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Possible ideas for next patch
Andy & Don,
Is it possible that some wish list ideas can be implemented in game? I remember you've said before how difficult the game code is to make changes. Anyways here's an idea. Any chance immobilized units due to movement can go from permanent movement lose to like a 2-4 turn limit penalty then back into action? |
Re: Possible ideas for next patch
Nope. It would need added data to the main unit info for a delay amount, code to count that down, what happens if it gets a second dose of damage?. And what precisely are the events that cause temporary immobilisation, more code to add across several places most likely..
Not going to happen. |
Re: Possible ideas for next patch
I see what you're saying EJ, but when you consider that each game turn represents 2-3 minutes of time, I wonder if recovering from immobilization within the time frame of a scenario is realistic. Say a tank is immobilized because it throws a track. How long would it take to get that track back on? 30 minutes?..an hour? That's 10-30 game turns.
I think you'd also have to simulate the crew being exposed while trying to fix the track, engine, etc. Good chance they'd just stay in the tank and become a pillbox for the duration of the battle rather than risk being mowed down trying to fix a track or engine. Just my 2 cents. I do like the idea in general of submitting ideas for future patches. Not sure if the staff at Camo Workshop does. :D |
Re: Possible ideas for next patch
1 - All hot keys need to work as described.
2 - Stack movement. Big drag when you have to move each unit individually at this scale (crimps up your wrists too). |
Re: Possible ideas for next patch
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Seriously..... if you are going to make sweeping statements like that when there are dozens of hotkeys used in the game that differ from screen to screen then you better be ready to tell us exactly WHICH ONES are not working as described and which screen it is 2/ We have had this discussion before. The game relies on dealing with one unit moving at a time and always has and that is not going to change |
Re: Possible ideas for next patch
Yes, stack movement is something that would have to be baked into the game design right from the beginning, ie a completely new game system and thus brand new game from the ground up. Its not something that can be kludged-in on top of an existing game engine, its fundamental.
And it was already mentioned fairly recently, whether here or in the WW2 forums I cannot recollect. |
Re: Possible ideas for next patch
I believe this was in the last or previous patch but, anyway I consider it a major victory to be able to identify what units are in the stack more easily.
I would still like to see Helos be able to "auto rotate" land when "X" amount of damage is received and retreating. But I can see the problems developing on the type of terrain it might land in, if carrying troops how many survive which would again need to include terrain type in that calculation. There's a lot of nuances to have to consider in tackling code related issues for each different situation. I would assume if you added a code to make something do something and a similar code is already in the game, might those two codes conflict or otherwise cause potential other unforeseen circumstances? In other words, cause a "bug"? Regards, Pat :capt: |
Re: Possible ideas for next patch
Any aircraft that goes to 0 crew or 0 hit points is totally destroyed. That is instant and irreversable.
Helos that are damaged and have passengers do sometimes allow a turn of use before they decide to retreat off map, and players are highly advised to use that grace period to unload the pax somewhere... |
Re: Possible ideas for next patch
Vehicles of certain size (i.e. really big) should be treated as 'mobile' Dragon's Teeth.
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Re: Possible ideas for next patch
No stack movement I can live with, I just have to get used to twice as long games and aching wrists. But considering a solution for the hot key problem, all the hot keys need to be re-checked and re-documented. Fortunately, when they don't work it doesn't ruin the game, your just teased with actions you should be able to do but don't work. Others have complained about non-working hot keys before too. My computer broke down, so I haven't played any games with last years update, so they may have already been fixed.
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Re: Possible ideas for next patch
My suggestions to improve playability without touching game mechanics:
Third setting for artillery animation: fast for rocket artillery, slow for everything else. Another key shortcut (shift-t for example) to immediately cycle to enemy target having best hit %. |
Re: Possible ideas for next patch
I would like to see a list of all units in a stack too, especially when there is unlimited stacking per hex. The unlimited stacking per hex rule doesn't bother me much, in-fact I think it's a good rule because you are able choose what type of troops you wish to advance, which works good when you have multiple types of units in a hex, plus it allows you to move right up to the front in terrain that provides cover. It's unrealistic only when you move in terrain that doesn't provide cover. I guess you could have different stacking limits based on each different terrain type.
