Fantastic game, but I have a few things I'd like to ask.
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Fantastic game, but I have a few things I'd like to ask.
Hey guys, you created a fantastic reincarnation of my favourite turn-based hex game. Still, I'd like to ask/comment on some things:
- How do I delete units? I don't want to start the '39 campaign with 6 core infantry units. I only need 4, for example. Some way to dismiss them?
- Some units seem to have special abilities, like the Gebirgsjäger-Infanterie; they seem to be able to cross hilly terrain much faster on foot. Would it be possible to add these "perks" to the unit descriptions? Maybe after "soft" or "hard" for the target type..
- Some units are very similar. The scout Sdkfz-222 and -231, for example, only differ in the amount of ammo and fuel they carry. (Maybe a carryover from the original PG). Would it be okay to give the six- and eight-wheeled scouts a bonus for rough terrain, for example, while the four-wheeled scout cars get a road speed bonus?
- Would it be too much of a task to add a short description in each unit's statistic screen? I know my PG units and have a fair idea about what their real-world counterparts could or could not do, but a bit of info would go a long way. Example, for the Gebirgsjäger: "Light infantry, able to cross rough terrain with relative ease." or, for the Pz III E: "Medium tank. Armed with a 3.7 cm gun, more than adequate against early enemy armour." In most cases, it won't be necessary, but it would certainly add to the flavour of the game and also help players who are not total treadheads to evaluate their own and enemy units a little better.
- Moving airplanes around the map is surely how things were done in the original Panzer General, but I'd like them to be based at airfields, from which they can do ground-attack, recon, air sweep or combat air patrol sorties. Any chance of that happening?
- The combat animations are lovely. The only thing that is missing is something to indicate the casualties each side took. Maybe a floating number that appears for a second or two - green for friendly losses, red for enemy strength destroyed. You could make it a menu option, for those who don't like something like that.
- If you really stick with the convention that every unit is a division, then it doesn't really make sense to create whole divisions of AT guns or self-propelled AA vehicles. Maybe you could scratch those categories of more obscure units and work only with standard infantry or armour divisions, which the player could then "upgrade" with specialists like bridgelayers, AA guns or pioneers. Didn't Dynasty General work that way?
- How do I delete units? I don't want to start the '39 campaign with 6 core infantry units. I only need 4, for example. Some way to dismiss them?
- Some units seem to have special abilities, like the Gebirgsjäger-Infanterie; they seem to be able to cross hilly terrain much faster on foot. Would it be possible to add these "perks" to the unit descriptions? Maybe after "soft" or "hard" for the target type..
- Some units are very similar. The scout Sdkfz-222 and -231, for example, only differ in the amount of ammo and fuel they carry. (Maybe a carryover from the original PG). Would it be okay to give the six- and eight-wheeled scouts a bonus for rough terrain, for example, while the four-wheeled scout cars get a road speed bonus?
- Would it be too much of a task to add a short description in each unit's statistic screen? I know my PG units and have a fair idea about what their real-world counterparts could or could not do, but a bit of info would go a long way. Example, for the Gebirgsjäger: "Light infantry, able to cross rough terrain with relative ease." or, for the Pz III E: "Medium tank. Armed with a 3.7 cm gun, more than adequate against early enemy armour." In most cases, it won't be necessary, but it would certainly add to the flavour of the game and also help players who are not total treadheads to evaluate their own and enemy units a little better.
- Moving airplanes around the map is surely how things were done in the original Panzer General, but I'd like them to be based at airfields, from which they can do ground-attack, recon, air sweep or combat air patrol sorties. Any chance of that happening?
- The combat animations are lovely. The only thing that is missing is something to indicate the casualties each side took. Maybe a floating number that appears for a second or two - green for friendly losses, red for enemy strength destroyed. You could make it a menu option, for those who don't like something like that.
- If you really stick with the convention that every unit is a division, then it doesn't really make sense to create whole divisions of AT guns or self-propelled AA vehicles. Maybe you could scratch those categories of more obscure units and work only with standard infantry or armour divisions, which the player could then "upgrade" with specialists like bridgelayers, AA guns or pioneers. Didn't Dynasty General work that way?
Last edited by Kakrafoon on Fri May 13, 2011 4:57 pm, edited 1 time in total.
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Re: Fantastic game, but I have a few things I'd like to ask.
