Ideas for Panzer Corps 2
Moderator: Panzer Corps 2 Moderators
Re: Ideas for Panzer Corps 2
Could max slot size for air be differentiated from slot size for ground? Air is interesting - at times it can begin to spoil scenarios, and as there is no way to limit how many units can be attached to an airfield it would help in scenario design if the max size of both ground and air forces was separately limited.
Re: Ideas for Panzer Corps 2
Could having fewer airfields achieve the same result?Catacol wrote: ↑Fri May 15, 2020 1:16 pm Could max slot size for air be differentiated from slot size for ground? Air is interesting - at times it can begin to spoil scenarios, and as there is no way to limit how many units can be attached to an airfield it would help in scenario design if the max size of both ground and air forces was separately limited.
Even on larger maps this could work - if they're spread far enough apart. No point having 7 planes based at an airfield out of operational range of any fighting.....
Re: Ideas for Panzer Corps 2
After my 3rd play-through, I am considering for moving to another game to play, so I want to share my conclusions. I really hope it will improve, it is a good game already, and even a mod could do what is still stopping it to be a great game.
The first thing that bugged me the most is the "fix" for the unit limit. OK, this version is way more versatile, but doesn't solve the original problem: namely that there is no sense having any. It doesn't model anything real and hard constraint in life.
My point is - just remove it. Then fix up the "gaps" in the prestige, making it the only "currency" in the game.
I have tried, set all the slots of all units to 0. Works perfectly till 1942, when several "snowball" effects allows me to accumulate too much so I never have to make any real choices.
Next I would try to do the following fixes if I knew how to implement them:
- Captured units give no prestige, but using this equipment costs no prestige. This way you still win prestige by capping, but only if you use those specific units.
- Calculate by map how much prestige is considered "equal footing". Use analytics - you have way more advanced tools than the creators of PG had! I would even make PC an e-sport if I were your product owner!
- Give the AI adjusted supply, and reinforcements depending on the player's force size. This could be an optional setting to slow down the "snowball effect", even giving a small compensation if you got banged up and you're under the strength needed.
Second problem - dynamics. There is no boring map, but usually the dynamics is that I win the scenario in 3-5 rounds, then spend 10-15 more on mopping up. This could be improved, but I am not sure how. It is real challenging to teach the AI combined arms tactics and awareness of the strategic situation. Well, war maybe just that - boring. You attack when you know you have the advantage. The enemy has limited options, will just sit there in their entrenched positions. When they attack, then it is the same, just the positions are reversed. Yeah, maybe it is a good thing we don't play the whole war week-by-week, only a few, more interesting scenarios.
Third and last are the heroes. Most fun, but most game-breaking of them all. Thing is, most are quite OK - the ones don't change game mechanics. Getting +1 attack for whatever is OK. Getting +5 attack against tanks only is OK. Healing a point instead of attacking is quite fine. Not getting retaliation attack, ignoring close terrain, or firing twice (or twice as fast) a round is just too OP.
And, you can even make combos. I tend to use flame tanks with no retaliation. Then I add +5 strength and 1.5* attack or 2* attack or whatever I can get. The result is a devil which kills any soft target outright (no entrenchment because of the flame tank) as an overrun, so it can kill 3 soft targets a round AND retreat if needed. And it is only 3 because the naphtha runs out. Which other unit, may I ask, can kill 3 full-strength units a round?
So, all in all, nice work, money well spent on this game! Please don't stop, or at least give us modding support so we can make this good game a great game! (Think about Fallout 4-s or Battletech-s success - good base games where the modders added several times the content of the original!)
The first thing that bugged me the most is the "fix" for the unit limit. OK, this version is way more versatile, but doesn't solve the original problem: namely that there is no sense having any. It doesn't model anything real and hard constraint in life.
My point is - just remove it. Then fix up the "gaps" in the prestige, making it the only "currency" in the game.
I have tried, set all the slots of all units to 0. Works perfectly till 1942, when several "snowball" effects allows me to accumulate too much so I never have to make any real choices.
Next I would try to do the following fixes if I knew how to implement them:
- Captured units give no prestige, but using this equipment costs no prestige. This way you still win prestige by capping, but only if you use those specific units.
- Calculate by map how much prestige is considered "equal footing". Use analytics - you have way more advanced tools than the creators of PG had! I would even make PC an e-sport if I were your product owner!

- Give the AI adjusted supply, and reinforcements depending on the player's force size. This could be an optional setting to slow down the "snowball effect", even giving a small compensation if you got banged up and you're under the strength needed.
