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capability suggestions

Posted: Sat Mar 17, 2012 5:43 am
by Mountaineer
Just a few things I would like if they are achievable:
1. You should see the casualties for the scenario, and then the campaign. Right now all you get is the total for the campaign.
2. Other small calibre AA should be able to go direct fire.
3. Recon units should be able to resupply if they have movement points remaining.
4. Engineer and perhaps the grenadier infantry units should be able to blow bridges.
5. Airborne should be able to fire when they land, and all units should be able to fire when they land from the sea.
6. Will tanks ever get a blitz capability and attack more than one unit?
7. Incremental reinforcements, so you can go up 1 strength at a time and distribute prestige more evenly.
8. Air units should be able to reinforce in hexes adjacent to the airfield.

The AI needs work on target selection and priorities. FA should target AA or other FA first. It should also fire before the ground attack, accompanied by aircraft and then the tank or infantry. Right now, FA is firing after the ground attack. I also see the AI moving FA forward, adjacent to my tanks and infantry. The AI should protect its FA and rockets, not be so focused on a forward move that they are sacrificed.

Re: capability suggestions

Posted: Sat Mar 17, 2012 11:13 am
by El_Condoro
Many of these good suggestions have been requested - sometimes often - before, so hopefully we'll see some in a future iteration of PzC.

3. There is a kind of bug that allows this now. See Tips and tricks thread
6. Has been debated before and the community was divided over it, so unlikely to see.

The behaviour of the AI is suspect for all the reasons you mention and more. One day... :)

Re: capability suggestions

Posted: Sun Mar 18, 2012 12:21 pm
by Mountaineer
Does terrain affect the spotting capability of units? I sent a recon unit up a hill with open ground all around, and the spotting seemed no different. I would think cities, rivers, and woods would act as a better obscurant while airplaces would also see things along their air routes, and not just at their destination. I think this could improve a bit. Additionally, there was a feature in East Front/West Front that showed the unit's visibility.

Re: capability suggestions

Posted: Sun Mar 18, 2012 12:44 pm
by El_Condoro
Nope - recons and any other unit can see through mountains and anything else within spotting range. Height doesn't give any extra spotting. The only thing that affects spotting is rain and snow and clouds if in a plane.

Re: capability suggestions

Posted: Sun Mar 18, 2012 2:44 pm
by Mountaineer
Too bad, it would really deepen the complexity to the game. I also think planes should see as they move.

Re: capability suggestions

Posted: Wed Apr 25, 2012 3:13 pm
by Mountaineer
7. Incremental replacements/reinforcements, so you can go up 1 strength at a time and distribute prestige more evenly.
This issue still bother me. I would add some elite replacements and some regular if I could do it 1 at a time. I would like my units to keep more experience and spread prestige among each of the units. Right now, if you are strength 1 and need to go to 10 with an advanced tank (Tiger, Panther, etc) it is cost prohibitive to pay for the entire thing in elite reinforcements and retain all the experience. I also do not see the utility of forcing you to add 1 a turn above 10 for overstrength. As a maintenance officer I know it takes a long time to get a unit back into the fight, but it is just a game :)

Re: capability suggestions

Posted: Wed Apr 25, 2012 3:49 pm
by soldier
I'd prefer to see some major 2 hex airfields maybe rather than allowing all aircraft to repair adjacent to any field. Airfields would lose their strategic importance on bigger maps if they were so multipurpose and i suspect many were small with fairly limited capabilities in some of the underdeveloped theatres.
Planes spotting as they moved was dropped from the original PG game. I remember you could fly a fighter with 3 hex visibilty down the line of a major front or over a gathering army and suddenly spot absolutely every unit. It was too easy and eliminated the need for actual recon units in many cases (who had lesser capabilities). Recon planes have been suggested, perhaps they could be allowed to spot under them as they moved or have the same movement abilities as the recon cars.

Re: capability suggestions

Posted: Wed Apr 25, 2012 3:57 pm
by MartyWard
Mountaineer wrote:
7. Incremental replacements/reinforcements, so you can go up 1 strength at a time and distribute prestige more evenly.
This issue still bother me. I would add some elite replacements and some regular if I could do it 1 at a time. I would like my units to keep more experience and spread prestige among each of the units. Right now, if you are strength 1 and need to go to 10 with an advanced tank (Tiger, Panther, etc) it is cost prohibitive to pay for the entire thing in elite reinforcements and retain all the experience. I also do not see the utility of forcing you to add 1 a turn above 10 for overstrength. As a maintenance officer I know it takes a long time to get a unit back into the fight, but it is just a game :)
You can do this now but it takes a bit of work, ok a lot of work.
You need to check on how much 1 point costs, use cheat codes to adjust your prestige down that much then us cheat codes to add 1 strength to the unit.