For now, use D hotkey to disband units. UI button will be added a bit later.Kakrafoon wrote: - How do I delete units? I don't want to start the '39 campaign with 6 core infantry units. I only need 4, for example. Some way to dismiss them?
This should be the case already, because some recond units use wheeled movement type and others - all-terrain movement type. So the latter should move better across rough terrain.Kakrafoon wrote: - Some units are very similar. The scout Sdkfz-222 and -231, for example, only differ in the amount of ammo and fuel they carry. (Maybe a carryover from the original PG). Would it be okay to give the six- and eight-wheeled scouts a bonus for rough terrain, for example, while the four-wheeled scout cars get a road speed bonus?
I'm afraid that with something like 500 different units in the game these description will become too repetitive after a while. After all, all units within the same class are quite similar.Kakrafoon wrote: - Would it be too much of a task to add a short description in each unit's statistic screen? I know my PG units and have a fair idea about what their real-world counterparts could or could not do, but a bit of info would go a long way. Example, for the Gebirgsjäger: "Light infantry, able to cross rough terrain with relative ease." or, for the Pz III E: "Medium tank. Armed with a 3.7 cm gun, more than adequate against early enemy armour." In most cases, it won't be necessary, but it would certainly add to the flavour of the game and also help players who are not total treadheads to evaluate their own and enemy units a little better.
Not in the first release.Kakrafoon wrote: - Moving airplanes around the map is surely how things were done in the original Panzer General, but I'd like them to be based at airfields, from which they can do ground-attack, recon, air sweep or combat air patrol sorties. Any chance of that happening?

Agreed.Kakrafoon wrote: - The combat animations are lovely. The only thing that is missing is something to indicate the casualties each side took. Maybe a floating number that appears for a second or two - green for friendly losses, red for enemy strength destroyed. You could make it a menu option, for those who don't like something like that.
Unit scale in this game is variable, it depends not only on unit class, but also on scenario you play.Kakrafoon wrote: - If you really stick with the convention that every unit is a division, then it doesn't really make sense to create whole divisions of AT guns or self-propelled AA vehicles. Maybe you could scratch those categories of more obscure units and work only with standard infantry or armour divisions, which the player could then "upgrade" with specialists like bridgelayers, AA guns or pioneers. Didn't Dynasty General work that way?
Some more things I wanted to add (I've been playing a bit more in the last couple of days):
- I would like better feedback on what's happening. Aside from the casualty reports, I want to know if something special happens during an attack (i. e. "Submarine dives!", "Rugged defense", "Unit surrenders"), there needs to be a bit of text popping up somewhere to tell me that. Especially during enemy turns - it is very hard to keep track of what the enemy is doing since everything happens rather fast.
- Is it still possible to destroy the enemy prestige points by carpet-bombing their cities with strategic bombers?
- Someone (I don't remember his name) from this forum had a great idea for towed AA, AT and artillery units to make them more useful: If a towed unit doesn't attack, it should be able to mount up, move to a destination and then dismount again, to "wheel it into position" (his words). AA and AT guns would be much more useful that way, especially to shield other units. If you think this feature is too overpowered, then only allow it for "light" AA and AT guns that can be brought into position quickly.
- What about the Eighty-eight FlaK Cannon? It is available twice, as a dedicated AT weapon and an Antiaircraft gun, but with different stats - one can only attack air targets, the other only tanks? If my memory serves me right, the 88 was used flexibly in both roles as, the situation demanded. Why don't you put it in the "artillery" category and give it the ability to attack both air and ground targets actively? Or maybe add a switch for it to change from AA to AT mode?
- It is very difficult to check which units have attacked, but still have movement points left or the other way round. Some UI reminder, like the red bar through the strenght indicator would be okay. Maybe make it a yellow bar if a unit hasn't attacked yet and a blue one if it still has movement points.. You could also use the "unit glow" feature for this, but it's not very distinct.
- Building units overstrength during the deployment phase is very very nice. I hated that feature in PG, because at the end of every scenario, I had to take my crack units out of the fight to build them up. Not anymore! Thanks!
- I would like better feedback on what's happening. Aside from the casualty reports, I want to know if something special happens during an attack (i. e. "Submarine dives!", "Rugged defense", "Unit surrenders"), there needs to be a bit of text popping up somewhere to tell me that. Especially during enemy turns - it is very hard to keep track of what the enemy is doing since everything happens rather fast.
