Room for improvement

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agandaur88
Lance Corporal - SdKfz 222
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Room for improvement

Post by agandaur88 »

Where do you think there is room for improvement in this game? I think that what it would be nice to add in game - voices, maybe a litte more description about particular divison, specialy those veteran, commander of particular divison,.. and ideas?
ivanov
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Post by ivanov »

I think the way in which the combat of the mounted infantry is modelled should be improved. Mounted infantry seems to be defenceless against counter attacks, regardles the type of transport ( trucks or APCs ) and the type of terrain.
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brettz123
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Post by brettz123 »

I agree the mounted infantry should do much better in combat especially when mounted in half tracks.

I would really like to see a graphical representation of what heroes your unit has. Just something that would be useful.

Of course some improved AI but what game coudn't use that!

More overstrength units but not completely over strengthed.

More named enemy hero units.

More enemy heroes like the ones we get.

Maybe have the units you fight against determined somewhat by the type of CORE a player has. So for instance if I have more planes than what the designers consider average then I would face more airplanes.

Last thing I would like is the ability to turn tanks into self propelled AT units and vice versa.
ivanov
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Post by ivanov »

brettz123 wrote:I agree the mounted infantry should do much better in combat especially when mounted in half tracks.
I think that the mounted infantry transported by the APS, should have a fairly good attacking parameters. The main problem I see, is that the motorized infantry does not dismount, when counter attacked during the enemy's turn. For example after clearing a town, I like to move there a motorized unit from my second line, just to hold the object properly. That what motorized infantry in the panzer divisions was used for - clearing and holding, in situations when the foot marching infantry was too far behind. Because the infantry does not dismount whan attacked, it is always very likely that it will be wiped out be the counter attack during the enemy turn. Shall we hold the newly captured towns/cities with tanks? ;) That sounds like Grozny 1995...
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jokerrr88
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Post by jokerrr88 »

The linked scenario's kills the replayability for the game, never have liked linked scenario's for a War game, its just silly IMO. If this game had the Total War map concept but the battles where fought like PG it would be awesome.

Quote Ivanov:
"Maybe have the units you fight against determined somewhat by the type of CORE a player has. So for instance if I have more planes than what the designers consider average then I would face more airplanes"

Agreed!! I might add how about have AI purchase some planes as well because they never freaking do, once you kill EA just bomb bomb bomb bomb and never see another EA.
boredatwork
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Post by boredatwork »

jokerrr88 wrote:The linked scenario's kills the replayability for the game, never have liked linked scenario's for a War game, its just silly IMO. If this game had the Total War map concept but the battles where fought like PG it would be awesome.
I've replayed PG far more times than all of the Total War series combined :wink:
jokerrr88
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Post by jokerrr88 »

boredatwork wrote:
jokerrr88 wrote:The linked scenario's kills the replayability for the game, never have liked linked scenario's for a War game, its just silly IMO. If this game had the Total War map concept but the battles where fought like PG it would be awesome.
I've replayed PG far more times than all of the Total War series combined :wink:
LOL. I have played Shogun Total War far more times then PG, AG, Pacific G, PG2, PG3 SE, PG3D, FG, PC combined.
Kerensky
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Post by Kerensky »

These sorts of threads are very helpful for us to gather feedback on the kinds of features are players are most interested in, so let's try to keep this thread on topic. ;)

Me personally, I look forward to expanded hero support for multiple nations, both through the editor and beyond. :D
freakinjstu
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Post by freakinjstu »

Info on heroes would be HUGELY appreciated :) It's a pain trying to mentally keep track of them ... even renaming units (which I do) is tedious.

There's that unused 'empty' part of the UI at the bottom right hand part of the screen. I'm wondering how that could be used. Perhaps extended info, such as heroes, on the currently selected unit (though it's a bit redundant with the panel 2 slots up). Or more broadly, some sort of overview of your core force and their current status.

I don't know .. but it always occurs to me that (A) I wish I had alot more info at my fingertips, and (B) there sure is a nice piece of real estate just sitting their waiting for something to sit in it. Of course this assumes that panel isn't used for multi-player or some other aspect of the game I have never tried...
agandaur88
Lance Corporal - SdKfz 222
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Re: Room for improvement

Post by agandaur88 »

What about adding some more infantry units like luftwaffe, volksgrenadiers, commandos and so on? I would also like if you could upgrade your infantry units to give them better mortars, better guns, better mgs, and all would cost some prestige? And what about pionners making some obsteclas like minefields and so on? IF anyone has more ideas, please post :)
dks
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Re: Room for improvement

Post by dks »

with freakinjstu....give some UI info part for hero description when scrolling on my units. did the renaming for it too and I hates doin that.
brettz123
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Re: Room for improvement

Post by brettz123 »

When using the next and previous unit buttons can we make it so that the screen centers on the unit?
robman
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Re: Room for improvement

Post by robman »

I wouldn't mind a more sophisticated system of supply. Nothing super fancy, but it would make the game somewhat more "realistic" (and challenging) if a unit's ability to resupply/reinforce were partly dependent on its line of communication to the nearest friendly town. For example, a clear line of supply via road/rail would mean no penalty, but other terrain might cause a decrease, and no open route at all would mean minimal resupply. I could imagine clicking on the resupply or reinforce button, seeing the supply route appear with an arrow à la movement, and a dialog box telling me how much of a penalty I would need to pay to proceed.

