Again, a call to all members, new, old and returned: please support the new initiative to ask for a new paid-for "Ultimate" patch for PzCorps 1. You can read further about this exciting topic in this same thread and in that other one:
viewtopic.php?f=121&t=100067
Here is a new version of the "Ideas Document" I am compiling for the making of the PzCorps1 "Ultimate" patch:
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Ideas for the "Ultimate Patch" for Panzer Corps 1 (v0.02):
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First of all, I will explain what are my ideas (and also other ones I borrowed from others users, who were posting some of them here and there). Those ideas were taken from other similar games, for example Pacific General, Star General, Order of Battle, even PzCorps 2... and are expresssed here in no particular order.
The modifications I would like to see included in a patch are mainly related to changes/improvements in:
- Expansion of the traits system (much more and useful/exciting traits).
- Extpansion of the parameters present in the equipment file.
- Some additions to the User Interface.
- Improvements to the game rules/mechanics.
- New map features.
Of course, all these features should be made optional, I think in the UI there should be a check box allowing the player to opt between using the current rules or the "Ultimate" rules/options.
I hope that I will be able to explain my ideas in a clear and understandable way, if not, feel free to ask for explanations, make suggestions, etc... Also new ideas are welcome and open for discussion.
Traits
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Ace: Same as "Commander" (see below) trait, but just for air units and effective to just other friendly air units in the "Ace" unit spotting range.
AiRadar-N: For air units, this trait allow aircraft to intercept other air units in night turns. Also, it gives the air unit a minimum spotting range of "N" hexes in night or adverse weather turns (more on night turns later!).
AirDefence: Units belonging to other classes different from Air Defense will provide AA support fire to friendly adjacent units (AA escort ships for example).
ArtyFire: For non-artillery class units, but capable of making ranged ground to ground fire (for example a heavy At gun making indirect fire) will consume two units of ammo instead of just one.
Awacs-N: Air units with this trait will obtain an air-spotting range (just for detecting other air units) equivalent to "N" hexes.
CarrierBorne: Air units with this trait will be able to land on carrier type ships, besides than on land airfields, of course.
Carrier-N: Units with this trait would be allowed while in game to open a special "open deck/hangar" menu with some special functions (like it was possible in Pacific General game). The "N" number would define the maximum number of air units that this carrier be available to park o its deck/hangar.
Catapult: Ship units with this trait can launch and recover air units which has this same trait.
CatapultLaunch: Same as "Catapult" trait, but will make the ship only able to lauch (but not recover) "catapult equipped" (that is air units with the catapult trait) air units.
Commander: the unit with this trait will "lend" the bonus stats of its hero to all land units within its spotting range. If the unit with this trait has no hero, this trait will have no effect. Its functionality would be similar in concept to the "Radar" trait who gives just an initiative bonus to units within its spotting range.
Evasion: The unit can evade an attack (just like submarines do at present). Useful for example in case or unarmed recon aircraft which fly high and fast, they should have a chance to evade the interceptor, or a stealthy sniper type land unit could have a cahnce to evade other land units seeking to attack them.
Fearless: The unit will not retreat, no matter the supression it receives.
FireSupport: the unit will provide fire support to adjacent friendly units, just like any artillery class unit. Just like "reconmove", if this trait is
present in an artillery class unit, said unit will not provide fire support. (Useful, for example in case of AT units adjacent to other units can provide support fire against an enemy tank unit to the assaulted unit).
FireThenMove: The unit can only move after firing, or just move without firing.
Marines: The unit will be able to disembark onto a shore hex and attack in the same turn.
Meng: This already existent trait can be enhanced by adding a new ability: the unit with this trait can turn any suitable terrain hex into a fortificaction (trenches) hex for that same unit or any other unit who is placed on that hex later can obtain extra entrenchment. Of course, the fortifified hex will remain a permanent feature on the map after it was built. Also, "Meng" units will be able to repair special units/hexes on the map that had been destroyed (see "Improvements to the game rules/mechanics" section). Any of those actions will prevent the engineer unit to execute any other action (fire, move...) in that same turn.
