Graviteam

English-speaking community => Graviteam Tactics: Operation Star => Topic started by: Xambrium on December 31, 2013, 07:24:10 PM



Title: Wishlist and Sugesstions for 2014 Releases
Post by: Xambrium on December 31, 2013, 07:24:10 PM
1. Just playing and saw a Cabelhalftrack(hat does the halftrack anyway?) driving around the battlefield passing by wounded soldiers...
Can we have Sanitäter/medicals like the cabelguys carying for the wounded?

2. And in OPS we still have russian typos/numbers on the Vehicles..do we get an fix?

3. Full Realism mode (only orculus Rift and a Headset for voice commands allowed ;) (but needs command car and First person view too)
4. Better recovery, if i lost a vehicle because of panic or mechanicle breakdown and it stands on my ground i want it back into my forcepool..

Happy new Year to andrey and all the other guys from and arround graviteam from germany to ukrainia

(http://3.bp.blogspot.com/-FD3fh6x6p60/Tv2XPTKtMGI/AAAAAAAABpg/T_-GXVyzHx0/s640/V%25C3%25A4terchen+Frost+silvester.jpg)


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on December 31, 2013, 09:02:47 PM
Lol, aka the Andrey ignore list!



Dear Andrey, i have been a good boy this year. Please say no to all of the following:

Better battle radius settings, more control over oob
Campack2 operation editor
Answers in modding question thread
Suppressive fire command

Chechnya operation
Ossetia operation
Budapest operation

Happy New Years, all!


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Schuck on December 31, 2013, 09:30:43 PM
Ha ha ha,
A wish list, to be honest i havnt really much to put on it,
Other than maybe a few more user enable/disable options.
Icons disabled when always see enemy is enabled,
The famous blue boxes,
No enemy information on tactical map, except name, ie no troop numbers, or fuel/ammo status.
That sort of stuff.

Happy New Year guys, hope you all have a good one.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Lerch on January 02, 2014, 04:54:48 AM
Option turn off tank engines.

Whenever I move armor units into an ambush position, they idle the engines too long!  Turn that shit off!


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: lavish on January 02, 2014, 10:20:29 AM
Integrated support and funding for Failteam  ;D ;D ;D


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: wodin on January 02, 2014, 12:20:55 PM
Why on earth people think Occulus Rift is a good idea for this game baffles me. It's like it's got to be in every game no matter what. Really isn't the type of game for it.

As for 2014..I just want to see Graviteam tactics Muis front..and then maybe that Leningrad DLC. Oh and better Tac AI when ti comes to Tanks vs Inf..and having Inf hanging around a tank until shot.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 02, 2014, 12:40:43 PM
Good point, it sometimes seems like tanks can see infantry too well when up close


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 02, 2014, 02:28:52 PM
Additional wishes:
A "dig in" command.

Infantry pick the best cover and start digging foxholes


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Missouri_Rebel on January 08, 2014, 05:33:59 AM
1) Trenches show in deployment phase

2) Units retain positions from prior battles

3) Close combat animations

4) save game slots for quick battles

5) Better in command markings without dashing lines

6) ability to use any and each unit in QB's

7) Closer proximity for units in op phase. Too many little bitty battles with not enough troops

8 ) an end to the blue boxes

9) more options for info display

10) more maneuver spaces on op map

11) save game slots for quick battles

12) more intuitive reinforcements

13) less flaming troops

14) map hotspots

15) more building types

16) moddable unit icons in tac battle

17) save game slots for quick battles

18) unit info panels

19) More unit commands i.e. suppressing fire, Fighting withdraw, Dash, Flight, charge

20) unit stances i.e. Stand and fight, take many casualties, take light casualties, wide front, tight front

21) undo individual move on op map

22) save game slots for quick battles

Edit: Forgot an important one for me; 23)  Ability to tilt camera at any height!


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 08, 2014, 06:45:01 PM

1) Trenches show in deployment phase
Now present

2) Units retain positions from prior battles
Now present if you lock units

3) Close combat animations
May be

4) save game slots for quick battles
No

5) Better in command markings without dashing lines
???