Second problem - dynamics. There is no boring map, but usually the dynamics is that I win the scenario in 3-5 rounds, then spend 10-15 more on mopping up. This could be improved, but I am not sure how. It is real challenging to teach the AI combined arms tactics and awareness of the strategic situation. Well, war maybe just that - boring. You attack when you know you have the advantage. The enemy has limited options, will just sit there in their entrenched positions. When they attack, then it is the same, just the positions are reversed. Yeah, maybe it is a good thing we don't play the whole war week-by-week, only a few, more interesting scenarios.

Third and last are the heroes. Most fun, but most game-breaking of them all. Thing is, most are quite OK - the ones don't change game mechanics. Getting +1 attack for whatever is OK. Getting +5 attack against tanks only is OK. Healing a point instead of attacking is quite fine. Not getting retaliation attack, ignoring close terrain, or firing twice (or twice as fast) a round is just too OP.
And, you can even make combos. I tend to use flame tanks with no retaliation. Then I add +5 strength and 1.5* attack or 2* attack or whatever I can get. The result is a devil which kills any soft target outright (no entrenchment because of the flame tank) as an overrun, so it can kill 3 soft targets a round AND retreat if needed. And it is only 3 because the naphtha runs out. Which other unit, may I ask, can kill 3 full-strength units a round?
So, all in all, nice work, money well spent on this game! Please don't stop, or at least give us modding support so we can make this good game a great game! (Think about Fallout 4-s or Battletech-s success - good base games where the modders added several times the content of the original!)
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Re: Ideas for Panzer Corps 2
If there were to be a Panzer Corps 3. Here is what I think would make me more interested in playing the game:
Larger maps (smaller and a larger amount of hexagons on the maps) to make it possible to have more units on the maps which also would make the game more tactical as there would be more space for moving troops around.
If the maps were larger with more hexes to move around on, all artillery, armored vehicles and infantry could have a larger shooting range with the limitation of that the further away the enemy is the less likely the shooter would be to hurt them. The range of infantry could be two hexes, tanks and AT-guns four hexes and artillery between six and nine hexes depending on what artillery is used.
One thing in connection to artillery and forts they could change is that terrain doesn't obstruct their view and ability to fight.
It would have been better if it was required for another unit to have clear sight of the enemy and thus report the enemy's position back to the artillery/fort behind a forest or hills to make them able to shoot at the enemy.
The ability to reinforce units could have the limit to only make it possible to add new fighting strength to units which are close to settlements. That limitation could not only make the game a bit harder but probably also encourage the player to conquer settlements which aren't main victory hexagons.
Larger maps (smaller and a larger amount of hexagons on the maps) to make it possible to have more units on the maps which also would make the game more tactical as there would be more space for moving troops around.
If the maps were larger with more hexes to move around on, all artillery, armored vehicles and infantry could have a larger shooting range with the limitation of that the further away the enemy is the less likely the shooter would be to hurt them. The range of infantry could be two hexes, tanks and AT-guns four hexes and artillery between six and nine hexes depending on what artillery is used.
One thing in connection to artillery and forts they could change is that terrain doesn't obstruct their view and ability to fight.
It would have been better if it was required for another unit to have clear sight of the enemy and thus report the enemy's position back to the artillery/fort behind a forest or hills to make them able to shoot at the enemy.
The ability to reinforce units could have the limit to only make it possible to add new fighting strength to units which are close to settlements. That limitation could not only make the game a bit harder but probably also encourage the player to conquer settlements which aren't main victory hexagons.
17 cm. Cannon 18 on Heavy Howitzer towing vehicle!
Hello,
I am sorry if this is not the right place, but I found no other post.
I realized that the towing vehicle for the "17 cm. Cannon 18 on Heavy Howitzer" is an Opel truck.
This could be impossible. The neede one was FAMO Sd. Kfz. 9/18 ton halftrack.
I know, that it's a very small point, but notice here. (Regarding the mobility due to the range of the vehicle.)
Thanks for the game...
I am sorry if this is not the right place, but I found no other post.
I realized that the towing vehicle for the "17 cm. Cannon 18 on Heavy Howitzer" is an Opel truck.
This could be impossible. The neede one was FAMO Sd. Kfz. 9/18 ton halftrack.
I know, that it's a very small point, but notice here. (Regarding the mobility due to the range of the vehicle.)
Thanks for the game...
Re: Ideas for Panzer Corps 2
I would like to have a "hero management panel" similar to the new "deployment panel".
So a way to organize the heroes in a single panel without calling up a specific unit, dismiss them, move them between units, reassign them, etc.
So a complete hero management in one panel.
So a way to organize the heroes in a single panel without calling up a specific unit, dismiss them, move them between units, reassign them, etc.
