gdrover Feedback
Posted: Sat Mar 12, 2011 3:14 am
Played most of the tutorials and the first three campaign scenarios a couple of times. My feedback:
SCORING
One thing that always frustrated me about the Panzer General series was the focus on completing the city captures in a certain number of turns. It turned a light wargame into a puzzle game. The palyer becomes so ultra focused on finishing that he doesn't focus as much on good tactics and good decision making. I would propose a new scoring methodology that would focus on winning the battle:
* The primary scoring would center around the quality and strengthpoints of units destroyed vs. those lost
* secondary scoring would be for cities captured (major objectives = more points)
* There would be bonuses awarded for capturing the objectives on a schedule. The bonuses could be more in scenarios where time really was a factor.
INTERFACE
The toggle switch for air/ land units needs to be MUCH bigger and positioned in an easy access spot. It is the most commonly used button and it is currently too small and hard to locate during gameplay. I constantly found myself hovering the mouse pointer over the buttons to the right and being frustrated at the waste of time hunting for it again and again.
It might also be nice to get one more layer of zoom. Seeing the cool units up close is sometimes fun... or make the units in the closest view slightly larger
GAMEPLAY
I love the feel. You guys are on the right track for sure. A few minor suggestions here:
* Indirect Artillery fire seems to impact armor too much. I get that direct fire could maybe hurt armor, but artillery firing in support of a defending unit should be weaker against armor.
* It is very hard to tell which units are attacking my units during the AI turn. This needs to be more obvious so I know what happened.
SCORING
One thing that always frustrated me about the Panzer General series was the focus on completing the city captures in a certain number of turns. It turned a light wargame into a puzzle game. The palyer becomes so ultra focused on finishing that he doesn't focus as much on good tactics and good decision making. I would propose a new scoring methodology that would focus on winning the battle:
* The primary scoring would center around the quality and strengthpoints of units destroyed vs. those lost
* secondary scoring would be for cities captured (major objectives = more points)
* There would be bonuses awarded for capturing the objectives on a schedule. The bonuses could be more in scenarios where time really was a factor.
INTERFACE
The toggle switch for air/ land units needs to be MUCH bigger and positioned in an easy access spot. It is the most commonly used button and it is currently too small and hard to locate during gameplay. I constantly found myself hovering the mouse pointer over the buttons to the right and being frustrated at the waste of time hunting for it again and again.
It might also be nice to get one more layer of zoom. Seeing the cool units up close is sometimes fun... or make the units in the closest view slightly larger
GAMEPLAY
I love the feel. You guys are on the right track for sure. A few minor suggestions here:
* Indirect Artillery fire seems to impact armor too much. I get that direct fire could maybe hurt armor, but artillery firing in support of a defending unit should be weaker against armor.
* It is very hard to tell which units are attacking my units during the AI turn. This needs to be more obvious so I know what happened.