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New features

Posted: Wed Apr 13, 2011 5:04 pm
by st14z
Hi to all!

As allways being interested about Panzers and even went to Finnish army into Panzerjaegers company, but thats over 30years ago :).

I am old PG veteran and even made few tools and editors to PGs and they were not very easy games to interact with, i hope that PZC will satisfy all kind of user layers.

I started this topic to list all features that we can find!

Tapio Stenfors - st14z

Posted: Wed Apr 13, 2011 5:13 pm
by st14z
First new nice feature i found was recon unit that i pushed to go to farthest corner of range, it stopped after first hex, because it found enemy troops nearby, but i still could move it and again i tried to move my recs and again it found enemies and still i could move it.

Posted: Thu Apr 14, 2011 9:07 am
by st14z
2. Teleport attack :=E

Panzers can run through city, but hex owner does not change. (nor it did in PG)

3. AA units do not take ownership.

Posted: Thu Apr 14, 2011 9:20 am
by st14z
Sometimes it is confusing which unit has the turn and i attack with a wrong one with bad results...

Posted: Thu Apr 14, 2011 9:54 am
by Kerensky
Yea recon movement is pretty strange, it's a topic that keeps coming up, hint hint devs.

I don't know what teleport attack refers to.

AA and artillery not capturing hexes is nothing new, but it is kind of annoying, to me at least. Wait till you see AD units fail to ambush units though, that will really make you go ???

I don't quite follow your last post. If you're talking about what I think you're talking about, the main indicator you have to tell you what unit you have selected is the white rim that creates a sort of box around your currently selected unit. Keep a close eye on that.

Posted: Thu Apr 14, 2011 10:06 am
by adherbal
I agree the inability of certain land unit to capture cities is a bit strange. I know "that's the way it worked in PG" but is there a good reason for this? I don't really see any downside to a more consistant system where any land unit captures cities. Certainly would be less confusing for new players.

Posted: Thu Apr 14, 2011 10:57 am
by st14z
With teleport attack i refer to action where you charge long way with panzer unit and it teleports from starting hex directly to destination hex so not influencing hexes in between, i know that in PGs it did not affected hexes between, but anyway it is strange for newcomers to game?

Posted: Thu Apr 14, 2011 5:34 pm
by Razz1
adherbal wrote:I agree the inability of certain land unit to capture cities is a bit strange. I know "that's the way it worked in PG" but is there a good reason for this? I don't really see any downside to a more consistant system where any land unit captures cities. Certainly would be less confusing for new players.
these type of units did not have enough men to capture and hold the town. That's why only infantry and tanks can capture them.

I don't see a problem. Just make sure it's in the manual.

The feature is very nice as it makes a player think and use his troops wisely, not just blitzkrieg. It slows down the player just a little, which is good for the AI.

Otherwise you just following your forces around with the AA or Art and capture cities. I like the the feature as you have to choose to capture or move the unit forward to attack.

Posted: Thu Apr 14, 2011 9:54 pm
by Kerensky
One of the main problems I have is
Another problem is artillery units. Unless I'm mistaken, you went back to the original PG model of Artillery not being able to capture city hexes. Well... of all the units in your arsenal, who is likely to use the most ammunition, but take the least amount of damage in return? The one guy who you can't use to capture a city, and thus benefit from getting full instead of half supply in a single turn.
As seen in

viewtopic.php?t=22300

Posted: Fri Apr 15, 2011 4:43 am
by st14z
Imo artillery units are more capable taking cities than panzers.

For Supply problems why not use HQ and Depot system of some kind? for example dedicated supply unit, which can move?