AI/UI improvement ideas (long list/post)
Posted: Thu Sep 20, 2012 6:45 am
The last time I played the GC I kept a notepad file of ideas that occurred to me along the way - both things that would enhance the player experience, or tweak slightly to make units or game mechanics more realistic without upsetting the balance of the game. The openness of developers to refining the game that I saw during the Afrika Korps beta made me realize it might be welcomed. Some of the suggestions may have come up in the past and been shot down; I'm not sure. I love the game, but these seemed like small and unobtrusive changes that would refine the game experience without being controversial or upsetting other parameters.
1. "Ghosting" for spotted units, (akin to minefields): When an immobile fortress, strongpoint, etc. is encountered, it appears on the maps like minefields do. I’d also like to see spotted ground units appear “ghosted” on the map for one turn. As if a unit gave a field report to HQ, and you can assume they are there for a short period. Sometimes I feel I need a notepad to write down these things so I can play around them the next turn, which can be solved so easily with some map tweaking.
2. Jungle hexes supply 1/2, as desert: It didn’t feel right being able to fully supply units in the jungle in India. Jungle supply is even more taxing than desert. Especially if there is ever a Pacific branch, might as well settle that now.
3. Desert Road supply full: A unit on a desert road should resupply fully – just like on a road in Russia or elsewhere.
4. Unit waypoints, or more intelligent tactical travel routes: If a unit is moving into unknown territory, it “intelligently” choose the path to the destination hex keeping it away from towns or known fortifications, which might contain enemy units. Right now, the game seems to always default to dragging your unit towards a town, then moving to an adjacent clear hex (probably because of a defauly AI routing along roads despite equal movement cost in clear terrain). This isn’t how a real unit would move. You can over come it with recon, but that wastes resources that may be scarce or non-existent. Another way to accomplish this is if you could set one intermediate waypoint the unit passes through on the way to it’s final objective, though that might overly complicate unit movement UI mechanics.
5. Ammo state not visible to enemy. In reality, one doesn’t really know this with certainty, and it gives an unfair advantage. Both to you and to the AI.
6. New cheat that lists all cheats in effect. Sometimes you forget if you typed “reform units,” or mis-type it and there is no warning. A cheat “all cheats” would give a list of those currently in effect.
7. Transport refundable during deployment: You would be able to “upgrade” a unit down to no transport and get the prestige back. This would be invaluable for those who play “Rommel.” Also conforms to reality – the transport wouldn’t just disappear.
8. Units resupplied (but not reinforced) during train transport: It takes three turns to rail-ship a unit, two of which it spends partially idle in a logistics center (rail-connected city hex). It’s illogical the ammo load-out and fuel wouldn’t be topped off in that time.
9. 50/50 elite/green replacement option, or similar mechanic: Under the “Elite Replacement” UI button, you’d have an a) option for 50/50 green/elite at half price/half experience cost, or b) 100% elite at full cost. Again, very useful for those who play Rommel, but I bet for others early on in a prestige bind.
10. Kills awarded for surrendered units. Would help balance heroes and experience rate in major defensive scenarios, like in later Russian scenarios. And historically, capturing a unit was considered more prestigious than decimating it to render it combat ineffective.
11. Artillery should be able to capture hexes. I think this is a relic from PG? It just doesn’t make much sense given that an artillery unit possess security elements and weapons, as well as honking-big guns. It just feels wrong. This is not a big deal to experienced players, but I think would help beginning players as well as be more authentic.
12. Russian capture tanks listed with other captures in UI: For some reason in the UI, the Russian capture tanks are behind the SE tank units, instead of alphabetically behind the other captures preceding the SE units. Kind of weird, and a bit confusing sometimes when scanning reserves.
13. '43 Pioniere units before SE: Like #12, After the ’43 upgrade, Pioniere units now appear last, following SE units.
14. OKW technical bulletins (upcoming equipment): A bulletin along with new equipment notices that says things like “In two months a new heavy tank is expected to be available.” Or, “A new model Focke-Wulf fighter should be available in mid-1942.” Only for significant pieces of equipment, and to help the player judge whether to hold off on purchasing something, or to save prestige for planned changes.
15. Correct weather state/forecast in deployment phase: It is bizarre to look at a sunny forecast in the winter. Deployment period would have access to forecasts, too. Experienced players know this, but in the beginning it throws new players off.
16. Campaign branch point warnings: in a scenario leading to a branch, a briefing special note would warn you so you could save your game on the last turn, instead of coming back later and having to re-fight the scenario fully. Or for those who don’t have the campaign tree, and aren’t saving every game, have to start from scratch.
