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Re: Room for improvement

Posted: Wed Feb 15, 2012 5:31 pm
by agandaur88
and what about giving real heroes, because i think german army had a lot true heroes in panzer, infantry and luftwaffe.

Re: Room for improvement

Posted: Thu Feb 16, 2012 7:29 am
by hs1611
robman wrote:
hs1611 wrote:I would like a better deploy system. I like to group my units in divisions and allways use them in the same divisions, for RP purposes.
I would like to be able to create groups and assign units to them. Those groups to be seen on the deployment scree.
The next logical step in that direction would be headquarters units of some kind, whose presence or absence has some effect on the performance of the units within a certain distance, perhaps depending on whether those units are assigned to that particular headquarters. This is moving towards somewhat more advanced wargaming, but hey! it would be fun.
I only really care about deploying fixed groups of units together.
If the deploy bar would show the units in alphabetical order, instead of randomly, that would be good enough for me.

Re: Room for improvement

Posted: Thu Feb 16, 2012 8:20 am
by soldier
What about adding some more infantry units like luftwaffe, volksgrenadiers, commandos and so on? I would also like if you could upgrade your infantry units to give them better mortars, better guns, better mgs, and all would cost some prestige? And what about pionners making some obsteclas like minefields and so on? IF anyone has more ideas, please post
I'd also like to see more variety in infantry types. With the exception of the SMG unit every other troop has the same close defense rating of 2. I'd rather see conscripts with CD of 1 and grenadiers with CD of 3 etc. I'd also like to see experience have more impact on the performance of low initiative troops. I think infantry combat in general has lots of polishing needed and would rather see this than tons of new content added to the same old combat model. The game need some refining and enhancing too.

Big fan of other suggestions
more in depth supply model ++
engineers building and destroying stuff ++
info on heroes ++
HQ units ++

its a great game model but has potential in many other areas

Re: Room for improvement

Posted: Thu Feb 16, 2012 8:42 am
by Kerensky
I'd like to think that's a direct result of the SMG infantry being a relatively new addition. ;)

Re: Room for improvement

Posted: Thu Feb 16, 2012 9:20 am
by soldier
I'd like to think that's a direct result of the SMG infantry being a relatively new addition.
True and a good addition too. I havn't got to 42 yet but they seem to be much talked about on the DLC threads... there almost popular.

Re: Room for improvement

Posted: Thu Feb 16, 2012 11:04 am
by VonHob
Some good suggestions here. Like I've said before, would be good for Pioneres and enemy engineers to lay and clear mine fields. Perhaps we could have some sort of Luftwaffe garrison at each airstrip we command and if we capture an enemy airfield then we get some aux luftwaffe ground troops to defend it.

Following on from the HQ suggestion, how about in the Red army having political comisars present at certain times. A bit like radar, the presence of the political comisars adds +1 to the initiative of the troops nearby. This is pretty much how it was in real life. IN Stalingrad for instance the presence of political comisars and NKVD troops contributed greatly to the resolve of the defenders.

Re: Room for improvement

Posted: Thu Feb 16, 2012 4:51 pm
by Aloo
VonHob wrote:
Following on from the HQ suggestion, how about in the Red army having political comisars present at certain times. A bit like radar, the presence of the political comisars adds +1 to the initiative of the troops nearby. This is pretty much how it was in real life. IN Stalingrad for instance the presence of political comisars and NKVD troops contributed greatly to the resolve of the defenders.
And a unit forced to retreat because of suppression is killed instead if it has a commissar nearby?

Re: Room for improvement

Posted: Thu Feb 16, 2012 5:16 pm
by brettz123
Aloo wrote:
VonHob wrote:
Following on from the HQ suggestion, how about in the Red army having political comisars present at certain times. A bit like radar, the presence of the political comisars adds +1 to the initiative of the troops nearby. This is pretty much how it was in real life. IN Stalingrad for instance the presence of political comisars and NKVD troops contributed greatly to the resolve of the defenders.
And a unit forced to retreat because of suppression is killed instead if it has a commissar nearby?
I don't think a commissar could kill that many guys so quickly :D How about just suffers 1 strength reduction instead?

