A try to collect ideas for PC2 - please read the 1st post

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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fsx
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A try to collect ideas for PC2 - please read the 1st post

Post by fsx »

Hallo!

I see many new ideas for a possible Panzer Corps II after the Armageddon release.
I hope, now (after this release) could be a good time for Slitherine and Rudankort tho think about a sequel for Panzer Corps.

We should collect the wishes and ideas in one thread (this one). Perhaps this list will help us to receive a Panzer Corps 2 with many features at players option.
I am sure, Rudankort will observe this thread.
Yes, I know, it is not the 1st thread about that topic, but it is very time consuming to find "all" such threads.

Please, add your wishlist for PCII. You could add links to other treads (for discussion)
Please, don't discuss wishes in this thread.
It would be nice, if each user makes only ONE post. You could edit it, if you add something.

Thanks
fsx


* Many good features from WH40K as some of the traits, more terrain types, terrain levels, more detailed attack parameters (armor piercing..), LOS, accuracy
* Yes/No - questions during a mission (now we have to move a unit to a given hex or switch an unit to give an order like "need air support"...) or/and
* options during mission: scenario designer defines action. The player could use it (as air support or other actions)
* a skill system (instead of heroes?).
One of the skills could be "weapon handling". Will be raised each time you "use" the unit. If you upgrade the unit, the weapon handling skill for the new weapon would be much lower (compared to the previous unit).
Example Panzer III skill: 100%, the unit is upgraded to Tiger and the Tiger sklill would start with 33%
* I dont know how, but a better handlig of bridges
* more unit conditions and other conditions (example weather) in the editor
zald
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Re: A try to collect ideas for PC2 - please read the 1st pos

Post by zald »

Using light anti air against infantry. They where quite effective, used as high caliber machine guns. In general, more switchable units.

Unit upgrade based on experience.
Cross unit type upgrades. Self propelled AT to tanks (remember Whitmann), AA to AT, AT to Arty, Arty to AT.

Equipment scarcity - a limit to the number of units you can buy of a certain type. Unique units would have a limit of one, and can be gained after certain events (decisive victory, reaching certain goals, reaching certain cities/factories/depots/fuel dumps etc).
Even regular equipment availability can be boosted by certain events. Inspiration comes from Africa, where Malta was able to destroy 70% of the resupplies. Taking Malta would have given Rommel much more equipment.

Based on experience, a unit has access to different actions - camouflage, extra entrenchment, extra mouvement, all weather etc. Panzer General 2 had this system if I remember well.
Engineers and bridge engineers should be one unit and they should be able to build fortifications, floating bridges and airfields in certain locations (destroy-able by the enemy). Also, they could destroy or repair bridges. This should enable scenarios like "A bridge too far."
On this line, special equipment could be given on scenarios. Equipment that must be protected to fulfill it's mission.

Captured units can be improved. A lot of the equipment lost on the battlefield was repaired and reused by the victor (both your equipment or the enemy's). Decisive victories should give you access to this equipment (even upgrades for current captured units). Also, see equipment scarcity.

A fantasy campaign beyond Moscow in the east, with further scenarios towards India (like AK).

A better use of recon - artillery fire/strategic bombing should be more effective when in the spotting range of a recon unit. Coupled with camouflage, this would make recon units a must.

Tank hunter option for infantry. In the late war, bazooka and panzerfausts really gave them an edge in close quarters. Even a molotov was very effective.

Towed artillery, AT or AA should have an option:
a) move a short distance and disembark, perhaps even shoot before enemy turn.
b) move a long distance and stay in trucks. Again, this is something out of Panzer General 2.

Longer range for certain tanks and certain AT, in open fields or from hills.
alkafluence
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Re: A try to collect ideas for PC2 - please read the 1st pos

Post by alkafluence »

A deployable core composed on a "points system" rather than strict core slots. [IE- Want to have a "ton" of infantry vs. a handful of tanks]
Razz1
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Re: A try to collect ideas for PC2 - please read the 1st pos

Post by Razz1 »

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