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Wish List (for next significant update)
Posted: Tue Aug 17, 2010 9:02 pm
by childress
OK, I'll get his started. In order of desirability, off the top of my head.
1- Some movement capability- and animations- for MG and Mortar teams. Small arty pieces, like 37m, can be moved one square.
2- Additional protection for inf inside buildings and pillboxes.
3- 6 soldiers per German squad,7 for Allied. Plus fire power adjustment for the additional man.
4- Opfire tweaks.
5- Tank riders. Esp useful for bringing up reinforcements.
Anyone with some others?
Posted: Tue Aug 17, 2010 9:19 pm
by LOGAN5
I'm with you on the mortar teams being able to move a few squares, but i think the artillery pieces should require towing so that the trucks have some type of meaning in the game. I'm actually starting to like the fact that MG42s need a truck, you got the MG34 that can move but its not as powerful. Giving the Allies an extra man would be fine, but what do the Germans get in return? I think the Tiger should be the ultimate tank, i don't mind that it loses its tracks a lot but at least it should pack a punch a kill whatever it shoots other than top notch allied armor. I have to say I agree on building cover, it is a little too easy so suppress a church full of Waffen SS with a tiny US scout firing a few rifle shots.
Posted: Tue Aug 17, 2010 9:26 pm
by childress
Giving the Allies an extra man would be fine, but what do the Germans get in return?
A bit less fire power. US squads were bigger, twelve men versus nine. This had an impact on tactics and presents a little better graphically in my opinion. Not sure about the size of the British squads.
Posted: Tue Aug 17, 2010 9:50 pm
by hidde
More maps for multiplayer. Someone came up with the idea of using the maps from singleplayer. Sounds good, shouldn't need much work.
If we also get points to buy units and deploy ourselves then it's ready to go
Oh, and opfire tweaks.
Posted: Tue Aug 17, 2010 10:41 pm
by direwolf
i definitely agree with the MP option...give us points and we pick our forces...that would make every game a unique experience.
cheers,
dw
Posted: Tue Aug 17, 2010 10:59 pm
by Amaz_Ed
Be very careful about implementing force pools for multi-player. I don't disagree that it would add variety to the game, but too much freedom will lead to complaints about unrealistic forces and will open up opportunities for exploits. The same thing was done in CC5 multiplayer and I saw people fielding 15 pioneer units with flamethrowers on urban maps.
If it is to be implemented I would suggest that the scenario designer is, at the very least, given the opportunity to limit the availability of the various units, as in single player at the moment.
Posted: Wed Aug 18, 2010 1:19 am
by SailingGuy
System to reflect recon by fire. Suppressing fire uses up all available ammo for the turn, and only lets you know someone is in the square if they are suppressed (or worse).
Posted: Wed Aug 18, 2010 1:43 am
by jomni
I'm for some opfire adjustments.
Move penalty for Support makes you conserve your transports instead of using for scouting and tempting op fire (gamey tactic).
Recon by fire may make hiding futile and make infantry even more prone to casualties (unless you tweak in fantry casualty model).
My point is that we should be careful on what you suggest as it might just tip off the balance.
The changes you requested can actually be done through moddeding. Maybe someone can try it out and see if it breaks the game.
Re: Wish List (for next significant update)
Posted: Wed Aug 18, 2010 6:52 am
by pomakli
childress wrote:1- Some movement capability- and animations- for MG and Mortar teams. Small arty pieces, like 37m, can be moved one square.
2- Additional protection for inf inside buildings and..
5- Tank riders.
1-You can chance in the suads.csv file, the "type" value from "artillery" to "infantry", so that they can be moved! But, Think, to chance also the AP-value, because with a mortar or MG the troops will be not be able to move themselves so much!
2- Open "data" folder and "terrain" txt. file, chance the "COVERVALUE0" and "COVERVALUE1"!
5-You can chance in the suads.csv file, the "transport" value from "0" to "1", so that they can transport troops!
Posted: Wed Aug 18, 2010 6:52 am
by insidius
I don't think opfire should end your movement.
I'd like to see it more like John Tiller's Campaign series, your movement gets interrupted by opfire, but once it resolves, if your morale holds you can choose to stay put or continue moving. If you continue moving, the enemy may opfire you again if they have opfire remaining.
Posted: Wed Aug 18, 2010 8:00 am
by Melnibone
A Reverse move for vehicles would be great. Currently shoot and scoot is a move forward - turn around and move the other way. I don't want to show my rear to the enemy!
reverse...
Posted: Wed Aug 18, 2010 8:27 am
by pomakli
Melnibone wrote:A Reverse move for vehicles would be great.
Ian wrote, that due to the game mechanics it's not possible!