17. Mosquito spotting range of two: I don't mean to be petty about unit characteristics, but this is weird to me. Already a tough opponent, this would make it more so. And just to be consistent with Bf110, and the mosquito’s two-man crew and historical use as recon. Just seems wrong it spots one.
1. "Ghosting" for spotted units, (akin to minefields): When an immobile fortress, strongpoint, etc. is encountered, it appears on the maps like minefields do. I’d also like to see spotted ground units appear “ghosted” on the map for one turn. As if a unit gave a field report to HQ, and you can assume they are there for a short period. Sometimes I feel I need a notepad to write down these things so I can play around them the next turn, which can be solved so easily with some map tweaking.
2. Jungle hexes supply 1/2, as desert: It didn’t feel right being able to fully supply units in the jungle in India. Jungle supply is even more taxing than desert. Especially if there is ever a Pacific branch, might as well settle that now.
3. Desert Road supply full: A unit on a desert road should resupply fully – just like on a road in Russia or elsewhere.
4. Unit waypoints, or more intelligent tactical travel routes: If a unit is moving into unknown territory, it “intelligently” choose the path to the destination hex keeping it away from towns or known fortifications, which might contain enemy units. Right now, the game seems to always default to dragging your unit towards a town, then moving to an adjacent clear hex (probably because of a defauly AI routing along roads despite equal movement cost in clear terrain). This isn’t how a real unit would move. You can over come it with recon, but that wastes resources that may be scarce or non-existent. Another way to accomplish this is if you could set one intermediate waypoint the unit passes through on the way to it’s final objective, though that might overly complicate unit movement UI mechanics.
5. Ammo state not visible to enemy. In reality, one doesn’t really know this with certainty, and it gives an unfair advantage. Both to you and to the AI.
6. New cheat that lists all cheats in effect. Sometimes you forget if you typed “reform units,” or mis-type it and there is no warning. A cheat “all cheats” would give a list of those currently in effect.
7. Transport refundable during deployment: You would be able to “upgrade” a unit down to no transport and get the prestige back. This would be invaluable for those who play “Rommel.” Also conforms to reality – the transport wouldn’t just disappear.
8. Units resupplied (but not reinforced) during train transport: It takes three turns to rail-ship a unit, two of which it spends partially idle in a logistics center (rail-connected city hex). It’s illogical the ammo load-out and fuel wouldn’t be topped off in that time.
9. 50/50 elite/green replacement option, or similar mechanic: Under the “Elite Replacement” UI button, you’d have an a) option for 50/50 green/elite at half price/half experience cost, or b) 100% elite at full cost. Again, very useful for those who play Rommel, but I bet for others early on in a prestige bind.
10. Kills awarded for surrendered units. Would help balance heroes and experience rate in major defensive scenarios, like in later Russian scenarios. And historically, capturing a unit was considered more prestigious than decimating it to render it combat ineffective.
11. Artillery should be able to capture hexes. I think this is a relic from PG? It just doesn’t make much sense given that an artillery unit possess security elements and weapons, as well as honking-big guns. It just feels wrong. This is not a big deal to experienced players, but I think would help beginning players as well as be more authentic.
12. Russian capture tanks listed with other captures in UI: For some reason in the UI, the Russian capture tanks are behind the SE tank units, instead of alphabetically behind the other captures preceding the SE units. Kind of weird, and a bit confusing sometimes when scanning reserves.
13. '43 Pioniere units before SE: Like #12, After the ’43 upgrade, Pioniere units now appear last, following SE units.
14. OKW technical bulletins (upcoming equipment): A bulletin along with new equipment notices that says things like “In two months a new heavy tank is expected to be available.” Or, “A new model Focke-Wulf fighter should be available in mid-1942.” Only for significant pieces of equipment, and to help the player judge whether to hold off on purchasing something, or to save prestige for planned changes.
15. Correct weather state/forecast in deployment phase: It is bizarre to look at a sunny forecast in the winter. Deployment period would have access to forecasts, too. Experienced players know this, but in the beginning it throws new players off.
16. Campaign branch point warnings: in a scenario leading to a branch, a briefing special note would warn you so you could save your game on the last turn, instead of coming back later and having to re-fight the scenario fully. Or for those who don’t have the campaign tree, and aren’t saving every game, have to start from scratch.
17. Mosquito spotting range of two: I don't mean to be petty about unit characteristics, but this is weird to me. Already a tough opponent, this would make it more so. And just to be consistent with Bf110, and the mosquito’s two-man crew and historical use as recon. Just seems wrong it spots one.