- Is it still possible to destroy the enemy prestige points by carpet-bombing their cities with strategic bombers?
- Someone (I don't remember his name) from this forum had a great idea for towed AA, AT and artillery units to make them more useful: If a towed unit doesn't attack, it should be able to mount up, move to a destination and then dismount again, to "wheel it into position" (his words). AA and AT guns would be much more useful that way, especially to shield other units. If you think this feature is too overpowered, then only allow it for "light" AA and AT guns that can be brought into position quickly.
- What about the Eighty-eight FlaK Cannon? It is available twice, as a dedicated AT weapon and an Antiaircraft gun, but with different stats - one can only attack air targets, the other only tanks? If my memory serves me right, the 88 was used flexibly in both roles as, the situation demanded. Why don't you put it in the "artillery" category and give it the ability to attack both air and ground targets actively? Or maybe add a switch for it to change from AA to AT mode?
- It is very difficult to check which units have attacked, but still have movement points left or the other way round. Some UI reminder, like the red bar through the strenght indicator would be okay. Maybe make it a yellow bar if a unit hasn't attacked yet and a blue one if it still has movement points.. You could also use the "unit glow" feature for this, but it's not very distinct.
- Building units overstrength during the deployment phase is very very nice. I hated that feature in PG, because at the end of every scenario, I had to take my crack units out of the fight to build them up. Not anymore! Thanks!
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If you check the unit stats you will notice some of their attack values are in parenthesis [ ]What about the Eighty-eight FlaK Cannon? It is available twice, as a dedicated AT weapon and an Antiaircraft gun, but with different stats - one can only attack air targets, the other only tanks? If my memory serves me right, the 88 was used flexibly in both roles as, the situation demanded. Why don't you put it in the "artillery" category and give it the ability to attack both air and ground targets actively? Or maybe add a switch for it to change from AA to AT mode?
That is their defence attack value if they are attacked by certain units. So a flak 88 anti-air unit can defend against an enemy ground unit that attacks it, but can only attack air units. The flak88 A-T unit can attack ground units but will defend against air units that attack it. Same holds true for stukas and level bombers, they have an inherent air defence that only kicks in when they are attacked by other air units. If you check the stats in parenthesis for the flak 88's I think you will see their defence ratings will be the same as the others attack.
Hope that was clear for you.
Thanks for trying to explain the defense value with the [] parentheses and all that, but that was not my point. What I wanted to ask was why the "FlaK 88 AT" and the "FlaK 88 AA" are featured in the game as two distinct and different units, each only being able to attack one target type ACTIVELY (air or ground) when in reality the Acht-Acht was used in a dual role, depending on the situation. There were no separate "FlaK 88 Antitank" or "Flak 88 Anti-Air" units, and I think this should be represented in-game by merging the two 88 units from the Antitank and the Anti-Air category into one powerful, multipurpose cannon unit.
I read those are the plans for the final version (one unit for both roles, changing them with an order), and there is actually one button in the UI ready for it but currently not yet implementedKakrafoon wrote:Thanks for trying to explain the defense value with the [] parentheses and all that, but that was not my point. What I wanted to ask was why the "FlaK 88 AT" and the "FlaK 88 AA" are featured in the game as two distinct and different units, each only being able to attack one target type ACTIVELY (air or ground) when in reality the Acht-Acht was used in a dual role, depending on the situation. There were no separate "FlaK 88 Antitank" or "Flak 88 Anti-Air" units, and I think this should be represented in-game by merging the two 88 units from the Antitank and the Anti-Air category into one powerful, multipurpose cannon unit.
Some more vehicular stuff I would like to ask:
- Will you distinguish the different armoured cars a little bit (Sdkfz 222, 231 and 232)? As a player, you are stuck with them for a long time during the first years of the war, and they are absolutely alike, except for some ammo and fuel values. I know you're planning different movement types, including "wheeled" movement, but I would like a little bit more choice. I know, their basic difference is the number of wheels, but still...
- What about the Panzerkampfwagen IV? As far as I know my tank history, the biggest development jump came with the F2 model that got the long 75 mm gun, instead of the short 75 mm: This changed the IV from an infantry support tank to a multipurpose battle tank. The problem is just that in the game, even the earlier models of Version IV E and IV F1 are depicted with the long gun. I think this is wrong.