Minelayer: The unit is able to deploy (a limited quantity) of mine units to adjacent hexes. It will be able to make this action once per turn and if the unit deploys a minefield, it will not move or fire in the same turn, and each minefield deployed will decrease the minelaying unit ammo. Those ammo consumption should be counted against the "special" ammo value (more on "special/second ammo type" mechanics later). This trait could also be used by sea units to deploy minefield on suitable sea hexes.
NightVision: In a night turn, every unit will have its spotting range decreased to 1, except units with this trait that will have a night spotting range equal to 2.
OneSwitch: Units with this trait will be able to switch only one time per turn (or switch and then undo the action, but no switch through two or more steps in the same turn). This would make in practice the switch button a kind of "build" button, which would be an useful function for example if you want to make a special unit to make an airfield or a big fortification on the map. The unit could be made to build that airfield or fortificaction by switching through several steps, one by turn, avoiding the effect of having "instant air bases or forts" on the map.
Overrun: Units with this trait will be able to move, then attack an enemy unit, and if the attacked unit is suppressed and retreats, the attacking unit would still be allowed to move after firing without regard to any zone of control, if it has remainig movement points (In other words: it will make a move-fire-move action in the same turn).
PsyOps: All the damage made by this unit attack will turn into suppression to the attacked unit and will not receive return fire from the enemy attacked unit nor from supporting artillery. Also this unit would be able to make ranged attacks.
Raiders: The unit will be able to make a attack on an enemy unit with a fair chance to take it by surprise and preventing the defending unit to fire back
Spotter: Enemy units present within spotting range of a unit with this trait, will receive extra damage from friendly artillery attacks.
StratoFlyer: Air units with this trait could be only attacked by other air and AA units which had the same trait.
SupplyAmmo-N: Units with this trait would be able to supply "N" number of ammo points to any (one or more) adjacent friendly land/sea (but not air) units. This action would prevent the supplier unit the execution of any other action like fire or move, but would not prevent the receiving unit to move and/or fire after being resupplied.
SupplyFuel-N: The same as above, but for resupplying fuel (just for land and sea units).
SupplyTanker: Air units with this trait could transfer "N" number of fuel points to any (one or more) adjacent friendly air units. This action would prevent the supplier unit the execution of any other action like fire or move, but would not prevent the receiving unit to move and/or fire after being resupplied.
TankRider: It will allow a land unit (I am thinking of tanks and some big SPAT units, but could be others) to be mounted by Infantry type units to act as an improvised troop carrier (as the Soviets very commonly did). This will result in two land units stacked in one hex, and if this "double unit" is attacked each of the units will receive the same damage as if being attacked in a regular way. Example: If a tank unit loaded with an infantry unit receives artillery fire, the damage caused will be calculated against the infantry unit and then as if it were a second attack, the damage to the tank unit acting as carrier. This would be a vulnerability penalty paid for because of using makeshift troop carriers instead of dedicated troop carrier units. For this to work both carried and carrier unit would need to have the "TankRider" trait.
Improvements to the game rules/mechanics
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* New movement value: -1. This value would prevent the unit "voluntary" movement but will not prevent said unit to retreat if receiving enough suppression (useful in example for ambushed AT units).
* Aircraft can make ranged attacks on ground targets (air to ground fire with range = 1 hex or more).
* Prevent that the traits present on units are "inherited" to its organic transport units. For example, if a unit has the "camo" trait, when this unit is mounted to its organic trasport unit,the truck should not have the "camo" trait (unless this transport units also has the same trait). (McGuba posted this earlier).
* Air transport units should have limited fuel (Also posted by McGuba).
* Possibility to upgrade units to different class units: For example, artillery to towed AT, or SPAT to tanks, fighter to tac bombers. I think this function should be regulated by a sepàrate excel type file (like, for example, the experience file) where the player can adjust the cost in prestige and experience of any cross-class upgrade possible.
New map features
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* Possibility to add "inert" (with no set nationality) special hexes/units on maps (like bridges, important rail and/or road junctions) which can be destroyed/rebuilt by suitable units and be used by units of any nation present on the map. They would be classed as non-purchasable structure class units.
* Different map features for main (paved) roads, which should not be affected by "muddy" conditions (but they would be affected by "frozen" weather), and secondary (dirt) roads which will be affected by both "muddy" and "frozen" conditions.