6) ability to use any and each unit in QB's
???

7) Closer proximity for units in op phase. Too many little bitty battles with not enough troops
???

8 ) an end to the blue boxes
 ;D
Yes

9) more options for info display
Less

10) more maneuver spaces on op map
Same, but little bit different movement length

11) save game slots for quick battles
As 4 or somthing else?  :D


12) more intuitive reinforcements
???

13) less flaming troops
if they should burn it will burn

14) map hotspots
???

15) more building types
No

16) moddable unit icons in tac battle
Can be as simple mo as now. Mod tools->unpack->redraw->pack->install mod

17) save game slots for quick battles
 ;D

18) unit info panels
No more panels. Existing will be removed too.

19) More unit commands i.e. suppressing fire, Fighting withdraw, Dash, Flight, charge
No, command will be less than it is now. The more and/or strange new will not add.

20) unit stances i.e. Stand and fight, take many casualties, take light casualties, wide front, tight front
???

21) undo individual move on op map
May be

22) save game slots for quick battles
 :D ;D

Edit: Forgot an important one for me; 23)  Ability to tilt camera at any height!
No


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Missouri_Rebel on January 08, 2014, 10:06:49 PM
1) Trenches show in deployment phase
Now present
* I'm talking about trenches that were made from earlier battles

* Я кажу про траншей, які були зроблені з більш ранніх битв


2) Units retain positions from prior battles

* What I mean is units start deployment in square next battle where they ended  last battle

* Те, що я маю на увазі одиниць початок розгортання в квадратних наступному бою, де вони, що закінчився остання битва


3) Close combat animations
May be

* Not too important to lose limited resources over

* Не занадто важлива, щоб втратити обмежені ресурси з

4) save game slots for quick battles
No

*That is a travesty. It would open up that part of the game immensely with unlimited replay value. Plus it would make balancing so much easier and less time consuming

* Це є пародією. Це відкрило б ту частину гри дуже з необмеженим значенням відтворення. Крім того, він зробить балансування так набагато легше і менше часу

5) Better in command markings without dashing lines
???

* Solid lines that show up like in Command Ops and others. Turn off/on using hotkey. Same for targeting.

(http://4.bp.blogspot.com/-qf4INMZ3BUw/T0GZJ9SIi3I/AAAAAAAADh0/lmKTULdJ928/s640/ParachuteBnAttackNarrow.jpg)

* Суцільні лінії, які з'являються як у командних Ops та інші. Включення / вимикання за допомогою клавіатури. Те ж саме для націлювання

6) ability to use any and each unit in QB's
???

* Ability to pick and choose exactly what you want to see in a Quick Battle weather it is historical or not. Pick from a list much like the Encyclopedia.

*  Можливість вибирати саме те, що ви хочете побачити в швидкої битви історичної чи ні. Виберіть зі списку так само, як в енциклопедії в грі.

7) Closer proximity for units in op phase. Too many little bitty battles with not enough troops
???

* More units and/or smaller maps. Too much ground to cover for so few troops.

*  Додаткові блоки та / або менші карти. Занадто багато землі для покриття так мало військ.

8 ) an end to the blue boxes
 ;D
Yes

* :)

9) more options for info display
Less


10) more maneuver spaces on op map
Same, but little bit different movement length

11) save game slots for quick battles
As 4 or somthing else?  :D


12) more intuitive reinforcements
???

13) less flaming troops
if they should burn it will burn

14) map hotspots
???

* Ability to set a camera view that goes to that area when hotkey is pressed.

*  Можливість встановлення вигляд камери, який йде в цій області при натисканні клавіш. Не важливо.

15) more building types
No

* Maybe in the future

*  Можливо, в майбутньому



16) moddable unit icons in tac battle
Can be as simple mo as now. Mod tools->unpack->redraw->pack->install mod

17) save game slots for quick battles
 ;D

18) unit info panels
No more panels. Existing will be removed too.

* Can you explain? It would be nice to be able to click our units in battle and see load outs, casulties etc.

*  Чи можете ви пояснити? Було б добре, щоб бути в змозі, натисніть наших загонів в бою і побачити навантаження аутів, casulties т.д.

