwaytransports (didn´t really needed them so far but its fun to have them in)
- Elite units (even though I would have preffered some kind of other system of getting them)
- Heroes ond decorations
- nice battle animation (also I would have liked a Plane go down tumbeling or a tank turret flying away by an explosion but good graphic designers are expansive, I know
So let´s wait what the dev can do in the last few days before release and how the support of the game will go on after release. Much more important also how much will the game cost and will it be worth the price ...
PzC supports any number of outcomes, and any conditions leading to them, in this respect it is MUCH more flexible than SSI games. It is just stock campaign does not use this because frankly I think for most players it is not needed. 3 outcomes is already quite a few, any more just adds confusion, and more often than not the outcomes look too similar to each other, so it is not clear why so many were included in the first place.MrWhite wrote:- only three victory conditions (decisive,marginal and lost in the original PG there were four glorious,normal,tactical,lost - which would have opened a lot more options in gaining prestige, letting the campain go more different ways, giving elite or bonus units, etc.)ou
UI is subjective, but about battle outcome - hey, none of the SSI games had anything like that, and so players never really understood what was going on behind the stage. PG2 combat formulas were fully understood only 10 years after its release. In PzC you have all information related to combat right under your fingertips. I don't see how this can be a disadvantage.MrWhite wrote: - A less comfortable UI, but thats only my opinion, with very tiny buttons and an overall confusing battle results screen
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There is a limit to what Alex can do. He hardly sleeps as it is! So every feature has to be weighed up and assessed if it is the best thing to add with the time. Just because something is not done doesn't mean we don't want to do it.
I don't know if Alex has plans to add these but bear in mind he has to priortise his use of time and sometimes other thigns are just more important.
I don't know if Alex has plans to add these but bear in mind he has to priortise his use of time and sometimes other thigns are just more important.
The development on this game does not stop on release day one! There may be some features that did not make it, because of various reasons, one of them is time constraint. But that does not mean they will never be applied or considered. A game like this as we see it a series will see constant attention, care and improvement.
We don`t work with a fixed set amount of patches or something ludicrous like that, we are passionate developers and publishers, a game is never really finished, there are always new ideas coming, room for improvement, the more it is played we also get more feedback...
I posted this earlier this morning about the Panzer Corps series.
Quoting the great Winston Churchill:
Now this is not the end. It is not even the beginning of the end. but it is, perhaps, the end of the beginning!
Cheers,
Tim aka LZ
We don`t work with a fixed set amount of patches or something ludicrous like that, we are passionate developers and publishers, a game is never really finished, there are always new ideas coming, room for improvement, the more it is played we also get more feedback...
I posted this earlier this morning about the Panzer Corps series.
Quoting the great Winston Churchill:
Now this is not the end. It is not even the beginning of the end. but it is, perhaps, the end of the beginning!
Cheers,
Tim aka LZ
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com
Oh, I can take it, I do this really out of passion. People who know me a little bit better know that, that is what counts, I do what I love most, help and realise making historical war and strategy games.
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com