So a complete hero management in one panel.
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Re: Ideas for Panzer Corps 2
An ability to group units by attack group might be nice. I split my units 2 or 3 sometimes 4 ways.
Camouflaging each group a separate colour doesnt really work because i camo hero units differently to the group.
But if i could group units in the unit panel by group rather than by type. It'd make navigating which units are doing what. I tend to use a AT unit with a heavy tank , flammpanzer and artillery as my brute force group with 1 storch(phased move)+1/2 of my recon unit, and a couple of fighters. That would be handy. Especially stepping though which units to move/have(nt) moved.
Maybe some kind of unit reordering feature so i could drag and drop units between groups.
Camouflaging each group a separate colour doesnt really work because i camo hero units differently to the group.
But if i could group units in the unit panel by group rather than by type. It'd make navigating which units are doing what. I tend to use a AT unit with a heavy tank , flammpanzer and artillery as my brute force group with 1 storch(phased move)+1/2 of my recon unit, and a couple of fighters. That would be handy. Especially stepping though which units to move/have(nt) moved.
Maybe some kind of unit reordering feature so i could drag and drop units between groups.
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Re: Ideas for Panzer Corps 2
Another Idea I had is instead of 5 of difficulty settings, use a custom difficulty buttom.
You could grade Major as 0-1 , Colonel as 2-3, Brigadier as 4-5, General as 6-7, Field Marshal as 8-9,Generalissismus 10. This would be listed depending on the difficulty options you set.
These options could be controlled by sliders changing the overall difficulty listed according to the points of difficulty added up.
So one of the options would be reduced prestige. Increasing the difficulty number by 1 for every 20% up to 80%(4)
Another could be Reduced Turns increasing the difficulty by 1 for every 2 turns up to 6 (3)
Another could be Base Accuracy increasing the difficulty by 1 for every 10% bonus the AI gets to a maximum of 30% (3)
Theres other potential options like reducing your own accuracy, No Heros, reduced slots even...
OK i havent entirely thought it through. But it seems like a more flexible difficulty system customised to give the type of challenge people might want stepping up a level.
You could grade Major as 0-1 , Colonel as 2-3, Brigadier as 4-5, General as 6-7, Field Marshal as 8-9,Generalissismus 10. This would be listed depending on the difficulty options you set.
These options could be controlled by sliders changing the overall difficulty listed according to the points of difficulty added up.
So one of the options would be reduced prestige. Increasing the difficulty number by 1 for every 20% up to 80%(4)
Another could be Reduced Turns increasing the difficulty by 1 for every 2 turns up to 6 (3)
Another could be Base Accuracy increasing the difficulty by 1 for every 10% bonus the AI gets to a maximum of 30% (3)
Theres other potential options like reducing your own accuracy, No Heros, reduced slots even...
OK i havent entirely thought it through. But it seems like a more flexible difficulty system customised to give the type of challenge people might want stepping up a level.
Re: Ideas for Panzer Corps 2
+1Magic1111 wrote: ↑Wed May 27, 2020 8:37 am I would like to have a "hero management panel" similar to the new "deployment panel".
So a way to organize the heroes in a single panel without calling up a specific unit, dismiss them, move them between units, reassign them, etc.
So a complete hero management in one panel.
Eastern Front: Soviet Storm (v1.96): http://www.slitherine.com/forum/viewtopic.php?f=147&t=50342
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Modern Conflicts (v2.10): http://www.slitherine.com/forum/viewtopic.php?f=147&t=72062
Re: Ideas for Panzer Corps 2
+1Magic1111 wrote: ↑Wed May 27, 2020 8:37 am I would like to have a "hero management panel" similar to the new "deployment panel".
So a way to organize the heroes in a single panel without calling up a specific unit, dismiss them, move them between units, reassign them, etc.
So a complete hero management in one panel.
Also a minor(?) UI tweak:
Show the progress of awards directly as text, instead of a tooltip when hovering over them.
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Re: Ideas for Panzer Corps 2
Splits always occur 50/50 so a 13 strong recon will split to 7 and 6.
An option to split 25/75 would be nice i.e. 9 and 4. Optionally a slider could be applied with the split icon to choose the size of the split. Naturally there would still be a split limit of once into 2 but it'd provide more flexibility over the split sizes.
The small 4 unit can be used to provide encirclement and finish off 1 or 2 strength units. Meanwhile the 9 unit is almost full strength(10) and against the right target deal out good damage.
An option to split 25/75 would be nice i.e. 9 and 4. Optionally a slider could be applied with the split icon to choose the size of the split. Naturally there would still be a split limit of once into 2 but it'd provide more flexibility over the split sizes.