- What about a heavier tractor choice for special units? Having the Sdkfz 250 or 251 as a prime mover for the big guns seems a bit odd. Didn't it take something stronger, like a Sdkfz 7, to pull heavy beasts like the 88 Flak?
- the white "not moved yet"-arrow is really hard to see on snowy hexes.
- Will you distinguish the different armoured cars a little bit (Sdkfz 222, 231 and 232)? As a player, you are stuck with them for a long time during the first years of the war, and they are absolutely alike, except for some ammo and fuel values. I know you're planning different movement types, including "wheeled" movement, but I would like a little bit more choice. I know, their basic difference is the number of wheels, but still...
- What about the Panzerkampfwagen IV? As far as I know my tank history, the biggest development jump came with the F2 model that got the long 75 mm gun, instead of the short 75 mm: This changed the IV from an infantry support tank to a multipurpose battle tank. The problem is just that in the game, even the earlier models of Version IV E and IV F1 are depicted with the long gun. I think this is wrong.
- What about a heavier tractor choice for special units? Having the Sdkfz 250 or 251 as a prime mover for the big guns seems a bit odd. Didn't it take something stronger, like a Sdkfz 7, to pull heavy beasts like the 88 Flak?
- the white "not moved yet"-arrow is really hard to see on snowy hexes.
Their icons are correct but big icon in purchase screen is wrong.Kakrafoon wrote:- What about the Panzerkampfwagen IV? As far as I know my tank history, the biggest development jump came with the F2 model that got the long 75 mm gun, instead of the short 75 mm: This changed the IV from an infantry support tank to a multipurpose battle tank. The problem is just that in the game, even the earlier models of Version IV E and IV F1 are depicted with the long gun. I think this is wrong.
Something else I would really like this game to include:
Does anybody remember "Fantasy Wars"? It was a turn-based hex strategy game from circa 2007, very much in the spirit of Panzer General and especially Fantasy General.
The thing I liked best about it was that you could keep and upgrade your core army, but with each level-up a unit received, you could choose a perk for it, depending on what kind of unit it was. You could outfit your archers with better marching boots or make them experts for shooting from hilltops. You could drill your halberdiers to stay in formation against cavalry on open ground, or you could specialize them for taking on other infantry in cities.
This is something I would like to see in Panzer Corps as well! Core units are still too replaceable and don't have enough "personality". I could imagine perks like "Plenty of Hand Grenades" or "Hard as Nails" for infantry; the first one would give them an edge in flushing out entrenched enemies, the second would increase their chances of pulling a Rugged Defense in difficult terrain. For tanks, you could include perks like "Bolt-on Armour" or "Keep it Running"; the first one would increase the armour value because the crews weld and stack sandbags, rails and other stuff to their vehicles, but it would decrease movement; the second one would give them a better chance of surviving an air attack, because the driver keeps the engine idling all the time - the downside would be increased fuel consumption for the unit.
Those four perks I just thought of are just examples. Ideally, there should be at least a dozen of them for every unit type. Maybe you could include them with the leaders you just implemented?
So, what do you think about this?
Does anybody remember "Fantasy Wars"? It was a turn-based hex strategy game from circa 2007, very much in the spirit of Panzer General and especially Fantasy General.
The thing I liked best about it was that you could keep and upgrade your core army, but with each level-up a unit received, you could choose a perk for it, depending on what kind of unit it was. You could outfit your archers with better marching boots or make them experts for shooting from hilltops. You could drill your halberdiers to stay in formation against cavalry on open ground, or you could specialize them for taking on other infantry in cities.
This is something I would like to see in Panzer Corps as well! Core units are still too replaceable and don't have enough "personality". I could imagine perks like "Plenty of Hand Grenades" or "Hard as Nails" for infantry; the first one would give them an edge in flushing out entrenched enemies, the second would increase their chances of pulling a Rugged Defense in difficult terrain. For tanks, you could include perks like "Bolt-on Armour" or "Keep it Running"; the first one would increase the armour value because the crews weld and stack sandbags, rails and other stuff to their vehicles, but it would decrease movement; the second one would give them a better chance of surviving an air attack, because the driver keeps the engine idling all the time - the downside would be increased fuel consumption for the unit.
Those four perks I just thought of are just examples. Ideally, there should be at least a dozen of them for every unit type. Maybe you could include them with the leaders you just implemented?
So, what do you think about this?