Pack of wishes

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Yrfin
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Pack of wishes

Post by Yrfin »

1. Ability switch FoW on/off during scenario (all map or part map) in Scenario Editor.
2. Trait "+1 ini for ground units in spot range" (like Radar trait) for HQ.
4. Ability to mark group of units with signmarker. Marked groups must be deployed only "all together".
http://www.slitherine.com/forum/viewtop ... 64&t=76502
5. Territory trait "no supply" (like "low supply").
6. Trait "supply". All units in range 1 from unit with this trait, get +N ammo/fuel every turn.
7. In Unit Action add field "ID unit".
9. Make elite replacement by +/- 1 point (shift-click, ctrl-click).
10. List of Heroes abilitys must be editable for modding (on/off).
11. Cost of movement must be displayed with type of terrain when cursor over hex (for example Clear (1.5), Mountain (1.7) and so ).
12. Add "Undo/Redo" in Editor and Purchase/Upgrade screen, Copy/Paste in Scripts Edit.
13. Better pathfinding for user and enemy units (ability SetPathForUnit from A to B).
14. Day/Night change (optional)
15. Additional parameter/layer for aircrafts and AA (low/high altitude).
16. New sub-class for airplanes (air recon, fighter/bomber, navy aircraft).
17. Ability sort units by Name or No sort with drag&drop in Deploy Screen.
18. Different unique abilitys for different nations (for example: for Soviet - ability "No surrender", for Germany - bonus for communicate with airforce/tank/arty/recon (support fire from tanks/air), for British/US - support fire from Navy, ets.
19. Different types for air transport (for infantry, for structure/supply).
20. Ability for Engineers set a minefields/barbed wire fields and build permanent pontoons/bridges.
21. New terraians types (at last, few types of roads, small village, railstations).
23. Extended types of movements (about 30 i think).
http://www.slitherine.com/forum/viewtop ... 47&t=76308
24. Make ability for save/load game in different subdirectories (subfolders).
25. Few sets of Core Units at the same time (for different theaters of war).
26. Tree for upgrading Units (path, date, cost).
27. Ability turn off 3D show .
28. Large calliber Artillery (15 cm and more) should be limited in movement (move = 0), but have ability make support fire in range.
Large calliber artillery did not need to be adjacent to the units it was supporting.
29. Divide Arty/AA/AT/Tanks and so in sub-classes: Light/Heavy at last.
30. Ability call Land Transport from City (like Rail Transport).
31. Make Structure/Navy purchasable (by designer choice).
Last edited by Yrfin on Fri Mar 31, 2017 7:47 am, edited 8 times in total.
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hs1611
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Re: Pack of wishes

Post by hs1611 »

A few comments on your wishes.
Please assume that the items I’m not commenting I agree with.
4. Ability to mark group of units with signmarker. Marked groups must be deployed only "all together".
If this is optional I agree.
15. Additional parameter/layer for aircrafts and AA (low/high altitude).
In theory I agree with you, but I don’t really want to see more specifications added to units. In my opinion that just complicates thing.
16. New sub-class for airplanes (air recon, fighter/bomber, navy aircraft).
Same as above. Plus, if you add naval aircraft, that can use Aircraft Carriers and Airfields, why would I buy the other ones, that cannot use Carriers?
18. Different abilitys for different nations (for example: for Soviet - ability "No surrender", for Germany - bonus for communicate with airforce/tank/arty/recon (support fire), for British/US - support fire from Navy, ets.
Don’t agree with Nation specific abilities, that is already modeled in that not all similar units are the same. For example German infantry does not have the same stats as British infantry.
But I could live with that.
20. Ability for Engineers set a minefields/wirefields and build permanent pontoons/bridges.
I suggest that whenever Engineers use that ability they lose strength down to 1. In that way you have to reinforce them on the next turn and can’t use them for anything.
As an alternative, after doing one of those actions the Engineer unit gets removed from the map and back to the reserve.
25. Few sets of Core Units at the same time (for different theaters of war).
This only makes sense if you have a campaign that changes from theater to theater every other scenario.
That would mean a strategic map, with strategic choices to make (where to allocate resources, where to deploy units, where to fight next).
In my opinion that’s not Panzer Corps, that’s Panzer CIV. I don’t really want to play that game.
Yrfin
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Re: Pack of wishes