I also like the idea of minefields, and exotic units are always fun, especially in higher-resolution scenarios like those in the DLCs.
brettz123
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Re: Room for improvement

Post by brettz123 »

robman wrote:I wouldn't mind a more sophisticated system of supply. Nothing super fancy, but it would make the game somewhat more "realistic" (and challenging) if a unit's ability to resupply/reinforce were partly dependent on its line of communication to the nearest friendly town. For example, a clear line of supply via road/rail would mean no penalty, but other terrain might cause a decrease, and no open route at all would mean minimal resupply. I could imagine clicking on the resupply or reinforce button, seeing the supply route appear with an arrow à la movement, and a dialog box telling me how much of a penalty I would need to pay to proceed.

I also like the idea of minefields, and exotic units are always fun, especially in higher-resolution scenarios like those in the DLCs.
I like that idea too. It would make counterattacks more interesting.
agandaur88
Lance Corporal - SdKfz 222
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Re: Room for improvement

Post by agandaur88 »

what about idea caughting enemy units on the open field and arty devestates them? i also suggest that putting air unit over enemy should give some bonus for arty strike because of recon.
hs1611
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Re: Room for improvement

Post by hs1611 »

I would like a better deploy system. I like to group my units in divisions and allways use them in the same divisions, for RP purposes.
I would like to be able to create groups and assign units to them. Those groups to be seen on the deployment scree.
robman
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Re: Room for improvement

Post by robman »

hs1611 wrote:I would like a better deploy system. I like to group my units in divisions and allways use them in the same divisions, for RP purposes.
I would like to be able to create groups and assign units to them. Those groups to be seen on the deployment scree.
The next logical step in that direction would be headquarters units of some kind, whose presence or absence has some effect on the performance of the units within a certain distance, perhaps depending on whether those units are assigned to that particular headquarters. This is moving towards somewhat more advanced wargaming, but hey! it would be fun.
DrkCon
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Re: Room for improvement

Post by DrkCon »

I'd like to see a few of the things already mentioned (Hero identification and Enhanced Heros)

Also, I'd like the engine to simply continue. WWII, Korea, Vietnam, Gulf 1 + 2, Isreal War of Independence, Falklands, Kosovo, etc..etc..etc..

Wouldnt mind Alternative history conflicts as well. Like the DLCs, easily installed, no speciall installers or instructions required. For smaller conflicts, maybe they could be bundled in a package together to provide roughly smiliar-length chunks of content as time went on.

I really enjoy the game already, and play it very often. I've played PG from release date until I discovered PzC. I STILL play the stock campaign :P Id also like more MP Maps designed with MP in mind, for balance - of varying scale. So folks that want to do a quicky can easily do that and those that want "epic" sized battles over longer times can do that as well.
agandaur88
Lance Corporal - SdKfz 222
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Re: Room for improvement

Post by agandaur88 »

that headquaters idea would be awesome, that you can create your own profile and u r like some hero, have good and bad traits, experience and so on, and that you can create divisions and corps and see their commanders to and develop them. I think for every victory you should get some reward points which you can spend only on your commanders to increase them to be better attackers, defenders, propaganda guys, and so on.
Sourdust
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Re: Room for improvement

Post by Sourdust »

I'd love to see replayability increased by some major variability in the enemy dispositions, force mix, and "plans".

Currently, after 2 or 3 times through a scenario, you know pretty much what to expect - where the counterattacks will come from, what units will be involved, location of defensive lines, etc. Would be more interesting if there was some variability.

To do this really well would require heaps more work per scenario, I appreciate. But perhaps there are some easy options for introducing at least some variability, eg:

1) Have 3-4 possible fixed enemy setups per scenario. Then you at least have some uncertainty.
2) Have some "fixed" enemy units, and others which have only a percentage chance of being present or showing up as reinforcements. Eg, in a given scenario, the enemy airforce might consist of 1 hurricane and 1 blenheim at start, with 10% per turn of an additional hurricane and 5% chance per turn of an additional blenheim showing up. Or have the defence of a particular city be definitely 1 inf in the city and 1 art behind it, and for two other hexes adjacent to the city have a 10% of AT, 10% of AA, 25% inf, 5% tank, and 50% empty.
3) Have a mostly fixed enemy defence, as present, but allow the AI some amount of prestige to buy additional units at the outset, with rules for what it chooses and where those additional units get placed.
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