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Re: Possible ideas for next patch
There already is a list of your units in the same hex with the currently selected unit's button at the top of the list. It was added in version 13, as a feature for full game holders.
Search the game help for Quote:
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Re: Possible ideas for next patch
Oh ya, I forgot about that. Though, from memory, all the units in a hex ain't listed, limited by the amount of screen space available. Though, it was big improvement compared to the way it was.
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Re: Possible ideas for next patch
Sorry to be so late to this discussion. I have a suggestion regarding transport helos... it would be nice when designing a game to designate a certain area for helos to land to unload. Right now the AI picks the best spot, which normally differs from where I'd like them to land. I know there are criteria the AI looks for and I've tried to implement those but it doesn't work that well (at least when I try it).
This may not be feasible but I thought I'd toss it out there. |
Re: Possible ideas for next patch
We need these in the game (for PLO) so that we can shoot them down: https://www.youtube.com/watch?app=desktop&v=l9X1wF0c0UQ
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Re: Possible ideas for next patch
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The Flying Monkeys Of Oz for real but far more sinister My first reaction is no but I will consider it further. The trouble is they have ZERO use when there is opposition because they are relatively large targets and they fly low and slow and any Icon for them would only show the parasail Justice would have been served had there been an Israeli 20mm AA or ZU-23 nearby but alas, there wasn't. |
Re: Possible ideas for next patch
Drones and para-gliders just make 20mm-ish AA useful again.
AA missiles (even MPADs) aren't really practical for such targets as cost and the numbers needed are just to high. |
Re: Possible ideas for next patch
Even a single MMG could have put an end to the threat.
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Re: Possible ideas for next patch
Would it be possible in the future to be able to set a preferred map type when generating a single battle, just like when generating a new campaign?
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Re: Possible ideas for next patch
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We already allow map customization to be done before you choose your troops with the VIEW MAP button. My suggestion would be when you find maps you like write down the numbers and then use one of those. That will do what you want and even allows you to edit the map that does appear and save it in the custom map folder |
Re: Possible ideas for next patch
I have suggested this many time before, but i can suggest it again:
Suggesting to remove the code, that makes all SAM type weapons to be calculated as maximum of 1: HE penetration instead of the amount shown in Statistics. (For example, i suppose a SAM type weapon that hits an Air Unit with HE 30 is calculated as 1 not 30 at the moment). So suggesting to go back how it was before this was changed (for some reason). I think this was confirmed, that the Calculation acts in this way, even it didnt before. I only stated that SAM type weapons seem suddenly very weak against Air Units, and it was stated then, that this is the reason for it. The way this was originally (calculating as it reads in the Statistics), was good. So i suggest to change it back how it was. If i remember right, this was changed years ago and i am not currently aware, is it still so or not. But still want to mention this. Suggesting to add an Option to turn down any Ammo Types, in a similar way than you can turn down Individual Weapons from the Statistic Screen of a unit. When i last suggested this, the opposing argument was, that it does not matter as the AI already chooses the most effective option automatically, which in my opinion, is not true: As in, if you shoot a Vehicle from a certain distance, the AI will choose the SABOT Ammo Type, even it have very low changes of Penetrating and not the HEAT type, which usually always Penetrates (as the SABOT have higher starting Value, but will be lowered from the Distance it travels, as with HEAT rounds, they are not affected by the Distance of the shot, and are sometimes more effective because of that) - This can mean between a Destroyed Tank and one that was not. And this is not even rare, in certain eras of gameplay, i encounter this problem myself almost every game and wish, that i could choose the Ammo Type instead of AI. This would not be hard feature to add i suppose, as the mechanics of it already exist. All that would be needed, is that you could click the Ammo Types in the same way than the Weapons, and make them off/on (changing colors when off / on. If i remember right, off color is some form of blue color, and on color some sort of orange). If the Weapon is clicked: It turns the Weapon Off. If an Ammo Type is clicked from a weapon that is On: It turns that Ammo Type Off from that weapon only (if it have multiple ammo types). (And when clicking them again, turns them back On). Or then any other Mechanism, that lets you choose the Ammo Type of the next shot. Would really Appreciate it. If have to choose between those two Suggestions. The option to choose the Ammo Type is far more important to me than the original SAM calculations. |
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