Post by Yrfin »

hs1611 wrote:\
4. Ability to mark group of units with signmarker. Marked groups must be deployed only "all together".
If this is optional I agree.
Optional, defined scenario designers.
hs1611 wrote:
15. Additional parameter/layer for aircrafts and AA (low/high altitude).
In theory I agree with you, but I don’t really want to see more specifications added to units. In my opinion that just complicates thing.
Then a little simple:
1. AA divided in 2 sub-class :Light AA/Heavy AA.
2. Heavy AA cant shoot at class 7 and 8, only class 9.
3. Light AA cant shoot at class 9.
Thats all. Not looking like overcomplicated.
hs1611 wrote:
16. New sub-class for airplanes (air recon, fighter/bomber, navy aircraft).
Same as above. Plus, if you add naval aircraft, that can use Aircraft Carriers and Airfields, why would I buy the other ones, that cannot use Carriers?
Whats are complicated with air-recon ? Or switchable bomber/fighter ?
Navy airplanes can fly only over sea.
hs1611 wrote:
20. Ability for Engineers set a minefields/wirefields and build permanent pontoons/bridges.
I suggest that whenever Engineers use that ability they lose strength down to 1. In that way you have to reinforce them on the next turn and can’t use them for anything.
As an alternative, after doing one of those actions the Engineer unit gets removed from the map and back to the reserve.
I prefered an alternative.
hs1611 wrote:
25. Few sets of Core Units at the same time (for different theaters of war).
This only makes sense if you have a campaign that changes from theater to theater every other scenario.
That would mean a strategic map, with strategic choices to make (where to allocate resources, where to deploy units, where to fight next).
In my opinion that’s not Panzer Corps, that’s Panzer CIV. I don’t really want to play that game.
No Panzer Civilization :) No resources, diplomaty and so.
Just plain "switch" (like DV choice radio button)) between East Front/West Front '43 for example with different core.
Last edited by Yrfin on Sat Mar 18, 2017 7:36 pm, edited 1 time in total.
When im died - I must be a killed.
Yrfin
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Re: Pack of wishes

Post by Yrfin »

Last edited by Yrfin on Fri Mar 31, 2017 7:30 am, edited 1 time in total.
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captainjack
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Re: Pack of wishes

Post by captainjack »

Yrfin wrote:30. Ability call Land Transport from City (like Rail Transport).
Excellent idea.
Razz1
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Re: Pack of wishes

Post by Razz1 »

captainjack wrote:
Yrfin wrote:30. Ability call Land Transport from City (like Rail Transport).
Excellent idea.
I believe we already have that. Move into VH city. Next turn you can upgrade, either add transport or remove.
captainjack
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Re: Pack of wishes

Post by captainjack »

True, but you don't have to buy a train to use it, so why should you always have to buy a truck to use it?
A road equivalent where you get an allocated specialist transport to a road-connected city would be useful, especially for places that don't have trains and for units like gebirgsjagers, or any other unit with a slower move (matildas, half tracks, Italian tanks) which could reasonably be loaded onto trucks and shipped by road to another city or depot without a permanent purchase.
calmhatchery
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Re: Pack of wishes

Post by calmhatchery »

Hi. I would like if it possible to make pacific theatre too. with grand japanese campaign!!!
Yrfin
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Re: Pack of wishes

Post by Yrfin »

calmhatchery wrote:Hi. I would like if it possible to make pacific theatre too. with grand japanese campaign!!!
Kerensky wrote: Though there is the possibility of visiting the Pacific theater, it carries a lot of problems to travel there. For one, the title word 'Panzer' is almost entirely lost in those campaigns, what with no Germans to speak of, and only minor tank action generally limited to bunker busting. The factions of the Pacific concentrate hugely on naval and aircraft, which is a tall order for new unit asset production to handle.
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Yrfin
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Re: Pack of wishes

Post by Yrfin »

captainjack wrote:True, but you don't have to buy a train to use it, so why should you always have to buy a truck to use it?
A road equivalent where you get an allocated specialist transport to a road-connected city would be useful, especially for places that don't have trains and for units like gebirgsjagers, or any other unit with a slower move (matildas, half tracks, Italian tanks) which could reasonably be loaded onto trucks and shipped by road to another city or depot without a permanent purchase.
I've simulate it by using "flying truck", but need a real nopurchaseble, but embarking truck.
call_truck.JPG
call_truck.JPG (52.98 KiB) Viewed 8774 times
embark_truck.JPG
embark_truck.JPG (57.79 KiB) Viewed 8774 times
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calmhatchery
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Re: Pack of wishes

Post by calmhatchery »

Yrfin wrote:
calmhatchery wrote:Hi. I would like if it possible to make pacific theatre too. with grand japanese campaign!!!
Kerensky wrote: Though there is the possibility of visiting the Pacific theater, it carries a lot of problems to travel there. For one, the title word 'Panzer' is almost entirely lost in those campaigns, what with no Germans to speak of, and only minor tank action generally limited to bunker busting. The factions of the Pacific concentrate hugely on naval and aircraft, which is a tall order for new unit asset production to handle.
Thanks for the answer. I understand what "PANZER" means but maybe after release main game PANZER CORPS 2 the devs could create DLC for example "PACIFIC CORPS" :) or smoething like that...
Rudankort
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Re: Pack of wishes

Post by Rudankort »

Now, these are A LOT of suggestions. Looks like a record so far. :) Thanks. Some quick comments.