The small 4 unit can be used to provide encirclement and finish off 1 or 2 strength units. Meanwhile the 9 unit is almost full strength(10) and against the right target deal out good damage.
Re: Ideas for Panzer Corps 2
Continue to love the game - thanks to the Rudenkort/The Team. I've even now had a quick zip into a single player campaign and found the time flew by. That's rare for me - playing the AI at any strategic game is usually a total turn off.
Wishlist item - the ability to play a 4 player scenario with 2 human players. To explain - I'm building an Operation Crusader scenario and I want the German and Italian forces to start with separate deploy zones and have separate prestige income. I can set the game up perfectly for more than 2 players in a pbem style format....but the trouble is that playing live by TCP is difficult to do with 4. I'd like to be able to turn a 4 player scenario into one which can be played by 2 players. I tried experimenting with getting it going with only 2 - but of course it doesn't work. The game wants 4 separate players, not 2 taking 2 each.
Any chance of a tweak to make it possible to set up a 2 player scenario with each player playing as 2 force groupings on the ground? As well as Axis forces in North Africa there are obvious historical areas where more than 2 players on one side working independently is good - eg US/Brits in Normandy, Germans/Hungarians on the Eastern Front etc. Would be great to have separate deploy zones and income streams for allied forces, but have them played by only 2 players. For pbem of course possible to have fun as the game is, but for TCP when often one gamer will take on another in a straight 1v1 online competition it would add good options.
Back to my Crusader scenario - I'll have to give the Axis player a common prestige pool and a single deploy zone. I only really have 1 human opponent to play with!
Wishlist item - the ability to play a 4 player scenario with 2 human players. To explain - I'm building an Operation Crusader scenario and I want the German and Italian forces to start with separate deploy zones and have separate prestige income. I can set the game up perfectly for more than 2 players in a pbem style format....but the trouble is that playing live by TCP is difficult to do with 4. I'd like to be able to turn a 4 player scenario into one which can be played by 2 players. I tried experimenting with getting it going with only 2 - but of course it doesn't work. The game wants 4 separate players, not 2 taking 2 each.
Any chance of a tweak to make it possible to set up a 2 player scenario with each player playing as 2 force groupings on the ground? As well as Axis forces in North Africa there are obvious historical areas where more than 2 players on one side working independently is good - eg US/Brits in Normandy, Germans/Hungarians on the Eastern Front etc. Would be great to have separate deploy zones and income streams for allied forces, but have them played by only 2 players. For pbem of course possible to have fun as the game is, but for TCP when often one gamer will take on another in a straight 1v1 online competition it would add good options.
Back to my Crusader scenario - I'll have to give the Axis player a common prestige pool and a single deploy zone. I only really have 1 human opponent to play with!
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- Sergeant - 7.5 cm FK 16 nA
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Re: Ideas for Panzer Corps 2
Just a quick one.
Playing Dijon map . Round 2 it rained. Round 3 ground dry. Fair enough.
What I know about history someone could write it on a postage stamp. But wasnt Verdun prone to boggy ground? It'd be nice to see a small fix to change the ground state to muddy faster after rain maybe for just that map.I've no idea how the mechanics of ground state work. But it seems to me the muddy ground/weather should slow the breakout once the town on the river is captured and the troops turn towards Verdun.
It should be slower to change back to dry too. It'd encourage the use of lighter more nimble units while the heavy units struggle a bit more with movement.
It seems theres no real movement difference between light and heavy tanks.
Maybe reducing heavy tanks/units movement by 1 in muddy conditions would be a good way to differentiate between them, and its good for the trade off. Lighter tanks would move better in the conditions but be a little underpowered against the AI heavy tanks driving north. Whereas the heavy tanks would struggle slightly in the conditions to move the distance to meet the AI tanks so fast.
Playing Dijon map . Round 2 it rained. Round 3 ground dry. Fair enough.
What I know about history someone could write it on a postage stamp. But wasnt Verdun prone to boggy ground? It'd be nice to see a small fix to change the ground state to muddy faster after rain maybe for just that map.I've no idea how the mechanics of ground state work. But it seems to me the muddy ground/weather should slow the breakout once the town on the river is captured and the troops turn towards Verdun.
It should be slower to change back to dry too. It'd encourage the use of lighter more nimble units while the heavy units struggle a bit more with movement.
It seems theres no real movement difference between light and heavy tanks.
Maybe reducing heavy tanks/units movement by 1 in muddy conditions would be a good way to differentiate between them, and its good for the trade off. Lighter tanks would move better in the conditions but be a little underpowered against the AI heavy tanks driving north. Whereas the heavy tanks would struggle slightly in the conditions to move the distance to meet the AI tanks so fast.
