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Re: Panzer Corps 3 - ideas, wishlist

Posted: Fri Jul 11, 2025 9:39 am
by DefiantXYX
seco1 wrote: Thu Jul 10, 2025 5:05 am An interesting idea was in panzer general 3d or 3 scorched earth( names may be off) the later PG games. One had a motor pool when a unit became available you got 1 the next mission 2 or 3 then unlimited after that. This would be a great mechanism to use. It forced you to not just run the best of each unit type. Also for rare units you could restrict how many are available. I think units still had points and there was a max core points.
You already have this in the game with the limited stock feature.

Re: Panzer Corps 3 - ideas, wishlist

Posted: Sat Jul 12, 2025 3:43 am
by seco1
I dont use limited stock. Isn’t that parts? This would be like 2 tiger 1s units and 1 tiger 2 unit ect with unlimited repairs. Like gift units. If you give me 40 Tiger 2s parts there is an opportunity to field multiple units but get less missions.
So command would make a unit available or unavailable depending on date or possibly as a reward, or even as a limited use reward. No repair issues.

Re: Panzer Corps 3 - ideas, wishlist

Posted: Sat Jul 12, 2025 2:11 pm
by DefiantXYX
If there is a new unit you get 20 parts for any map.
First time you could field 2 tiger units with a strength of 10 but you have no parts to repair them.

Re: Panzer Corps 3 - ideas, wishlist

Posted: Sun Jul 13, 2025 6:43 pm
by adiekmann
...unless you had multiple Field Repair heroes.

Re: Panzer Corps 3 - ideas, wishlist

Posted: Tue Jul 22, 2025 8:12 pm
by George_Parr
If there was one thing I would hope for in a possible Panzer Corps 3, it would be going back to the old hero model, or something closer to it.

As much fun as it can be to have a unit curb-stomp four units in a row, it just sucks the tactical / strategic element right out of the game. Some heroes are just too strong, and some combinations just plain ridiculous. Yes, you can refrain from using them in such a way, but the issue with that is that the scenarios are now often build with the possibility of such heroes being used in mind. Which in some cases has led to double paths of a somewhat easy main goal, combined with absurdly strong opponents on bonus goals. To counter your absurdly strong units, the computer gets absurdly strong units, and if you don't want to play like that, you kind of have to stay out of its way.

The game should strive to keep the tactical elements as the main focus, and absurdly strong units just circumvent this entirely. Yes, a powerful tank unit should wipe the floor with an infantry unit in open terrain, but there is no need to have heroes turn core elements on its head. If you have to take a city and try it with a tank, that should be a really bad idea, and heroes shouldn't change that entirely.

Having a unit gain one (random) special feature could work, especially if you largely go with the less powerful heroes. An infantry that could heal one strength point per turn if it doesn't attack, is quite powerful, but not overbearingly so, and it doesn't counter tactical elements of the game. A panzer unit gaining the feature that prevents it from being ambushed would add unique flavour as well, without it being a comical advantage.