Feature Request to Developers and/or skilled modders
Posted: Sun Dec 03, 2017 4:35 pm
Hello,
I originally posted the following on the Steam discussion group, and it was suggsted I should repost it here.
Feature Request to Developers and/or skilled modders
--------------------------------------------------------------------
First, I love the game. Thank you for reviving this genre and moving it forward. Having gone through the Blitzkrieg campaign and a few others a couple of times now, as well as having worked on several of my own custom scenarios, I've come across a few things that I feel are lacking that would be awesome if they could be address.
1. Please fix the river tiles. Pretty please. The bridge crossings are a noticable shade lighter than the other river tiles with no blending. It's glaring and looks really horrible.
2. Missing units: motorcycle recon, light cavalry recon, German Cavalry. Pz I and II that can be purchased in the core.
3. Partizans: What I envision is something a bit more complext than merely a new unit with the guerrilla or command trait. I would like to see a new "partizan trait". In the scenario I have in mind, Partizan units could be triggered to spawn behind the front lines in hexes controlled by one of the factions. They don't change hex ownership, and they can't be used to take VP hexes, BUT they fulfill their supply requirements from whatever territory they are in friend or foe, perhaps having double the supply consumption when on opponent controlled hexes. They would also have the commando trait of being invisible except to adjacent infantry/recon. This would represent the ambushing of supply columns and generally creating havoc in the rear.
4. Civilian/Refugees. I want a scenario where you have to deal with your roads choked with refugees fleeing the advancing enemy. This was a real factor in WW2 with belligent forces on some occassions deliberately steering refugee columns towards the enemy down important roads. I want to be able to trigger them in a scenario with AI settings to move them toward a given hex using available roads. They don't fight either to defend or attack, they just cause log jams. Perhaps they could have the similar effect of consuming supply in whatever territory they happen to be in.
5. Individual officer units. Ok... I'm a fan of Downfall, and I want to create an appropriately themed scenario where one the objectives would be to find Fegelein. He wouldn't be an "enemy unit" per se, but would still be invisble except to adjacent infantry. To work, he'd have to be able to move around, probably using AI triggers/events without being noticed and without changing hex ownership.
6. Additional scenario triggers/events. Specifically I want to be able to set the per turn income according to a scenario or campaign variable that changes dynamically based on number of units of a specific type destroyed, or the number of secondary VP hexes held. I can sorta do what I need with the existing triggers, but it's painful and requires a lot of triggers. Basically, what I want to be able to do is any of the trigger effects that take some 'constant value', to alternatively be able to use a scenario/campaign varitable instead. I think this could open up a lot of possibily for dynamically evolving scenarios/campaigns.
Anyway.. that's my Christmas wish list.
Thank you.
---------------------------------------
After posting that, I thought of a couple of more things I would really like to see added to the editor specifically for creating multiplayer scenarios: the ability to place mines and fortifications in the reserve roster at game start. The idea here is for multiplayer scenarios were one side is playing defense and can allocate the location of fortification and mines during the deployment phase.. just to mix it up a bit during replay.
The second additional request, again in the editor, is the ability to double-link multiplayer scenarios together into a multiplayer campaign. What I mean by double-link, is that the sequence of scenarios can swing back and forth using the same maps according to which ever side wins/loses. The only difference being the date advances by some value preserved in a campaign variable. What I'm envisioning is a "push campaign", Berlin to Moscow being an obvious example: a series of multiplayer maps starting at the border at Brest. Each win takes the winning side one step closer, and one month later, to the opponents capital. Each match, both sides get to keep what remains of their 'core' from the previous match. In the grand vision the closer to one of the capitals the fight gets, the more of the home field advantage the defender receives: more income, more resources, mines and fortresses in the reserve roster to place at one's discretion, etc. By the time play progresses to one of the capitals, it should be a real bitter up-hill fight to achieve final victory.
I originally posted the following on the Steam discussion group, and it was suggsted I should repost it here.
Feature Request to Developers and/or skilled modders
--------------------------------------------------------------------
First, I love the game. Thank you for reviving this genre and moving it forward. Having gone through the Blitzkrieg campaign and a few others a couple of times now, as well as having worked on several of my own custom scenarios, I've come across a few things that I feel are lacking that would be awesome if they could be address.
1. Please fix the river tiles. Pretty please. The bridge crossings are a noticable shade lighter than the other river tiles with no blending. It's glaring and looks really horrible.
2. Missing units: motorcycle recon, light cavalry recon, German Cavalry. Pz I and II that can be purchased in the core.
3. Partizans: What I envision is something a bit more complext than merely a new unit with the guerrilla or command trait. I would like to see a new "partizan trait". In the scenario I have in mind, Partizan units could be triggered to spawn behind the front lines in hexes controlled by one of the factions. They don't change hex ownership, and they can't be used to take VP hexes, BUT they fulfill their supply requirements from whatever territory they are in friend or foe, perhaps having double the supply consumption when on opponent controlled hexes. They would also have the commando trait of being invisible except to adjacent infantry/recon. This would represent the ambushing of supply columns and generally creating havoc in the rear.
4. Civilian/Refugees. I want a scenario where you have to deal with your roads choked with refugees fleeing the advancing enemy. This was a real factor in WW2 with belligent forces on some occassions deliberately steering refugee columns towards the enemy down important roads. I want to be able to trigger them in a scenario with AI settings to move them toward a given hex using available roads. They don't fight either to defend or attack, they just cause log jams. Perhaps they could have the similar effect of consuming supply in whatever territory they happen to be in.
5. Individual officer units. Ok... I'm a fan of Downfall, and I want to create an appropriately themed scenario where one the objectives would be to find Fegelein. He wouldn't be an "enemy unit" per se, but would still be invisble except to adjacent infantry. To work, he'd have to be able to move around, probably using AI triggers/events without being noticed and without changing hex ownership.
6. Additional scenario triggers/events. Specifically I want to be able to set the per turn income according to a scenario or campaign variable that changes dynamically based on number of units of a specific type destroyed, or the number of secondary VP hexes held. I can sorta do what I need with the existing triggers, but it's painful and requires a lot of triggers. Basically, what I want to be able to do is any of the trigger effects that take some 'constant value', to alternatively be able to use a scenario/campaign varitable instead. I think this could open up a lot of possibily for dynamically evolving scenarios/campaigns.
Anyway.. that's my Christmas wish list.
Thank you.
---------------------------------------
After posting that, I thought of a couple of more things I would really like to see added to the editor specifically for creating multiplayer scenarios: the ability to place mines and fortifications in the reserve roster at game start. The idea here is for multiplayer scenarios were one side is playing defense and can allocate the location of fortification and mines during the deployment phase.. just to mix it up a bit during replay.
The second additional request, again in the editor, is the ability to double-link multiplayer scenarios together into a multiplayer campaign. What I mean by double-link, is that the sequence of scenarios can swing back and forth using the same maps according to which ever side wins/loses. The only difference being the date advances by some value preserved in a campaign variable. What I'm envisioning is a "push campaign", Berlin to Moscow being an obvious example: a series of multiplayer maps starting at the border at Brest. Each win takes the winning side one step closer, and one month later, to the opponents capital. Each match, both sides get to keep what remains of their 'core' from the previous match. In the grand vision the closer to one of the capitals the fight gets, the more of the home field advantage the defender receives: more income, more resources, mines and fortresses in the reserve roster to place at one's discretion, etc. By the time play progresses to one of the capitals, it should be a real bitter up-hill fight to achieve final victory.