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Re: Ideas for Panzer Corps 2
Another thing would be smaller icons in the unit list. I would prefer an option maybe a small dropdown box at the top of the unit list to select the view.
It'd be really handy to see all the units in the unit list without scrolling.
It'd be really handy to see all the units in the unit list without scrolling.
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- Slitherine
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Re: Ideas for Panzer Corps 2
Are you aware that the list window can be dragged and expanded to show more columns? It takes up more screen space but it might be enough for you for now.fluffybunnyuk wrote: ↑Mon Jun 08, 2020 4:27 pm Another thing would be smaller icons in the unit list. I would prefer an option maybe a small dropdown box at the top of the unit list to select the view.
It'd be really handy to see all the units in the unit list without scrolling.
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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Re: Ideas for Panzer Corps 2
Are you aware i have 40 units and even if you dragged the window 5 units wide they still wouldnt all fit even seriously hiding the view of the map....Patrick Ward wrote: ↑Mon Jun 08, 2020 6:23 pmAre you aware that the list window can be dragged and expanded to show more columns? It takes up more screen space but it might be enough for you for now.fluffybunnyuk wrote: ↑Mon Jun 08, 2020 4:27 pm Another thing would be smaller icons in the unit list. I would prefer an option maybe a small dropdown box at the top of the unit list to select the view.
It'd be really handy to see all the units in the unit list without scrolling.
P
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- Slitherine
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Re: Ideas for Panzer Corps 2
Sorry .. but it would appear my mind reading skills evaded me for a moment.fluffybunnyuk wrote: ↑Tue Jun 09, 2020 3:20 pmAre you aware i have 40 units and even if you dragged the window 5 units wide they still wouldnt all fit even seriously hiding the view of the map....Patrick Ward wrote: ↑Mon Jun 08, 2020 6:23 pmAre you aware that the list window can be dragged and expanded to show more columns? It takes up more screen space but it might be enough for you for now.fluffybunnyuk wrote: ↑Mon Jun 08, 2020 4:27 pm Another thing would be smaller icons in the unit list. I would prefer an option maybe a small dropdown box at the top of the unit list to select the view.
It'd be really handy to see all the units in the unit list without scrolling.
P
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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- Lieutenant Colonel - Elite Panther D
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Re: Ideas for Panzer Corps 2
Concerning those who want little else... other than to 'Lurk' in the 'Fast-Easy-Simple-Uncomplicated' to play the Game categorization:
There are always going to be those... 'That-Element' who want something 'Very-Simple', where it requires little to no-effort to enjoy an evening playing 'PanzerCorps'. They will gripe and viscerally complain that the 'Game' is getting too-complicated, too-hard to play, too-much time for DLC's to come out and on and on and on!... with a finalization that the Game is no-fun if I don't get 'Quick-Easy-Victories'!... and become a 'Legend in my own Mind'.
It is 'Pathetic' that such entities do exist... and they do!, and so now... in being 'Merciful' for their-sake... we should have a 'Simplified' shortened version of the Grand-Campaign... without all of the 'Extras'... nothing at all but... the... 'El-Basic'!.
There are always going to be those... 'That-Element' who want something 'Very-Simple', where it requires little to no-effort to enjoy an evening playing 'PanzerCorps'. They will gripe and viscerally complain that the 'Game' is getting too-complicated, too-hard to play, too-much time for DLC's to come out and on and on and on!... with a finalization that the Game is no-fun if I don't get 'Quick-Easy-Victories'!... and become a 'Legend in my own Mind'.
It is 'Pathetic' that such entities do exist... and they do!, and so now... in being 'Merciful' for their-sake... we should have a 'Simplified' shortened version of the Grand-Campaign... without all of the 'Extras'... nothing at all but... the... 'El-Basic'!.
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Re: Ideas for Panzer Corps 2
I'd like it to be possible to improve unit strength on captured units.
An example is at Moscow i'm forced to deploy a 15 strength reduced slots KV-2 because if i deploy any size less i cant upgrade it to 15 strength later...
I can then add another 20 strength consolidator, zero slots kv-2 at sevastapol. Leaving me 21 spares.
Being able to deploy a 10 strength standard size unit would be better, if it could be over-strength later.
An example is at Moscow i'm forced to deploy a 15 strength reduced slots KV-2 because if i deploy any size less i cant upgrade it to 15 strength later...
I can then add another 20 strength consolidator, zero slots kv-2 at sevastapol. Leaving me 21 spares.
Being able to deploy a 10 strength standard size unit would be better, if it could be over-strength later.