1. Ability switch FoW on/off during scenario (all map or part map).

Are you talking about script option to revela a certain part of the map?

3. Different quantity of ammo at different stance for multi-purpose (switchable) units.

This sounds like a major complication for very little gain.

4. Ability to mark group of units with signmarker. Marked groups must be deployed only "all together".

How exactly will it work? Each group will have its own deployment zones?

6. Trait "supply". All units in range 1 from unit with this trait, get +N ammo/fuel every turn.

This is tied in to how supply will work "in general". This should be a good topic to discuss in a separate thread.

8. Make "triple-switch" at end scenario (like "radio-swith").

Do you mean more than 2 selectable branches? It's already possible in Panzer Corps.

9. Make elite replacement by +/- 1 point (shift-click, ctrl-click).

Why do you think it's necessary?

10. List of Heroes abilitys must be editable for modding (on/off).

In other words, each ability can be on/off in a given scenario?

16. New sub-class for airplanes (air recon, fighter/bomber, navy aircraft).

Recon planes are often requested, but I wonder: if such units will not have good combat abilities, will people be willing to spend core slot on them?

18. Different abilitys for different nations (for example: for Soviet - ability "No surrender", for Germany - bonus for communicate with airforce/tank/arty/recon (support fire), for British/US - support fire from Navy, ets.

This could be configured on a unit by unit basis, e. g. "no surrender" trait or "has radio" trait.

19. Different types for air transport (for infantry, for structure/supply).

Panzer Corps already allows this. There is a limit to the number of transport types. It will be removed in PzC2.

20. Ability for Engineers set a minefields/wirefields and build permanent pontoons/bridges.

What are wirefields?

21. New terraians types (at last, few types of roads).

Besides roads, what else?

22. Ability to check all switches (stances) of a switchable units in the purchase/modify screens.

Already exists in Panzer Corps, will of course stay in the sequel too.

23. Extended types of movements (about 20 i think).

What types exactly?

24. Make sub-dir for save/load file.

Not sure I understood this one.

25. Few sets of Core Units at the same time (for different theaters of war).

This could be an interesting feature, but probably too complicated for 99% of players? :)

26. Tree for upgrading Units (path, date, cost).

Do you mean, showing this diagram in the UI?
Yrfin
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Re: Pack of wishes

Post by Yrfin »

Thanks for attension, Rudankort !
Rudankort wrote:
1. Ability switch FoW on/off during scenario (all map or part map).
Are you talking about script option to revela a certain part of the map?
Yep.
3. Different quantity of ammo at different stance for multi-purpose (switchable) units.
This sounds like a major complication for very little gain.
If its too complicated, then we can ignore it.
4. Ability to mark group of units with signmarker. Marked groups must be deployed only "all together".
How exactly will it work? Each group will have its own deployment zones?
Something like this (Battlegroup)
http://www.slitherine.com/forum/viewtop ... 13#p650313
9. Make elite replacement by +/- 1 point (shift-click, ctrl-click).
Why do you think it's necessary?
For fine adjustment replacement. Not nessesary, but why not ? It no too complicated.
10. List of Heroes abilitys must be editable for modding (on/off).
In other words, each ability can be on/off in a given scenario?
Sure.
16. New sub-class for airplanes (air recon, fighter/bomber, navy aircraft).
Recon planes are often requested, but I wonder: if such units will not have good combat abilities, will people be willing to spend core slot on them?
Not necessary waste a core slot, it can be aux. And air-recon can compensate weakness land-recon. And for RPG purpose too.
Same for Naval Aircrafts (navy recon/torpedo).
18. Different abilitys for different nations (for example: for Soviet - ability "No surrender", for Germany - bonus for communicate with airforce/tank/arty/recon (support fire), for British/US - support fire from Navy, ets.
This could be configured on a unit by unit basis, e. g. "no surrender" trait or "has radio" trait.
Agreed, but it must be unique trait for Nation.
20. Ability for Engineers set a minefields/wirefields and build permanent pontoons/bridges.
What are wirefields?
barbed wire
21. New terraians types (at last, few types of roads).
Besides roads, what else?
Railstation, small village. Reserved types - for modding.
23. Extended types of movements (about 20 i think).
What types exactly?
Test: New movement cost and types
http://www.slitherine.com/forum/viewtop ... 47&t=76308
24. Make sub-dir for save/load file.
Not sure I understood this one.
I wanna save/load game in different directories (not in one like in PzC)
25. Few sets of Core Units at the same time (for different theaters of war).
This could be an interesting feature, but probably too complicated for 99% of players? :)
Its depend at quality Campaign designers. It can be linked with Game Difficulty Level.
I think this idea must be discussed more wide.
26. Tree for upgrading Units (path, date, cost).
Do you mean, showing this diagram in the UI?
Something like that. I seen it in Lib mod McCuba's Battlefield: Europe 1.8.
upgrade.JPG
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uran21
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Re: Pack of wishes