Re: Room for improvement

Posted: Thu Feb 16, 2012 6:30 pm
by flakfernrohr
soldier wrote:
What about adding some more infantry units like luftwaffe, volksgrenadiers, commandos and so on? I would also like if you could upgrade your infantry units to give them better mortars, better guns, better mgs, and all would cost some prestige? And what about pionners making some obsteclas like minefields and so on? IF anyone has more ideas, please post
I'd also like to see more variety in infantry types. With the exception of the SMG unit every other troop has the same close defense rating of 2. I'd rather see conscripts with CD of 1 and grenadiers with CD of 3 etc. I'd also like to see experience have more impact on the performance of low initiative troops. I think infantry combat in general has lots of polishing needed and would rather see this than tons of new content added to the same old combat model. The game need some refining and enhancing too.

its a great game model but has potential in many other areas
You can adjust all of these factors in the Equipment Editor. You can make any type of infantry unit you want to have with any strength, characteristic or weakness. It is what I do to make unique elite units that are named, for scenarios based later in the war and theoretical scenarios based on German victories in historical battles they lost. They get more firepower for instance by use of more automatic weapons, explosives, experience, etc. :idea:

The downside to having units that do not fight or destroy enemy units directly is that you only have so many units available to you in the game. Given that you can change this in the Scenario Editor or the Cheat Codes, but why put a unit in the game on your side that is NOT going to contribute directly by engaging the enemy? Not much use for medical personnel, mechanical/rebuild/repair shops and personnel, Headquarters desk jockeys, or other rear area personnel and equipment. The game model is not structured for such intricate situations at this point, it is a seek or be sought and destroy game. Supplies, logistics and such are a given.

Re: Room for improvement

Posted: Fri Feb 17, 2012 2:37 am
by soldier
I have adjusted infantry CD in my eqp file for my current DLC campaign and so far i think it works very well but i also play lots of MP and can see much "room for improvement" in the infantry department of the stock game.
As for HQ style units, i think other improvements should take precedence over them and for me they are just an idea but they don't necessarily need to take up unit slots (like SE or AUX units).

Re: Room for improvement

Posted: Fri Feb 17, 2012 3:46 am
by airbornemongo101
flakfernrohr wrote: Not much use for medical personnel, mechanical/rebuild/repair shops and personnel, Headquarters desk jockeys, or other rear area personnel
Another reason why I love this game

NO REMF'S or FOBBITS

Re: Room for improvement

Posted: Mon Feb 20, 2012 5:10 am
by agandaur88
I saw some mods for this game, and some people did really good job. I think company should read that forum much more! :D what I saw, this game has huge potential still!

Re: Room for improvement

Posted: Mon Feb 20, 2012 2:07 pm
by dks
was mentioned earlier, I would really like a randomizer of AI unit placements on the maps (switch) along with a switch for the AI to purchase planes. on off option. I am getting used to an easier win after a quick knock out of the enemy air force. as in PG, the need for AD is really not there if one opps out for fighters and FB's the switches can add prestige to the AI. perhaps even a suppression randomizer of sorts. getting real easy take out enemy AI units that are entrenched with suppression shots. the on off options would and could cover any un wanted changes for newbies and multi player games perhaps. and, if possible :?: how about a randomizer of sorts for the campaign path. the general can be ordered to fronts he might not want :?:

Re: Room for improvement

Posted: Fri Feb 24, 2012 2:43 pm
by edbenedict77
Hi guys,
just started off playing PC, have played PG in the handheld version :D And it was cool. Maybe i am wrong, but there is te commando/brandenburgers, unit missing here. But maybe we will see them in future update or expansion I guess.

We do lack the concept Mines, both land and sea, and laying them. Mine laying units and mine sweepers (navy) perhaps.

The Fieseler Fi 156 Storch aircraft, could be used in game as ariel surveillance/spotter plane for arty.

I think the submarine cannot fire on an enemy submarine (in game) :shock: And the notion of surfacing and firing on enemy air crafts and surface could be added.

How about the unit "Barrage Balloons", used during WW2, they were sent up above cities or factories but weren't used for observation, they were connected to land by a thick cable and were used to prevent low-flying planes from making bombing runs.

Just my 2 cent thoughts :) Hope to see many new additions and improvements in PC.

Re: Room for improvement

Posted: Fri Feb 24, 2012 3:00 pm
by brettz123
edbenedict77 wrote:Hi guys,
just started off playing PC, have played PG in the handheld version :D And it was cool. Maybe i am wrong, but there is te commando/brandenburgers, unit missing here. But maybe we will see them in future update or expansion I guess.

We do lack the concept Mines, both land and sea, and laying them. Mine laying units and mine sweepers (navy) perhaps.

The Fieseler Fi 156 Storch aircraft, could be used in game as ariel surveillance/spotter plane for arty.

