Deploy Phase / Core Units error

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Cryst
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Deploy Phase / Core Units error

Post by Cryst »

Hi,

SeaLion ('40) - During the Deploy Phase, when I enter the "purchase screen", 26 Core Units are available to be bought. Actually this should be 0, since I started the level with 26 (25 + 1 gift). Furthermore, if I buy a unit, the number does not go down.

I am not completely sure, but I think I saw this error 2-3 times during the campaign - Might be linked to starting the level with the exact number of units after receiving a gift unit.

Additionaly - The ToolTips on the upper right unit menu sometimes prevent me from clicking a different button.

That's it so far.

Cryst
AgentX
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Post by AgentX »

You are allowed to purchase more units than can be deployed so you can diversify. For instance, on SeaLion, you might want to have 2 strategic bombers to help defeat the Royal Navy. However, in the next scenario, you might not want to have any strategic bombers at all and use other units instead. It's supposed to allow you flexibility. Units that are not deployed are then assigned to your Reserves. Also, I've noticed that the "gift" units don't count towards your deployed total. So, if you are allowed 26 Core units for SeaLion and have one "gift" unit, you can actually deploy 27 units. They truly are bonus units and they don't cost a deployment slot. That's why it's great when you finally get up to the max of 3 bonus units (it's like having 3 extra deployment slots on each map).
Last edited by AgentX on Mon Jun 27, 2011 8:48 pm, edited 1 time in total.
Rudankort
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Post by Rudankort »

Any ideas how to indicate it better in the UI? I admit that what we have now is a bit confusing.
Kerensky
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Post by Kerensky »

Go back to the original way this information was represented in the early BETA stages.
Add a third variable called 'reserve' that is tracked independently.

Let's make an example.

Scenario A has 20 core slots available. Player currently has 18 units.

How will this look on the tooltip?

Core Slots: 2
Reserve: 0

Player buy a unit

Core Slots: 1
Reserve: 0

Buy another unit

Core Slots: 0
Reserve: 0

Buy another unit

Core Slots:0
Reserve: 1

And so on and so on
Last edited by Kerensky on Mon Jun 27, 2011 9:00 pm, edited 3 times in total.
Cryst
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Post by Cryst »

I would definitely favor an independent variable or at least something showing the actual number of core units and what I can "really" buy. In general I rreally like the idea with bonus units, but what I see in the UI is confusing.

Btw what I see now:
Units to deploy: 26/26, Units in reserve: 28, and the tool tip in on the purchase button keeps telling me: Core slots 26 (as well as the purchase screen) - This is confusing - Especially, since all units have a golden border, telling me they are core units...
The moment I start deploying units, the tool tip on the purchase button goes down... So now I have 19/26 to deploy and purchase tells me 19 core slots. Does this make any sense? ;) The moment I deploy all units, I cannot purchase anymore, as soon as I take one up, I can buy a new unit.
genehaynes
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Post by genehaynes »

During the deployment phase I think the number of core units displayed on the purchase screen is equal to the total number of core units allowed for the scerario(Not counting any "gift" elite units) minus any core units you have already placed. Therefore, if you deploy some / all of your core units before visiting the purchase screen, the core units available on the purchase screen will equal total allowed units minus # of core units placed.

For example:

Total core units allowed = 20.
Purchase screen BEFORE placing any of your core units = 20 core units available for purchase.
Purchase screen AFTER you place 15 core units = 5 core units available for purchase.

Buttom line is, if you access the purchase screen BEFORE placing any of your core units, the core unit number on the purchase will equal the total number of core units allowed.
Razz1
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Post by Razz1 »

Having a reserve army completely defeats the purpose of Auxiliary units.

Auxiliary units are suppose to be your reserve army and penalize you as you can not use them for the next scenario.

The current model makes Pz Corps easier than the original PG game.
AgentX
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Post by AgentX »

Razz1 wrote:Having a reserve army completely defeats the purpose of Auxiliary units.

Auxiliary units are suppose to be your reserve army and penalize you as you can not use them for the next scenario.

The current model makes Pz Corps easier than the original PG game.
Respectfully disagree. Aux units are supplementary units, sometimes to give a "flavor" to the map (such as having Italian units in the Italy/Sicily map). Reserves are just units that you are not currently using for your Core deployment. Also, you can only deploy a set amount of troops per map, so wasting too much Prestige on a Reserve army isn't in your best interests. I only carry a few extra Reserve units, but I like the flexibility to arrange my Core army to match the scenario.
Razz1
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Post by Razz1 »

^ For flavor the units are good, but having the ability to buy an unlimited Army as compared to PG makes the game easier.
AgentX
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Post by AgentX »

Razz1 wrote:^ For flavor the units are good, but having the ability to buy an unlimited Army as compared to PG makes the game easier.
But it isn't unlimited: you have deployment limits and Prestige limits. You can have a 40 unit army, but if the map only allows 20, then you still only get 20 Core deployed (the other 20 would be sitting in Reserves, doing nothing, getting no experience). Also, you could waste all your Prestige on an "unlimited" army, but then you wouldn't have enough to make crucial upgrades later. When new, good units become available, I'd rather be able to upgrade them than having Prestige wasted on a large Reserve army with old equipment. I really don't see the problem and think you are exaggerating a bit.

What I believe makes PC easier than PG is the move/attack rule. In PG, you could attack, but if you didn't move immediately, then you lost the ability to move in the future. This would cause my arty problems because you could attack, but often couldn't move because the target you are attacking is blocking the way. So, you go to the next unit, say an infantry, and finish the enemy off. Now everyone can move up, but the poor arty unit that opened the attack. Personally, I like the PC rules much better. Sure, it might make the gameplay easier, but it is more enjoyable to me. I like being able to save my move option to use later.
Last edited by AgentX on Mon Jun 27, 2011 11:11 pm, edited 2 times in total.
Razz1
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Post by Razz1 »

^ I understand the concept. You can rotate your army in and out for experience gain.

In the end you are better off as you will have a mixed army and can deploy for any type of situation.

Unfortunately you will loose out on top notch prestige because of swapping.

We don't have to discuss this any further.
I still believe a player is better off with this model than the PG model.

The AI is very weak and now we are giving the human player even more of an advantage. What does the AI get in return for the human using this model?
Kerensky
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Post by Kerensky »

Razz1 wrote:The AI is very weak and now we are giving the human player even more of an advantage. What does the AI get in return for the human using this model?
Field Marshal, Rommel, Guderian, and Manstein difficulty settings.
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