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Posted: Sat Dec 24, 2011 4:47 pm
by Razz1
^ That would be great for the AI to show up in a Tux and a bottle of wine.

Posted: Sat Dec 24, 2011 6:20 pm
by rkr1958
Razz1 wrote:^ That would be great for the AI to show up in a Tux and a bottle of wine.
Maybe the AI is a lady. :D

Posted: Sat Dec 24, 2011 7:45 pm
by Micha63
I would be great if units could turn to every direction instead of only 2.

Posted: Sat Dec 24, 2011 8:16 pm
by JamesNUFC
I know we are only supposed to mention one thing, but 3 things come to mind:

- Ambient war noise instead of the stock music.
- More advanced A.I.
- More colour and camouflage pattern differentiation among the stock units.

Posted: Sun Dec 25, 2011 7:36 am
by soldier
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.

Posted: Sun Dec 25, 2011 9:15 pm
by gamer78
If possible to implement: like possible movement direction presented under white dots, restricted movement paths because of enemy ZOC can be shown as Red markers on the map when not under FOW.

Posted: Mon Dec 26, 2011 11:27 am
by adrianoku
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!

Posted: Mon Dec 26, 2011 3:23 pm
by Grunewald
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!
signed! :D

Posted: Mon Dec 26, 2011 9:51 pm
by Kaiser
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!
I agree with this.

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.

being able to record the game

Posted: Wed Dec 28, 2011 1:02 am
by Byeohazard
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.

Posted: Wed Dec 28, 2011 1:04 am
by dragos
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.

Posted: Wed Dec 28, 2011 11:10 am
by soldier
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.

Posted: Wed Dec 28, 2011 9:48 pm
by flakfernrohr
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.
This package is available if you don't already have it. rezaf and I are still working on camo schemes as well.


viewtopic.php?t=29745

Posted: Thu Dec 29, 2011 2:01 am
by dragos
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

Posted: Thu Dec 29, 2011 3:07 am
by soldier
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 :shock: ).
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.