I think the submarine cannot fire on an enemy submarine (in game) :shock: And the notion of surfacing and firing on enemy air crafts and surface could be added.

How about the unit "Barrage Balloons", used during WW2, they were sent up above cities or factories but weren't used for observation, they were connected to land by a thick cable and were used to prevent low-flying planes from making bombing runs.

Just my 2 cent thoughts :) Hope to see many new additions and improvements in PC.
I think the Fieseler Storch is just about the most requested addition to the game so hopefully we will see that added one day. I think mines would be an interesting thing that you could buy right before a defensive scenario with your prestige and then placed during deployment as normal. I don't think mine laying units would be a good idea though. I think the AI has enough problems without giving us the ability to lay minefields.

Submarines should not be able to shoot at each other because they really didn't do this during the war. I'm know there is at least one example of a submarine sinking another submarine but it was virtually impossible for submarines to sink each other with torpedoes so I wouldn't want that added. Submarines shooting at airplanes is another unrealistic thing that virtually never happened in the war. Submarines did not really have anti-aircraft capabilities and would not be able to realistically inflict any noticeable damage on a unit.

I'm also not aware of the Barrage Balloons having any significant damaging capabilities that would be worth modelling in the game. It is nice to have options but things should only be added that realistically add to the game.

Re: Room for improvement

Posted: Fri Feb 24, 2012 3:15 pm
by edbenedict77
Submarines shooting at airplanes is another unrealistic thing that virtually never happened in the war. Submarines did not really have anti-aircraft capabilities and would not be able to realistically inflict any noticeable damage on a unit.
I was referring to surfaced submarines able to attack, ariel assests :) But guess that never happened :D

Re: Room for improvement

Posted: Fri Feb 24, 2012 3:24 pm
by brettz123
No I understood what you meant but yeah it didn't really happen in real life. Mot submarines had a deck gun and could bring a little machine gun up from below to try and shoot at airplanes but to say it was ineffectice would be an understatement :)

Re: Room for improvement

Posted: Fri Feb 24, 2012 3:26 pm
by hs1611
brettz123 wrote:I think the Fieseler Storch is just about the most requested addition to the game so hopefully we will see that added one day.
Eagerly awaiting.
brettz123 wrote:I think mines would be an interesting thing that you could buy right before a defensive scenario with your prestige and then placed during deployment as normal. I don't think mine laying units would be a good idea though. I think the AI has enough problems without giving us the ability to lay minefields.
Agree completely.
brettz123 wrote:Submarines should not be able to shoot at each other because they really didn't do this during the war. I'm know there is at least one example of a submarine sinking another submarine but it was virtually impossible for submarines to sink each other with torpedoes so I wouldn't want that added. Submarines shooting at airplanes is another unrealistic thing that virtually never happened in the war. Submarines did not really have anti-aircraft capabilities and would not be able to realistically inflict any noticeable damage on a unit.
If you search there are plenty of examples of airplanes being shot down by surfaced submarines. There are also many cases of anti-submarine aircraft not returning home from a mission and presumed shot down by submarines. However I do think that we shouldn't add stuff to further complicate the game. I don't really want an anti-aircraft submarine unit. Although an anti-aircraft cruiser or destroyer might be nice.
brettz123 wrote:I'm also not aware of the Barrage Balloons having any significant damaging capabilities that would be worth modelling in the game. It is nice to have options but things should only be added that realistically add to the game.
Barrage balloons, if added to the game, should not damage aircraft, they should only suppress attacking strategic (low level) bombers.

Re: Room for improvement

Posted: Fri Feb 24, 2012 3:33 pm
by brettz123
hs1611 wrote:Barrage balloons, if added to the game, should not damage aircraft, they should only suppress attacking strategic (low level) bombers.
I was thinking about that too and thought it might be interesting not just for barrage balloons but things like dragons teeth and trenches could make good use of that. for instance if you are infantry in a trench you automatically suppress two strength points from attackers (or something like that).

Re: Room for improvement

Posted: Sat Feb 25, 2012 3:19 am
by deducter
Submarines should not be able to shoot at each other because they really didn't do this during the war. I'm know there is at least one example of a submarine sinking another submarine but it was virtually impossible for submarines to sink each other with torpedoes so I wouldn't want that added.
Yes, in WWII submarines did not have success firing at other subs underwater. There is only one known successful example:

http://en.wikipedia.org/wiki/Action_of_9_February_1945

There are some other rare examples of subs sinking other subs, but they involved surface action.