Re: capability suggestions

Posted: Wed Apr 25, 2012 4:48 pm
by robman
soldier wrote:Planes spotting as they moved was dropped from the original PG game. I remember you could fly a fighter with 3 hex visibilty down the line of a major front or over a gathering army and suddenly spot absolutely every unit. It was too easy and eliminated the need for actual recon units in many cases (who had lesser capabilities). Recon planes have been suggested, perhaps they could be allowed to spot under them as they moved or have the same movement abilities as the recon cars.
I consider this a major improvement over PG. There was absolutely no reason to buy ground recon units then, because fighters were better (and more multipurpose).

If spotting planes are introduced, I do not think they should have full spotting range and/or accuracy while in motion. They should "stop," à la current recon units, and then be able to see three hexes or whatever. This would represent the fact that spotting is more than just flying over, it is the deliberate close inspection of a particular area.

Re: capability suggestions

Posted: Wed Apr 25, 2012 7:26 pm
by brettz123
robman wrote:
soldier wrote:Planes spotting as they moved was dropped from the original PG game. I remember you could fly a fighter with 3 hex visibilty down the line of a major front or over a gathering army and suddenly spot absolutely every unit. It was too easy and eliminated the need for actual recon units in many cases (who had lesser capabilities). Recon planes have been suggested, perhaps they could be allowed to spot under them as they moved or have the same movement abilities as the recon cars.
I consider this a major improvement over PG. There was absolutely no reason to buy ground recon units then, because fighters were better (and more multipurpose).

If spotting planes are introduced, I do not think they should have full spotting range and/or accuracy while in motion. They should "stop," à la current recon units, and then be able to see three hexes or whatever. This would represent the fact that spotting is more than just flying over, it is the deliberate close inspection of a particular area.
I still think there is no need for recon. You can pretty well tell where AA guns will be (ie a hex or two behind trenches, cities, and on an airfield). So I still just use fighters for recon and strafing.

Re: capability suggestions

Posted: Wed Apr 25, 2012 7:30 pm
by brettz123
Mountaineer wrote:Just a few things I would like if they are achievable:
1. You should see the casualties for the scenario, and then the campaign. Right now all you get is the total for the campaign.
2. Other small calibre AA should be able to go direct fire.
3. Recon units should be able to resupply if they have movement points remaining.
4. Engineer and perhaps the grenadier infantry units should be able to blow bridges.
5. Airborne should be able to fire when they land, and all units should be able to fire when they land from the sea.
6. Will tanks ever get a blitz capability and attack more than one unit?
7. Incremental reinforcements, so you can go up 1 strength at a time and distribute prestige more evenly.
8. Air units should be able to reinforce in hexes adjacent to the airfield.
.
1. This would be great
2. This would also be a really good idea and make these units significantly more used
3. I don't see this as necessary at all
4. Would be nice but I would be concerned about how the AI handles blown bridges and blowing bridges
5. Perhaps at some kind of penalty would be interesting
6. Tanks are already way to brutal in this game I don't want to see this
7. I have never been in a situation where I thought it would be nice to only reinforce my unit to a less than 10 strength
8. Don't have a problem with this but I sort of like the restriction of having to capture airfields to really reinforce a large number of planes

Re: capability suggestions

Posted: Wed Apr 25, 2012 11:17 pm
by Zhivago
Mountaineer wrote:Just a few things I would like if they are achievable:
1. You should see the casualties for the scenario, and then the campaign. Right now all you get is the total for the campaign.
2. Other small calibre AA should be able to go direct fire.
3. Recon units should be able to resupply if they have movement points remaining.
4. Engineer and perhaps the grenadier infantry units should be able to blow bridges.
5. Airborne should be able to fire when they land, and all units should be able to fire when they land from the sea.
6. Will tanks ever get a blitz capability and attack more than one unit?
7. Incremental reinforcements, so you can go up 1 strength at a time and distribute prestige more evenly.
8. Air units should be able to reinforce in hexes adjacent to the airfield.

The AI needs work on target selection and priorities. FA should target AA or other FA first. It should also fire before the ground attack, accompanied by aircraft and then the tank or infantry. Right now, FA is firing after the ground attack. I also see the AI moving FA forward, adjacent to my tanks and infantry. The AI should protect its FA and rockets, not be so focused on a forward move that they are sacrificed.

I would add 4(a) Engineers that could lay minefields, clear minefields, and build fortifications and airfields.

Re: capability suggestions

Posted: Thu Apr 26, 2012 2:22 am
by soldier
I would add 4(a) Engineers that could lay minefields, clear minefields, and build fortifications and airfields.
and build dragons teeth to hold up armour. They would be a popular unit if they could do these things, very cool

Re: capability suggestions

Posted: Thu Apr 26, 2012 2:54 am
by El_Condoro
This sort of can be done now through switching. If a special unit was made that could switch to mines, or fortifications or whatever it could move to a hex and switch. It would have to be set so it couldn't switch back again! Obviously it is a once-off event, too. Blowing bridges is another possibility if the blown bridge was set up as a unit with appropriate graphics and stats and the engineer switched to it. The problem with that is bridges don't all cross rivers in the same direction.