Posted: Wed Aug 18, 2010 10:04 am
by cptkremmen
Amaz_Ed wrote:Be very careful about implementing force pools for multi-player. I don't disagree that it would add variety to the game, but too much freedom will lead to complaints about unrealistic forces and will open up opportunities for exploits. The same thing was done in CC5 multiplayer and I saw people fielding 15 pioneer units with flamethrowers on urban maps.
If it is to be implemented I would suggest that the scenario designer is, at the very least, given the opportunity to limit the availability of the various units, as in single player at the moment.
I agree with you, having played a fair bit now, i am opposed to force selection on multiplayer.
About the only thing i would seriously like to enhance is the ability for fan created multiplayer scenarios to be uploaded somewhere where they can easily be accessed by all. I would doubt this is too difficult to do, and would involve little actual coding changes to the program, mostly just supplying and administering a central file location
Andy
Posted: Wed Aug 18, 2010 11:17 am
by hidde
If it is to be implemented I would suggest that the scenario designer is, at the very least, given the opportunity to limit the availability of the various units, as in single player at the moment.
I can agree with that. Some minimum number of different units then the player can choose if wants to add a few strong units or more of less strong ones. Or if he want's mortar or AA support. Stuff like that.
I thought it might also get us new maps quicker

Not as much playtesting and balancing I assumed. Playing on the same few maps gets old rather soon.
Re: Wish List (for next significant update)
Posted: Wed Aug 18, 2010 12:39 pm
by childress
1-You can chance in the suads.csv file, the "type" value from "artillery" to "infantry", so that they can be moved!
Right. But there's no walking animation, looks creepy.
2- Open "data" folder and "terrain" txt. file, chance the "COVERVALUE0" and "COVERVALUE1"!
This works. For one person who alters the file. You want to be on the same page as everyone else, for mp, for example.
5-You can chance in the squads.csv file, the "transport" value from "0" to "1", so that they can transport troops!
Yes, but inf riding tanks is invulnerable and invisible to the enemy. MGs can't fire on tanks. So doesn't really work. This may a a feature for BA II because extra graphics and AI routines would be required..
Posted: Wed Aug 18, 2010 2:28 pm
by adherbal
one of the problems with moving mortars or heavy MGs is that there is a significant visual difference between the unit in packed/mobile state and deployed state. I don't think the game engine allows using different models based on what state they are in (moving VS deployed).
Posted: Wed Aug 18, 2010 2:38 pm
by SailingGuy
Melnibone wrote:A Reverse move for vehicles would be great. Currently shoot and scoot is a move forward - turn around and move the other way. I don't want to show my rear to the enemy!
I like the idea of reverse movement, although I have shown my rear to the enemy

on many, many occasions and have never been shot at.
Re: Wish List (for next significant update)
Posted: Wed Aug 18, 2010 2:58 pm
by pomakli
childress wrote:1-You can chance in the suads.csv file, the "type" value from "artillery" to "infantry", so that they can be moved!
Right. But there's no walking animation, looks creepy.
5-You can chance in the squads.csv file, the "transport" value from "0" to "1", so that they can transport troops!
Yes, but inf riding tanks is invulnerable and invisible to the enemy. MGs can't fire on tanks. So doesn't really work. This may a a feature for BA II because extra graphics and AI routines would be required..
1-You can't have everything! and the animations are not the best part of this game!
2-The main problem is, that all transported infantry in all vehicles are invulnerable!
Try to change the "AT capable" value from "0" to "1"! It could help! (I didn't try it!)
Posted: Wed Aug 18, 2010 3:03 pm
by Melnibone
Yes I expected the recent occupants of a blown up truck to have at least suffered a morale loss and maybe some casualties.
Posted: Wed Aug 18, 2010 3:13 pm
by LOGAN5
I'm actually starting to think the game is fine the way it is... starting to get used to trucking things around and just keep a truck nearby/hidden if you feel the need to move your mortars after you set them up. I think just tweaking the armor and damage for the various units to make it more realistic, a rear armor shot with a decent size tank at close range should pretty much be at least 50% hit. The little M5 seems over armored, I dunno maybe they were that strong if I am wrong about that then please inform me.. I just see these little things take shot after shot from Panthers and they just wont die