BA Newb Feedback
Posted: Fri May 10, 2013 9:54 pm
I played a lot of Steel Panther, way way back in the day. The original Combat Mission as well. I have to admit, I was prejudiced against BA due to the name, and the graphics... but in a fit of boredom (I'm stuck on a deployment in a very boring part of east Africa), I went ahead and bought BA. What a great game. I really like the graphics - they've grown on me - and thing the game play is a really good.
There are a few things I'd like to see improved in a new version of BA:
1) Intermediate level of 'suppressed' that reduces spotting range and fire output. I think it should be harder to get the fully suppressed result that exists today, but some sort of 'intermediate' level of suppression could exist. Another way to model this would be to slow decrease the defender's accuracy, and chance for opportunity fire, as suppression increases. This doesn't have to implemented in a way that is complex.
2) Some additional simple damage options for vehicles, such as tracked, or main gun damaged. Doesn't have to be complicated, but a few more options other than just destroyed. Even a light gun or a PIAT can track a heavy vehicle. This might also allow for an option where vehicles can become tracked or bogged in a scenario.
3) A click interface more like Panzer Corps. I really dislike the use of LMB / RMB in BA. Switching between units requires extra clicks. I should not have to deselect a unit inorder to select a new unit. I'd prefer LMB to select a unit, RMB to bring up the action menu.
4) The ability to zoom out a little further. Pretty minor, but it would be nice for getting the big picture.
5) Vehicles shooting up a terrain levels at other vehicles should receive a penalty to hit for 'hull down'. This might be modeled, so apologies if I missed it. This adds defensive value to the high ground.
6) MGs should be able to fire at, and suppress, armored vehicles. This I would really like to see. This was a real tactic. In combination with idea 1, above, this could provide a marginal benefit to doing just this. It could be coded in such a way that a vehicle could never become fully suppressed from MG fire to avoid gamey tactics like buying lots of bren gun carriers and MG'ing KTs until they give up.
There are a few things I'd like to see improved in a new version of BA:
1) Intermediate level of 'suppressed' that reduces spotting range and fire output. I think it should be harder to get the fully suppressed result that exists today, but some sort of 'intermediate' level of suppression could exist. Another way to model this would be to slow decrease the defender's accuracy, and chance for opportunity fire, as suppression increases. This doesn't have to implemented in a way that is complex.
2) Some additional simple damage options for vehicles, such as tracked, or main gun damaged. Doesn't have to be complicated, but a few more options other than just destroyed. Even a light gun or a PIAT can track a heavy vehicle. This might also allow for an option where vehicles can become tracked or bogged in a scenario.
3) A click interface more like Panzer Corps. I really dislike the use of LMB / RMB in BA. Switching between units requires extra clicks. I should not have to deselect a unit inorder to select a new unit. I'd prefer LMB to select a unit, RMB to bring up the action menu.
4) The ability to zoom out a little further. Pretty minor, but it would be nice for getting the big picture.
5) Vehicles shooting up a terrain levels at other vehicles should receive a penalty to hit for 'hull down'. This might be modeled, so apologies if I missed it. This adds defensive value to the high ground.
6) MGs should be able to fire at, and suppress, armored vehicles. This I would really like to see. This was a real tactic. In combination with idea 1, above, this could provide a marginal benefit to doing just this. It could be coded in such a way that a vehicle could never become fully suppressed from MG fire to avoid gamey tactics like buying lots of bren gun carriers and MG'ing KTs until they give up.