19) More unit commands i.e. suppressing fire, Fighting withdraw, Dash, Flight, charge
No, command will be less than it is now. The more and/or strange new will not add.

20) unit stances i.e. Stand and fight, take many casualties, take light casualties, wide front, tight front
???

* Not important

*  Не важливо

21) undo individual move on op map
May be

 * ;D

22) save game slots for quick battles
 :D ;D

* Are you sure you won't reconsider?

* Ви впевнені, що не буде переглядати?

Edit: Forgot an important one for me; 23)  Ability to tilt camera at any height!
No

*  :-\



Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 08, 2014, 10:41:52 PM
1) Trenches show in deployment phase
Now present
* I'm talking about trenches that were made from earlier battles

Now they showed by dirty contours and map symbols.
It has no solution, since you can redig trench to another (place over squad with trench ability), and if you have already dug old it is unclear what to do - will be mush.


2) Units retain positions from prior battles

* What I mean is units start deployment in square next battle where they ended  last battle

May be, but this is counter for lock feature



5) Better in command markings without dashing lines
???

* Solid lines that show up like in Command Ops and others. Turn off/on using hotkey. Same for targeting.

(http://4.bp.blogspot.com/-qf4INMZ3BUw/T0GZJ9SIi3I/AAAAAAAADh0/lmKTULdJ928/s640/ParachuteBnAttackNarrow.jpg)

This good for map or 2D view, for 3D many lines really bad things
But somthing changes will be in this aspect too :)


6) ability to use any and each unit in QB's
???

* Ability to pick and choose exactly what you want to see in a Quick Battle weather it is historical or not. Pick from a list much like the Encyclopedia.

This is not realistic at all.
We do not make game about units - only squads+. In Mius platoons+, no more separate units. No any squad selections in QB at all.
Only platoons from date rosters.



7) Closer proximity for units in op phase. Too many little bitty battles with not enough troops
???

* More units and/or smaller maps. Too much ground to cover for so few troops.

Still same as GTOS but I think little bit faster.



* Ability to set a camera view that goes to that area when hotkey is pressed.

may be - not in release


* Maybe in the future
Hoho


16) moddable unit icons in tac battle
Can be as simple mo as now. Mod tools->unpack->redraw->pack->install mod
+No more squad icons in battle :)


No more panels. Existing will be removed too.

* Can you explain? It would be nice to be able to click our units in battle and see load outs, casulties etc.

Yes, this will be like in GTOS but some will be expanded to any selection (not for 1 squad)


* Are you sure you won't reconsider?
Not before release.
Mius is a different game than GTOS, may be after release you will take a completely different problems :)



Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 09, 2014, 06:55:30 AM
Wishlist:
When using limited battle radius, it should try to keep companies together.

Example:
Attacking with:
1 Company, 1st Platoon
1 Company, 2nd Platoon
1 Company, 3rd Platoon
2 Company, 2nd Platoon

It should give you 1 coy, 1, 2, 3

Not: 1 Coy 1, 2 and 2 Coy 2

Or some way to pick what units you get


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 10:31:12 AM
Wishlist:
When using limited battle radius, it should try to keep companies together.

Example:
Attacking with:
1 Company, 1st Platoon
1 Company, 2nd Platoon
1 Company, 3rd Platoon
2 Company, 2nd Platoon

It should give you 1 coy, 1, 2, 3

Not: 1 Coy 1, 2 and 2 Coy 2

Or some way to pick what units you get


This makes no sense as generally unsolvable problem. Think about this:

Example:
Attacking with:
1 Company, 1st Platoon
1 Company, 2nd Platoon
2 Company, 3rd Platoon
2 Company, 2nd Platoon

It should give ....?  ;D


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 11:16:01 AM
2) Units retain positions from prior battles

* What I mean is units start deployment in square next battle where they ended  last battle

May be yes to.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Dane49 on January 09, 2014, 05:15:55 PM
Quote
5) Better in command markings without dashing lines
 8 ) an end to the blue boxes

The dashing or pulsating lines are voice and radio command indicators.
The solid lines are wire communications.

