Enjoying the game so far. Great remake. There are just a few things I'd like to suggest for a patch:
Saving
- Autosave for last 5 turns. Right now it just autsaves at the beginning of the last allies and axis turns. It would be nice to also have 5 autosave slots, one for the beginning of each of the last 5 axis turns. If you guys can do this and nothing else, I'll be happy. I hate redoing entire scenarios because of a mistake I made 2 turns ago, so I manually save every turn which is quite tedious.
- One-key quick save option (F7 or something), preferably with 5 quick save slots that would cycle.
- One-key quick load option (F8 or something), loads last quick save.
- Include the time in the save file name when saving. so it would say 2011.07.15 11:47 AM
Gameplay
- Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.
- Would be nice if the combat predictor reticle (the one shown when overing over a unit that you can attack) would also show a suppression prediction if the attacker is an artillery or strategic bomber unit. Heck, why not just show the % chance or rugged defense there as well? Those are probably the 3 most important predictions I'd like to see instead of having to pull up the detailed popup.
- Hovering over a hex should show the movement cost (accounting for current weather) and also the combat modifiers (for both infantry and tank units) somewhere on the right side panel.
Documentation
- Some unit to unit upgrades cost the difference in the unit prices, while others cost the entire new unit price. It seems that units are grouped into "upgrade groups" and unit upgrades within a group cost just the difference. It would be nice to know what these groups are so we could better plan our upgrades.
- I remember reading somewhere (the manual?) that engineer units are immune to rugged defense. Would be nice to somehow indicate which units are engineers, or even better, have a "note" section in the unit stats that would mention that they are immune to rugged defense. Would suck for me to purchase pioneres thinking they are engineers only to find out later that they are not.
Questions
- I may be wrong but did you guys change how suppression works from PG? I remember suppression from artillery in PG lasting the entire turn, whereas suppression from artillery in PC lasts only until the next ground attack. Could you explain your reasoning on this?
- If I have 3 units surrounding an enemy unit, 1 has attacked, then moved to the flank position, and one of the other two has attacked the surrounded unit. When I attack with the third unit, how many units count towards the initiative bonus? 3? 2? 0?
Things I love
- I "think" this is a change, but artillery can now move a single hex without mounting. I LOVE this!
- The tutorial popups are very helpful
Again, great job guys! I've been waiting for a remake of PG for sooooo long!
