The List
Posted: Thu May 12, 2011 11:46 pm
UPDATED FOR JUNE 16 11th BETA RELEASE.
As we draw closer to release, I thought it would be a good idea to make a list.
First post of this thread is for critical need to have, features.
Second post lists items that would be nice to have, but may have to wait for DLC or expansions.
Any items partially implemented have been marked with italics.
Third post will list items implemented successfully.
Feel free to add your own thoughts to this thread of what you think the game absolutely needs to have or would be nice to have, and I'll add them as appropriate.
Features currently lacking, but critical to implement before release, in order of importance:
1.
1.5
2. Balancing the entire campaign.
Prestige, enemy experience, enemy strength, time tables, objectives, unit stats, AI settings, difficulty setting, et cetera.
3.
4.
4.5
4.75. From The Bug Thread:
Combat predictions visual for Allied player need to conform to the standard. (Player losses on the left, opponent losses on the right)
5.
6.
6.5
7.
8.
9.
10.
11. Ability to discard transport, especially when transports interfere with special movement types (Mountain infantry with Opel Blitz)
11a. - Purchase Screen - when selecting an unit with carrier (artillery with Opel Blitz f.e.) deselecting the carrier is not possible any more.
11.5
11.75 Stronger and more prominent markings for victory hexes.
AND
Separate marking for secondary objectives on the actual game map.
12.
13.
13.5 Library needs to explain some critical game mechanics. Including:
Terrain information.
Specialty unit markings and explanation.
"My plan is just to show all special abilities at the end of the list of unit stats, in the form of icons which you can hover with the mouse and see a detailed description of each ability. These icons will be shown throughout the UI: in main screen, purchase screen, "new equipment available" screen etc. "
Game rules, such as reinforcement costs and why and when they differ.
14.
15.
16.
16.25 Yellow and red tinted Strength numbers is a visual short cut for players to reference suppression severity instead of needing to mouse over for exact details.
Although this would make a lot of intuitive sense if the blue negative number matched the yellow and red tint.
16.5
17.
As we draw closer to release, I thought it would be a good idea to make a list.
First post of this thread is for critical need to have, features.
Second post lists items that would be nice to have, but may have to wait for DLC or expansions.
Any items partially implemented have been marked with italics.
Third post will list items implemented successfully.
Feel free to add your own thoughts to this thread of what you think the game absolutely needs to have or would be nice to have, and I'll add them as appropriate.
Features currently lacking, but critical to implement before release, in order of importance:
1.
1.5
2. Balancing the entire campaign.
Prestige, enemy experience, enemy strength, time tables, objectives, unit stats, AI settings, difficulty setting, et cetera.
3.
4.
4.5
4.75. From The Bug Thread:
Combat predictions visual for Allied player need to conform to the standard. (Player losses on the left, opponent losses on the right)
5.
6.
6.5
7.
8.
9.
10.
11. Ability to discard transport, especially when transports interfere with special movement types (Mountain infantry with Opel Blitz)
11a. - Purchase Screen - when selecting an unit with carrier (artillery with Opel Blitz f.e.) deselecting the carrier is not possible any more.
11.5
11.75 Stronger and more prominent markings for victory hexes.
AND
Separate marking for secondary objectives on the actual game map.
12.
13.
13.5 Library needs to explain some critical game mechanics. Including:
Terrain information.
Specialty unit markings and explanation.
"My plan is just to show all special abilities at the end of the list of unit stats, in the form of icons which you can hover with the mouse and see a detailed description of each ability. These icons will be shown throughout the UI: in main screen, purchase screen, "new equipment available" screen etc. "
Game rules, such as reinforcement costs and why and when they differ.
14.
15.
16.
16.25 Yellow and red tinted Strength numbers is a visual short cut for players to reference suppression severity instead of needing to mouse over for exact details.
Although this would make a lot of intuitive sense if the blue negative number matched the yellow and red tint.
16.5
17.