Requests for features II

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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adrianoku
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Post by adrianoku »

I agree, but once a fortification has been spotted it' a nonsense that it would disappear in the fog again.
Kerensky
Content Designer
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Post by Kerensky »

How often, and on what specific map, is this causing a game play issue?
Obsolete
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
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Post by Obsolete »

Boy, it really is a good thing then that Forts can keep hiding in FoW. Think about how many times Fort Knox would have been robbed by thieves by now if this were not the case :P
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Douaumont
Corporal - 5 cm Pak 38
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Post by Douaumont »

I love the addition of road and rail movement, much more realistic and definitely adds nuance to strategy in terms of plotting an axis of advance. However, the tiles for road and rail are much too similar in my opinion, it would be nice to have them more distinct.
Ryben
Staff Sergeant - StuG IIIF
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Post by Ryben »

Douaumont wrote:I love the addition of road and rail movement, much more realistic and definitely adds nuance to strategy in terms of plotting an axis of advance. However, the tiles for road and rail are much too similar in my opinion, it would be nice to have them more distinct.
True. A couple of times i´ve moved a unit to be loaded into a train and found that the city was connected with a road, not a rail lane. :?

Change the colour of the tiles or place tiny telephone posts near the roads, for example.
TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
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Post by TheGrayMouser »

Obsolete wrote:Boy, it really is a good thing then that Forts can keep hiding in FoW. Think about how many times Fort Knox would have been robbed by thieves by now if this were not the case :P
LOL

Well, the logic behind Forts being pemanently on the map after spotted IS sound based on "reality" howrver do you really thinks its that necesary?

Why take one specific thing from a very abstract game and try to make it hyper "reaslistic" ? Wont it glare out as an oddity then?

Also, Forts are a unit class, but what about Fortifications ( a terrain class, the nice trenches you see on the map)

If you guys want Forts to become permantly visible after spotted once, then I want Fortications to be HIDDEN until spotted :) , because after all, Fortications would have been recently erected and unkown until recon found and mapped them out.. Think of how many ambushes will happen to your core troops if you have to discover fortifications , he he.
Razz1
Panzer Corps Moderator
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Location: USA

Post by Razz1 »

Grey stop being evil...

hidden forts/fortification tiles...

Mu ha ha.....
TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
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Post by TheGrayMouser »

Razz1 wrote:Grey stop being evil...

hidden forts/fortification tiles...

Mu ha ha.....
Not evil, but everything with a shade of gray...

Muhhhaaa (the correct spelling I believe :D )
PinkPanzer
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
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How about improving AT and AA artillery.

Post by PinkPanzer »

Regular artillery is indirect fire capable of firing over hills and only uses high explosive ammo.

Whereas AT and AA artillery are capable of line of sight, direct fire artillery at hard and soft targets using armour piercing or high explosive ammo.
So AT artillery against soft targets should suppress like regular artillery does depending on the calibre and be good at killing hard targets.

I think the only AA that is capable of being used offensively in the game is the 88 AA if you switch it to ground mode
Like AT, AA artillery should be good at suppressing soft targets and killing hard targets depending on the calibre.

The germans used their AA this way, but I don't think the British ever had armour piercing ammo for their AA artillery.
Indirect tactics, efficiently applied, are as inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away but to return once more. Sun Tzu
Nauwiesbande
Lance Corporal - Panzer IA
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Post by Nauwiesbande »

Obsolete wrote:Ahhh, I still can't get over the fact that fortresses can hide in FoW just like any other mobile unit :P

I guess that had better change in the next additions.
This.
TheGrayMouser
Field Marshal - Me 410A
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Re: How about improving AT and AA artillery.

Post by TheGrayMouser »

PinkPanzer wrote:Regular artillery is indirect fire capable of firing over hills and only uses high explosive ammo.

Whereas AT and AA artillery are capable of line of sight, direct fire artillery at hard and soft targets using armour piercing or high explosive ammo.
So AT artillery against soft targets should suppress like regular artillery does depending on the calibre and be good at killing hard targets.

I think the only AA that is capable of being used offensively in the game is the 88 AA if you switch it to ground mode
Like AT, AA artillery should be good at suppressing soft targets and killing hard targets depending on the calibre.

The germans used their AA this way, but I don't think the British ever had armour piercing ammo for their AA artillery.
The Brits had some large caliber AA guns capable for direct fire roles
Although i hate referencing Wiki:
http://en.wikipedia.org/wiki/QF_3.7_inch_AA
Kerensky
Content Designer
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Post by Kerensky »

Fort Knox is a permanent location on the USA East Coast map (fortification tile with a VH flag). What's the problem?
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