Post by uran21 »

Re upgrade tree. I think the right way to do this would be to include such information in purchase screen. Future equipment could be lined as any unit is but greyed out or having lock graphics on top of it. Since listing all future units will clutter purchase screen early on some time limitation would be in order like showing future units 6 or 9 months in advance but not all. Hovering over such unit would show availability date and clicking would allow for statistics comparison.
Rudankort
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Re: Pack of wishes

Post by Rudankort »

Great idea, and it could be an option weather to show these future units, and in what timeframe exactly.
Buffalohump
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Re: Pack of wishes

Post by Buffalohump »

I am new to posting so please forgive my breach of etiquette. I have played Panzer Corps for about a year and was a rabid player of Panzer General and Allied General before that. I have played through all campaigns on general setting but have yet to finish either of the 45 campaigns. Primarily because I am fascinated by 42/43 West campaign and keep starting over with different core army's from the 41 campaign trying to find my favorite combination of units.

On the question of the usefulness of aerial reconnaissance, Lt. Rudel generally makes the cut in spite of his limited attack abilitys. I have even managed one time to gain him an extra spotting hero. I really have no complaints about the current format of play but would love to see a dedicated aerial recon class. I believe you could make them useful in spite of their limited attack abilitys by giving them an effect bonus for near-by artillery units such as greater attack damage (greater accuracy) or a possible range bonus to those near-by ranged units(+1). They would need at least a limited attack ability to gain experience.
Buffalohump
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Re: Pack of wishes

Post by Buffalohump »

POST SCRIPT:
I also would love to see the Soviet U-2 given a limited attack ability. The Soviets used the "sewing machine" for everything, including harassment attacks.
Yrfin
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Re: Pack of wishes

Post by Yrfin »

Buffalohump wrote:On the question of the usefulness of aerial reconnaissance, Lt. Rudel generally makes the cut in spite of his limited attack abilitys. I have even managed one time to gain him an extra spotting hero. I really have no complaints about the current format of play but would love to see a dedicated aerial recon class. I believe you could make them useful in spite of their limited attack abilitys by giving them an effect bonus for near-by artillery units such as greater attack damage (greater accuracy) or a possible range bonus to those near-by ranged units(+1). They would need at least a limited attack ability to gain experience.
Agree, recon aircrafts can be very useful. With switch ability they can play role light bomber (like U-2, Hs 126), or navy recon/torpedo aircrafts (MBR-2, Bv 138, Ar 196).
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Buffalohump
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Re: Pack of wishes

Post by Buffalohump »

I like the idea of switchable recon units when dealing with heavy fighter bombers such as the English Mosquito, American P-38, and German destroyers as they were unarmed in the recon role relying on their speed to get through. My primary interest though is in the lighter purpose built recon aircraft such as the FW 189 or BV 141 that were lightly armed to attack targets of opportunity and were designed to loiter over the battlefield. I would also like to see the FW 200 Condor with a maritime recon and interdiction role.
Yrfin
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Re: Pack of wishes

Post by Yrfin »

Idea from Guilla1434 for Fw 200.
"The maritime patrol bomber (for example, the Fw-200) would have two switch states: on one state it would have good spotting range (say, 4 or 5 hexes) but its movement type would only allow it to fly over sea hexes. Moreover,if you want to limit its ability to look from coastal hexes into land hexes, it can even be limited to move only over deep sea hexes... So, when using its search radar it could only be flown over the sea... Also, that limit the use of its radar over coastal or confined waters, as it was in the real case, where the radar could not pick targets accurately if they were in very convoluted coastlines (like fjords) or places where there are a lot of islands and straits between them (ships could navigate through them with less risk of being detected). In case you want to ferry the aircraft over land to another spot on the map, you switch the unit to its second state, in which it can fly over any surface (may be also limiting somewhat its flight ability over high mountains, after all maritime patrol aircraft were not capable of very high altitude flight) but you give the unit a "normal" spotting range of, say, two hexes..."

Also can be used another type of recon-aircrafts (like Ju 88D, Do 17Z-3) for long-range reconnaissance (with reconmove and big fuel).
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