If you had only one wish to improve Panzercorps...
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
A better AI would be nice and i think there a few basic things it could do better.
It would be interesting if Slitherine threw all their resources at it and came up with "Deep Blue" for panzer corps but i reckon you'd hear a lot of complaints if it kept thrashing ya.
If you are looking for a better challenge at Panzer corps, don't forget to try some online battles. There are a few players who will keep your hands full and your brain working overtime.
It would be interesting if Slitherine threw all their resources at it and came up with "Deep Blue" for panzer corps but i reckon you'd hear a lot of complaints if it kept thrashing ya.
If you are looking for a better challenge at Panzer corps, don't forget to try some online battles. There are a few players who will keep your hands full and your brain working overtime.
I agree with this.gatto wrote:To see improvements gained from heroes directly on the stats of the unit! It's horrible have to rename a unit to know its bonus!
Also, for the SS units, I would like to see a new unit have experience commensurate with the point in time of the game. Historically, the SS were the elite and often were sent to bail other troops out of trouble. They were very 'experienced' soldiers. So I can see a green SS unit after Poland or Norway as the war is just starting but starting Moscow 43 and high command gives me an SS unit with zero experience? Seriously. It's not even good for mop up duties and never really amounts to anything for the rest of the war.
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- Senior Corporal - Ju 87G
- Posts: 93
- Joined: Mon Jul 25, 2011 8:20 am
- Location: California USA PST time
being able to record the game
To be able to replay an entire multiplayer game back after it concludes much like some rts games have implemented. I believe Panzer General 2 had this feature. Not sure how well it would implement with the server based PBEM+ system though.
One annoying and unrealistic thing is that AI or human player can purchase and deploy units in any city on the map. I think the solution in PG2 was best, designate some cities at the edge of the map as supply points where deployment is allowed after the scenario has started. Seeing an isolated Polish city in the middle of the map, surrounded by Germans, popping out Polish tanks in all 6 hexes around it doesn't make a good impression. I know that it may cripple the AI if the supply points are taken by the Germans, but you can define some hexes outside cities for the AI like it is the initial deployment for the player, near the edges of the map, to simulate reinforcements arriving from somewhere. Scores of units magically appearing in the middle of the map are one of the major let down of an otherwise excellent improvement over the original PG.
As for a major feature I'd like to see, for PzC 2 perhaps, make supply lines flowing from supply centers near the edge of the map. This way you need to maintain a supply route or risk minimum or no resupply and reinforcements if the enemy cuts the supply route. As it is now, if there are only two or three objectives in the center of the map, it doesn't matter if the enemy has captured every city on the map around you, if you can get hold of those location you still win which is a little absurd.
As for a major feature I'd like to see, for PzC 2 perhaps, make supply lines flowing from supply centers near the edge of the map. This way you need to maintain a supply route or risk minimum or no resupply and reinforcements if the enemy cuts the supply route. As it is now, if there are only two or three objectives in the center of the map, it doesn't matter if the enemy has captured every city on the map around you, if you can get hold of those location you still win which is a little absurd.
This would be a great feature. Reductions in supply or reinforce based on distance to supply bases would greatly enhance the strategic side of the game and add a new factor to consider in attacks. Hopefully they consider something like this for the Africa Corps expansion they sometimes mention.As for a major feature I'd like to see, for PzC 2 perhaps, make supply lines flowing from supply centers near the edge of the map. This way you need to maintain a supply route or risk minimum or no resupply and reinforcements if the enemy cuts the supply route. As it is now, if there are only two or three objectives in the center of the map, it doesn't matter if the enemy has captured every city on the map around you, if you can get hold of those location you still win which is a little absurd.
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- Colonel - Ju 88A
- Posts: 1572
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- Location: Texas
This package is available if you don't already have it. rezaf and I are still working on camo schemes as well.JamesNUFC wrote:I know we are only supposed to mention one thing, but 3 things come to mind:
- More colour and camouflage pattern differentiation among the stock units.
viewtopic.php?t=29745
Old Timer Panzer General fan. Maybe a Volksturm soldier now. Did they let Volksturm drive Panzers?
I'd vote against parrot coloring the units. In the spirit of the original PG, all countries should have an unique tint that make them easily recognizable on the strategic map.
For something new, make a new class of units: HQ. For example:
- Communications HQ (range 6): all units in range gain +1 spotting
- Regimental HQ (range 8 ): all ground units in range that reaches 0 ammo or fuel gains 1 automatically
- Operational HQ (range 6): all ground units in range gain +1 initiative
and so on...
HQ units should be very expensive
For something new, make a new class of units: HQ. For example:
- Communications HQ (range 6): all units in range gain +1 spotting
- Regimental HQ (range 8 ): all ground units in range that reaches 0 ammo or fuel gains 1 automatically
- Operational HQ (range 6): all ground units in range gain +1 initiative
and so on...
HQ units should be very expensive
Steel Panthers had HQ units which offered a morale boost to units within 3 hexes. i could see something similar working well in panzer corps (but I"m not sure about an 8 hex range
).
Another good feature in Steel Panthers was that engineers could lay mines and dragons teeth to stop tanks. It could take up to 10 turns for them too be effective though (like entrenching) and then enemy engineers could destroy them. I wouldn't mind seeing this in Panzer Corps but i think I've used up my one wish by now.

Another good feature in Steel Panthers was that engineers could lay mines and dragons teeth to stop tanks. It could take up to 10 turns for them too be effective though (like entrenching) and then enemy engineers could destroy them. I wouldn't mind seeing this in Panzer Corps but i think I've used up my one wish by now.