You can turn this off by selecting the UI button to the left of the flag button.
Same with blue boxes to turn off-click left mouse button.

I like these features when needed even if I don't reference them much except for large battles.
Also,all these features are optional if you know what buttons to select to disable them.

The blue boxes help me reorganize my squads before and after a major firefight by letting me consolidate the squads that are mixed with other squads.
Long movements to contact sometime result in mixed squads same as capturing a defensive position after a lengthy firefight involving 2 or more squads.
Your blue boxes let you know where each soldier is in relation to their leader.
A simple left click of your mouse button turns them off.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Missouri_Rebel on January 09, 2014, 06:58:59 PM
It's not that I dont play with them, I prefer they were hard lines ala CM1. Actually what I would like to see is an option to turn these on in a hotkey along with firing lines. What I dont like is that I have to see the communication lines if I want to see the targeting lines.

I agree that there needs to be something that highlights the troops when pressed. I actually preferred the blue outlines from prior releases I think but in hindsight, the boxes do convey positions better when the squad is some distance away from each other.

Hopefully Andrey will make it optional also.

For all the wonderful things this game does, it is sure hamstrung by the UI. Heck, you see the posts on Matrix forums. I want more options with the game and the news from Andrey is a little disturbing to me. Instead of greatly expanding the possibilities in quick battles, there will be fewer options. Why must we have rigid historical oobs for a quick battles? It seems like Andrey does so for integrity, which I love for the campaigns, but I would assume Im not alone in my desire to mix things up in qb's with à la carte choices. To me it is limiting the appeal to a wider group. The natural progression would be MP point buy system. That would take considerable time to code, but the former seems to be something that shouldn't. Why not have the choice to use platoons and also to not be historical too? Is it some kind of elitism? More options. Not fewer.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 07:25:52 PM
Most interface things will be different than in GTOS.
I think many will remember the old good times with GTOS...

squad icons, trench selections, force pools with manual management, platoon micromanage, filters, mini-map, flags, green squares and even blue lines  :D ... all this RIP things ;D

Only for this old school players
http://imgur.com/3awAzEw (http://imgur.com/3awAzEw)



Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 07:50:08 PM
For all the wonderful things this game does, it is sure hamstrung by the UI.
This reason we completely change UI in all aspects

possibilities in quick battles, there will be fewer options. Why must we have rigid historical oobs for a quick battles?
As I say before - QB in Mius little bit different than in GTOS. It have twice more options than in GTOS, and diffirent niche in the game


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Schuck on January 09, 2014, 08:00:58 PM
Hey Dane,
Ive never said to get rid of the blue boxes, command lines or anything else.
Just an option to turn them off if you dont like them.
It will be a sad day if we lose these options altogether.

The beauty of this game is that it is so many different things to so many people.
Reducing peoples options to play the game the way they like it, must surely in the end reduce the number of people who play it!


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 09:15:26 PM
The beauty of this game is that it is so many different things to so many people.
Reducing peoples options to play the game the way they like it, must surely in the end reduce the number of people who play it!
Some things RIP, new growth. Dont worry, we dont make clone with different units and battles. Something need to be changed.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 09, 2014, 09:20:52 PM
Wishlist:
When using limited battle radius, it should try to keep companies together.

Example:
Attacking with:
1 Company, 1st Platoon
1 Company, 2nd Platoon
1 Company, 3rd Platoon
2 Company, 2nd Platoon

It should give you 1 coy, 1, 2, 3

Not: 1 Coy 1, 2 and 2 Coy 2

Or some way to pick what units you get


This makes no sense as generally unsolvable problem. Think about this:

Example:
Attacking with:
1 Company, 1st Platoon
1 Company, 2nd Platoon
2 Company, 3rd Platoon
2 Company, 2nd Platoon

It should give ....?  ;D


It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each

Or let the attacker pick three.

Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 09:31:14 PM
It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each
Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently
This is complex unlogical rule.

Or let the attacker pick three.
Micromanage must die :)
especially in places where everything can be selected automatically.
no need to do manually that things what best to do automatically.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Missouri_Rebel on January 09, 2014, 10:20:45 PM

ми можемо очікувати демо?

