New Feature List
Moderators: Slitherine Core, BA Moderators
Re: New Feature List
A dynamic list of friendly units.
With some informations on each units (AP, status, etc.), double click goes to the unit in the map.
With some informations on each units (AP, status, etc.), double click goes to the unit in the map.
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Re: New Feature List
Nice idea. We could probably merge the casualty screen with this.enric wrote:A dynamic list of friendly units.
With some informations on each units (AP, status, etc.), double click goes to the unit in the map.
Cheers
Pip
Re: New Feature List
This is one of my old claimspipfromslitherine wrote:Nice idea. We could probably merge the casualty screen with this.enric wrote:A dynamic list of friendly units.
With some informations on each units (AP, status, etc.), double click goes to the unit in the map.
Cheers
Pip

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Re: New Feature List
Indeed, but in fairness there are so many of themenric wrote:This is one of my old claimspipfromslitherine wrote:Nice idea. We could probably merge the casualty screen with this.enric wrote:A dynamic list of friendly units.
With some informations on each units (AP, status, etc.), double click goes to the unit in the map.
Cheers
Pip

Cheers
Pip
Re: New Feature List
- Since there is already a Mac version (the one I play... a lot), would it be optimistic to also hope for a Linux version?
- Since there is already an iPad version, would it be optimistic to also hope for an Android tablet version?
- My only wish when it comes to gameplay, having played through the first few campaigns single-player, is that many levels feel a bit big. Personally I would prefer more small levels. But I guess on the eastern front that might be a bit much to hope for.
- It would be nice to get a better idea before a battle about possible reinforcements. A few surprises are nice, but often a level is very difficult the first time played because you have no idea when and where (or why) new units will arrive and the starting force is not nearly big enough to win.
- Since there is already an iPad version, would it be optimistic to also hope for an Android tablet version?

- My only wish when it comes to gameplay, having played through the first few campaigns single-player, is that many levels feel a bit big. Personally I would prefer more small levels. But I guess on the eastern front that might be a bit much to hope for.
- It would be nice to get a better idea before a battle about possible reinforcements. A few surprises are nice, but often a level is very difficult the first time played because you have no idea when and where (or why) new units will arrive and the starting force is not nearly big enough to win.
Re: New Feature List
Maybe ability to bind units to keys? Use to like bind certain units to a number key...then it was easy to select them on the screen. Sometimes get lost in the shuffle...so to speak...
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Re: New Feature List
In lieu of key binding, maybe a pop-up when end-turn is clicked, showing a dialog of units that were not moved? Just a thought.
I assume if I read back in this thread again (can't remember) that someone has by now mentioned full-playable single player campaigns as both Axis and Allies. In the original BA, I would have enjoyed moving on to a full German single-player Campaign to try to defend Normandy and also Bulge.
I assume if I read back in this thread again (can't remember) that someone has by now mentioned full-playable single player campaigns as both Axis and Allies. In the original BA, I would have enjoyed moving on to a full German single-player Campaign to try to defend Normandy and also Bulge.
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Re: New Feature List
More good ideas! We're definitely aiming for campaigns played as both sides for BA 2, which makes a lot of sense both historically and also to allow people to play with the cool units on each side
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Cheers
Pip

Cheers
Pip
MULTIPLAYER Tournament/Stat boards
Is there any way you could include a tournament board or perhaps even just stats for individual players, similar to what they have on Landgrab.net for Risk players. Also, any way to beef up the MP part of the site to include "calling out" or "pick a fight" option where you can challenge a specific player rather than offer a scenario-specific MP game? Thanks, I'm so excited about BA 2!
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Re: New Feature List
Good ideas. Improving the community aspects of MP has been on our list, but does tend to fall behind verses ingame features.
Cheers
Pip
Cheers
Pip
Re: New Feature List
A ingame feature that will make a difference for BA, is an option to "make a hot cup of coffee", this will help when you're tired, bogged, and the turn is not going well enough. (maybe through the USB port...)pipfromslitherine wrote:Good ideas. Improving the community aspects of MP has been on our list, but does tend to fall behind verses ingame features.
Cheers
Pip
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Re: New Feature List
Hmmm - I'd have concerns about fragmenting the community between coffee/tea/beer drinkers...enric wrote:A ingame feature that will make a difference for BA, is an option to "make a hot cup of coffee", this will help when you're tired, bogged, and the turn is not going well enough. (maybe through the USB port...)pipfromslitherine wrote:Good ideas. Improving the community aspects of MP has been on our list, but does tend to fall behind verses ingame features.
Cheers
Pip
Cheers
Pip
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Re: New Feature List
What about playing campaigns not just scenarios via PbEM against another player? Or wouldn't that work?We're definitely aiming for campaigns played as both sides for BA 2, which makes a lot of sense both historically and also to allow people to play with the cool units on each side

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Re: New Feature List
It's probably doable for sure, we would just need to hook in the MP system at a slightly higher level. You would probably want some sense of back and forth though I would expect, which would be a somewhat different campaign paradigm than we have now I think.Grimnirsson wrote:What about playing campaigns not just scenarios via PbEM against another player? Or wouldn't that work?We're definitely aiming for campaigns played as both sides for BA 2, which makes a lot of sense both historically and also to allow people to play with the cool units on each side
Cheers
Pip
Re: New Feature List
One thing that I always found illogic is that a spotted infantry that moves deep inside cover tiles, forest, buildings, etc. is still spotted.
Maybe BA2 could improve this.
Maybe BA2 could improve this.
Re: New Feature List
I suggest the possibility to rotate the look down map (keystroke 'M') to look at the map.
Also the capability to click on any hex and pull up the LOS and LOF from the clicked hex.
Also the capability to click on any hex and pull up the LOS and LOF from the clicked hex.
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Re: New Feature List
The units staying spotted is a gameplay decision, rather than a realism one. Though it is tougher to sneak away when someone is watching you. But it prevents peephole attacks where people (as you say) vanish by simply stepping back a tile. Currently, being seen has ongoing consequence.
We locked the topdown map to make it more 'old school' in its play. We could rotate it easily, being 3D.
Cheers
Pip
We locked the topdown map to make it more 'old school' in its play. We could rotate it easily, being 3D.
Cheers
Pip
Re: New Feature List
+1. Absolutely agree!enric wrote:One thing that I always found illogic is that a spotted infantry that moves deep inside cover tiles, forest, buildings, etc. is still spotted.
Maybe BA2 could improve this.
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Re: New Feature List
Granfali wrote:+1. Absolutely agree!enric wrote:One thing that I always found illogic is that a spotted infantry that moves deep inside cover tiles, forest, buildings, etc. is still spotted.
Maybe BA2 could improve this.
I think a compromise between the illogic and the current gameplay mechanics might be, if a unit moves more than 1 tile away from the spotted location, it would disappear if in surrounded cover (cover tiles in all adjacent tiles aka "deep cover")...
Re: New Feature List
An example:pipfromslitherine wrote:The units staying spotted is a gameplay decision, rather than a realism one.
A infantry in the border of a forest fires and is spotted, then it moves deep inside the forest four tiles away, all tiles are forest and also the adjacent are all forests in both sides. The unit remain spotted and crushed by indirect fire next turn.
What's "gameplay" meaning here?.