Features for next OOB upgrade - Player wish list

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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GottaLove88s
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Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

Guys, Sorry if this thread already exists but just thought we should create a place where we can ask Aristos to consider features that could make their awesome game even better...

Let me start the ball rolling with the following from MP scenario uberguru Erik...
Erik wrote:I would like to see transport planes being able to drop supplies to isolated units. Make the supply last for a couple of turns.
And from me...

* Ability for bombers to displace overflying enemy aircraft (so that they can bomb the ground targets that are otherwise 'protected')
* Subs able to fire a 'spread' of torpedoes (eg. 2-3 torpedoes) before having to wait for 4 turns to reload
* Dive bombers limited to reasonable number of attacks (say 3) before they have to return to reload (sure, I love bombing the AI to poop in SP, but it just gets silly in MP, as the bomber or the bombee lol)
* Likewise torpedo bombers limited to 1 (or 2 if we want to make it more fun and gamey) attacks before they have to reload
* Consider making torpedo attacks stronger? (from subs especially)
* Recon planes should have fuel limitations too (to recreate the 'ok lads, it's time to turn around factor', again more for MP than SP)

Anything for anyone else...?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

* Engineers able to build defensive structures (eg. bunkers)
* Infantry can capture bunkers (so you can use them instead of destroying them)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

* Clicking the layer ('air' vs 'land/sea') button, while an 'plane is selected, changes the layer, and does not send the aircraft to the top left hex
* Clicking an aircraft's current hex, deselects it (in the same way that clicking a ground/sea unit's current hex, deselects it). If an aircraft happens to be already over an enemy unit, clicking it's own hex orders it to attack the underlying unit (when a player might have wanted to deselect it instead)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

* Manual (even a simple online one) for the Editor please :D
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
SSLConf_Yolo911
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Re: Features for next OOB upgrade - Player wish list

Post by SSLConf_Yolo911 »

Multiplayer:

#1 I have 14 matches listed and only two are active. Devise a way to delete the inactive ones. Resigning isn't working and some you just need to delete.

#2 Design some fair and balanced multiplayer scenarios that are tactically challenging because both sides have an equal a chance of winning based on skill not predetermined factors.

SP and MP:

#1. Seabees and Engineers. Give them the ability to build roads, bunkers, airfields and ports. And the ability to destroy same.

#2. More damage by subs.

#3. Limit number of bombing/torpedo attacks by planes. Right now I'm playing Palau- New Guinea Multiplayer and the B-17's sit over my units for 13 turns bombing them into pulp. Not realistic.

#4. As ships take damage, limit their ability to move and shoot. Maybe have critical hits that keep uber Destroyers from sinking Battleships with torpedo(never missing)

#5. Carriers -- Reduce their ability to launch planes, store planes and repair planes as damage accumulates.

#6. Subs-- Aircraft should be able to have a roll-of-the-dice chance to attack subs, especially if you keep certain aircraft in vicinity of your convoys and surface attack groups as antisubmarine protection.
GottaLove88s
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Re: Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

Great ideas, Yolo!
Yolo911 wrote:Multiplayer:

#1 I have 14 matches listed and only two are active. Devise a way to delete the inactive ones. Resigning isn't working and some you just need to delete.
I have the same problem in a couple of MP matches. After agreeing with my opponent that we would quit our current game and restart with the latest/fixed update for the scenario, OOB wouldn't let me resign. I think it's possible that only one of the players (maybe the one who 'hosts' the challenge?) can resign from MP. This might be a Mac only thing though? I don't have the PC version
Yolo911 wrote:#2 Design some fair and balanced multiplayer scenarios that are tactically challenging because both sides have an equal a chance of winning based on skill not predetermined factors.
For sheer beauty, geographic accuracy, historical realism and wow factor, I'd strongly recommend Erik's MP scenarios (link here -> viewtopic.php?f=374&t=64991). They're amazing. I get the impression these are becoming increasingly playtested as OOB becomes more popular, but some might need a little tweaking to balance them, eg. delaying Jap invasion and giving Allies some ground troops (or ability to transport them from Oz, per reality) in Coral Sea MP, and changing the Allied victory conditions from 'capture' to 'capture and hold' for the Guadalcanal/Watchtower MP scenario, etc... but I'm sure that these improvements will happen as we discover them. Am happy to play you on Midway, Coral Sea or Watchtower meanwhile...
Yolo911 wrote:SP and MP:

#1. Seabees and Engineers. Give them the ability to build roads, bunkers, airfields and ports. And the ability to destroy same.
+1. Engineers can already build bridges. Would be awesome to add other build functions eg. roads (time taken depending on terrain, so a road on open ground, 1 turn, vs road in jungle, 3 turns), bunkers (1 turn), airfields (5 turns)... Maybe?
Yolo911 wrote:#2. More damage by subs.
+1. Subs seem to do only 0-2 damage and then take 4 turns to reload. This doesn't really work because a sub might be able to scratch a target, but it will then continue at normal high speed, with 8/10 or 9/10 strength to its destination (see your #4 below). Subs alone are pretty useless in OOB. And 4 turns to reload is the same time a B17 takes to fly from Brisbane to Port Moresby. You'd hope a sub skipper could reload 1 tube faster than that! Maybe let subs fire a 'spread' of 3 torps, before having to reload? Subs could also have a deck gun to finish off transports/supply ships, while they're waiting for the 4-turn reload. But if they use the deck gun, they'd have to be surfaced and vulnerable.
Yolo911 wrote:#3. Limit number of bombing/torpedo attacks by planes. Right now I'm playing Palau- New Guinea Multiplayer and the B-17's sit over my units for 13 turns bombing them into pulp. Not realistic.
YES!! In my MP games, as bomber or as the sucker underneath, it's too easy for bombers to sit and bomb every turn for 5-10 turns, before having to return to refuel. And since a single bomber usually knocks off 1-3 damage per turn, 3 or 4 of them will win a game. Maybe bombers should be limited to 3 bombs before having to return to base to reload?
Yolo911 wrote:#4. As ships take damage, limit their ability to move and shoot. Maybe have critical hits that keep uber Destroyers from sinking Battleships with torpedo(never missing)
Damage model for ships is a brilliant idea! I was wondering about this after trying to attack with subs. My sub torpedoes can make that 0-2 damage per torpedo scratch, but it doesn't harm what the target can do in any way. Maybe if transports suffer <6 strength they could be limited to half speed, if transports have <3 strength they could become immobilised (unless a support ship can repair them back to >3 strength). Could apply the same idea to warships, <6 strength could half their attack values, <3 strength could half their speed?
Yolo911 wrote:#5. Carriers -- Reduce their ability to launch planes, store planes and repair planes as damage accumulates.
+1
Yolo911 wrote:#6. Subs-- Aircraft should be able to have a roll-of-the-dice chance to attack subs, especially if you keep certain aircraft in vicinity of your convoys and surface attack groups as antisubmarine protection.
Not so sure about this. The Allies used aircraft to attack subs in the Atlantic, especially when they were surfaced, but I don't know if aircraft had much of an anti-sub warfare impact in the Pacific? I assume that OOB already lets fighters/dive bombers attack subs on the surface?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
bebro
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Re: Features for next OOB upgrade - Player wish list

Post by bebro »

GottaLove88s wrote:* Manual (even a simple online one) for the Editor please :D
I see to write some "beginner's guide", but it could take a bit.
GottaLove88s
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Re: Features for next OOB upgrade - Player wish list

Post by GottaLove88s »

bebro wrote:
GottaLove88s wrote:* Manual (even a simple online one) for the Editor please :D
I see to write some "beginner's guide", but it could take a bit.
THANK YOU BEBRO!!

if this works like it did for Battle Academy, having a fun game engine, a neat scenario editor, and an editor manual, even a beginners' guide, springs forth a whole load of creative user gen scenarios (and mods!)

that's going to be awesome...
:mrgreen: :mrgreen: :mrgreen:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
SSLConf_Yolo911
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Re: Features for next OOB upgrade - Player wish list

Post by SSLConf_Yolo911 »

Gottalove88's---

I do play Erik's scenarios and have had extensive dialog with him regarding same scenarios.

I tried Iwo Jima, Palau- New Guinea and Burma(first version) and none of them are very balanced. I had a pretty good chance to come out ahead in the New Guinea(which I played several times) scenario but there were simply too many strategic bombers and absolutely no effective defense against them.

And Iwo Jima had more AT guns than they made in all of WWII.

I enjoyed the Burma scenario but I pointed out to Erik the lack of supply around turn 111 for the Allies. He fixed it but we would have had to start over and that is a long slug-fest to do again right away.

Even "The Fork" is heavily slanted in favor of the Japs. If I ever play that one again I would make it a house rule that the Jap player has to freeze all of his units in place on the first turn and not move any of them. I believe that would make it possible for both sides to meet in the middle and you'd have to use tactics to win.

As far as planes attacking subs-- I didn't elaborate but what I had in mind was that if you had tactical bombers in the area of a surface group and the sub was discovered by a DD or CL then the plane, if within range, should be given a chance to attack it. Just adds another dimension to your planes and how you must choose to use them.
lsnoop
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Re: Features for next OOB upgrade - Player wish list

Post by lsnoop »

#1. Performance optimization. Please take the game's "father" Panzer Corps as the prime example and make OOB run as smooth.
Stephen1024
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Re: Features for next OOB upgrade - Player wish list

Post by Stephen1024 »

I like see subs do spread launch to.

I suggest bombers like b17 get 1 payload, torpedo planes 1 playload and tac bombers couple bomb runs max before returning to airport reload.

I suggest seabees engineers can construct harbour and airfield but limit the amount ships and planes as it not full size harbour or airport. maybe 2 each max per (2 aircraft or 2 boats)

I really suggest please do something about supplys, I like supply system been in game, but ruining my behind enemy lines ideas. I suggest slow down speed that supplys run out. Allow airbourne troops longer and other special units to. Please can we have supply planes drop supplys behind the lines or to encircled troops.

I would like see experience having more an affect.

If you do grand campaign can be have some freedom, be nice find game where I can choose where land my forces not play normandy landings every time sort idea. I was using normandy as reference only. I love historical but be nice have both historical and freedom choice. I want know if my ideas work.

I also like see few medals to, that actually give bonus when earned by unit, but nothing to make unit out balance. Also be nice see few enemy units with generals and or medals to. I like more officers be in game maybe depending who they are depends on there bonus. Currently I got no reason become attached to any units which not good, I prefer as is buy new unit then was time with upgrading or repairing, for most units just cheaper throw away then waste time if badly damaged.

I suggest try adding few mission in the campaigns so balances out time wise, there lots mission at start then as we get 42 time really flys, I just got new units but no real time test them before more new as the end gets closer.

I don't want end this sounding negative so I say I really enjoyed game so far, I not trying be negative I just giving ideas to make it even better. I really like this game I say my 2 favourite games are this and panzer corps.
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