Коли гра виходить?

Вам потрібна Розмовляючих англійською бета-тестерів?


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 10:26:53 PM
ми можемо очікувати демо?
Yes of course

Коли гра виходить?
When its done

Вам потрібна Розмовляючих англійською бета-тестерів?
Close to release
Your Ukrainian is good to  ;D
 


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 09, 2014, 10:47:09 PM
It should pick 2 from the healthiest, and 1 from the other, of course. But never 1 from each
Or always deploy the ones that have been given the order to attack on the stray map. Anything but the random selection currently
This is complex unlogical rule.

Or let the attacker pick three.
Micromanage must die :)
especially in places where everything can be selected automatically.
no need to do manually that things what best to do automatically.

Yes, because in real life a battalion commander is going to send three random platoons instead of a company. Lol. Much better that way /sarcasm


And of course an attacking commander never has any say in what units are used, right? They just roll dice and throw random platoons at the objective. /also sarcasm


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 09, 2014, 11:26:54 PM
Yes, because in real life a battalion commander is going to send three random platoons instead of a company.
In real life it try order to send(not place or teleport manually - is big diffrence) ... but what happens - they reach, will come into contact with the enemy or not, here how it goes.

In game as in real life you can try to send (not teleport not place like chess, but try) - organizing logistics, giving the correct orders, selecting the correct direction of attack etc, not teleport. As in real life only indirect control. This is simulation.
Manually selection it is not.

See image
http://imgur.com/dwahKjL (http://imgur.com/dwahKjL)


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 12:21:00 AM
Perhaps if there was an explanation for how it picks what platoons?

A battalion commander generally orders companies to attack, not platoons


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 12:25:37 AM
Yes, because in real life a battalion commander is going to send three random platoons instead of a company.
In real life it try order to send(not place or teleport manually - is big diffrence) ... but what happens - they reach, will come into contact with the enemy or not, here how it goes.

In game as in real life you can try to send (not teleport not place like chess, but try) - organizing logistics, giving the correct orders, selecting the correct direction of attack etc, not teleport. As in real life only indirect control. This is simulation.
Manually selection it is not.

See image
http://imgur.com/dwahKjL (http://imgur.com/dwahKjL)


Sir, 1/2 and 2/3 report renemy contact

Bat com: excellent. 1 coy attack, 2 coy in reserve.

Not that hard


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 12:37:23 AM
(http://i.imgur.com/CIZHn91.jpg)


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 01:14:56 AM
Feature request: Don't show trenches on the map until you can see them

Currently you can kind of guess where the enemy is when they're entrenched by looking for the trenches and ammo boxes on the map


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Missouri_Rebel on January 10, 2014, 02:57:38 AM

Your Ukrainian is good to  ;D
 

Спасибо. Я дізнався від корови корови працює піч для піци у ванні з корабля.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Flashburn on January 10, 2014, 05:50:13 AM
Feature request: Don't show trenches on the map until you can see them

Currently you can kind of guess where the enemy is when they're entrenched by looking for the trenches and ammo boxes on the map

I agree but not sure its as easy as that. Pretty sure if loading those trenches on the fly AND a lot of them there might be a lot  slow down and pausing on some systems.  But would be nice to not see dug trenches from new battles.  And certainly not the ammo boxes.  But one of the REALLY nice features is morphing terrain.  In was a fad a LONG time ago, but now no one uses it really.  Even Gtos does not to the full extent it could be.   But having you infantry dig really shallow pits and holes real time would be nice.  NOT full trenches and fox holes.  Those take quite a while to dig.  And OLD t72 Balkins on fire dig a trench with a bulldozer blade.  I loved that feature! 


Now if you want shallow holes you can use an arty strike... Rocket strikes are sort of good for this.  They make big holes.  Then move your guys into them.  Not sure it helps THAT much, but better than nothing. 


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 06:33:25 AM
Just don't show new trenches during deployment


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: andrey12345 on January 10, 2014, 09:55:00 AM
(http://i.imgur.com/CIZHn91.jpg)

Its for another game.
In this case need to be changed op phase logic - user have 2 movement phases vs one for AI. Different rules for players+more micromanage. Not good at all.



Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: lavish on January 10, 2014, 06:56:57 PM
Yes, because in real life a battalion commander is going to send three random platoons instead of a company. Lol. Much better that way /sarcasm
And of course an attacking commander never has any say in what units are used, right? They just roll dice and throw random platoons at the objective. /also sarcasm

It's not random in the game, as Andrey stated. The platoons taking part in the battle are based on the attackers primary movement vector. If you are the attacker, the first attack command will be the primary attack vector, which is used to to pick up nearby platoons within certain radius around that vector. The center of radius is located on the vector, biased towards the attacking platoon -> attacker gets more platoons in the battle as initiative. Only units close enough the attack vector have time to move in.

What you said is also true, though. But this is a philosophical question, because of the game's time/space abstraction on operational level. The game just decided to do it based on the position. The logic works for the attacker in some sense and especially for the defender (who cannot decide where the engagement happens, but must use units tied to their position).


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 10, 2014, 07:37:18 PM
Thank you, lavish,

That was very succinct, and exactly what I was asking for.

So, additional vectors have no effect? Say I order company 1 plat 1 to attack from the north, and company 2 platoon 1 to attack from the south.

The game will then pull from the northern cell,and the southern attack order is ignored?


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Dane49 on January 11, 2014, 12:34:55 AM
I never liked the visible entrenchments before a battle starts either.
I suppose the attacker would have a little idea of what's in front of them before a battle started if they did some prior air/land recon,but being able to use the camera to recon the entire battlefield could be somewhat unrealistic especially if the game was to introduce an online multi player feature.

I try to keep the camera behind my most forward units and as close to the ground as possible when I play this game to eliminate the all seeing gods eye aspect,but sometimes my curiosity gets the best of me especially when laying TRPs.
Which is why I only place TRPs on the strat map during the initial phase now.

Hopefully we can see a fix for entrenchments that are only revealed when an actual unit spots them.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 11, 2014, 12:37:54 AM
Yeah, the problem is that you can issue fire orders for your off map support aiming at the trenches that appear in the enemy zone of control.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Dane49 on January 11, 2014, 12:50:51 AM
I also don't like the idea of repositioning entrenchments during each battle.
I would like to see them stay where they were  when initially placed with maybe an option to expand them to cover more facings in later turns for stationary units or if you do want to reposition you would have to start over with limited facings.

Not sure if the prior diggings should be filled in or used as a second line of defense though.
Maybe that could be a new feature.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Santini on January 11, 2014, 12:59:29 AM
I also don't like the idea of repositioning entrenchments during each battle.
I would like to see them stay where they were  when initially placed with maybe an option to expand them to cover more facings in later turns for stationary units or if you do want to reposition you would have to start over with limited facings.

Not sure if the prior diggings should be filled in or used as a second line of defense though.
Maybe that could be a new feature.

Wait, I thought field fortifications from previous battle stuck around


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Dane49 on January 11, 2014, 01:23:30 AM
They Do!

And you can keep building new ones anywhere in that grid after the first attack in that battle instead of expanding on the existing ones with more facings in other directions.
I'm not a big fan of that.

As it stands now you can build all over that grid during each battle that takes place there with new entrenchments in different areas even if you just fought a battle there last turn.


Title: Re: Wishlist and Sugesstions for 2014 Releases
Post by: Flashburn on January 11, 2014, 06:52:56 AM
They Do!

And you can keep building new ones anywhere in that grid after the first attack in that battle instead of expanding on the existing ones with more facings in other directions.
I'm not a big fan of that.

As it stands now you can build all over that grid during each battle that takes place there with new entrenchments in different areas even if you just fought a battle there last turn.

I do not have an issue with that per say.  A unit over time will improve their fighting positions over time.  But I DON'T think it should be automatic dig it...  Should be a choice with the fatigue penalty.  Also need a new template or 2 of dug in types.  I would like to see something with over head protection if dug in a LONG time.   Shallow grave type fox holes... the sort you can dig in 20 minutes if you have too would be nice.  Well depending on soil type or if its frozen.