Suggestions Thread

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spillblood
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Re: Suggestions Thread

Unread postby spillblood » Thu Oct 03, 2013 4:29 pm

I have one more usability/ Interface suggestion: What about an option/button to make unmoved units flash/mark them in addition to the PG-like cycle mechanic? This would make it more easier to see unmoved units at a glance without having to cycle and it would be clearer than having to look/scan the whole screen for those little arrows (that are smaller and smaller depending on how your screen res is). You could also extend this to specialist steps, IE find all units that have a certain specialist step.

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spillblood
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Re: Suggestions Thread

Unread postby spillblood » Wed Oct 09, 2013 11:53 am

An option to click on terrain to examine it would be useful, maybe another tab like the combat table where some info about the terrain you click on is shown. I think the terrain view we have is a bit too vague and there's no legend that tells you what the symbols mean. So it would be good if terrain would be made a toggleable view where units are hidden. I often find it difficult to judge terrain/weather by switching between the various views. Another possibility would be some additional tab that just shows all those infos at once if you click a hex (weather, terrain, supply). You know, when you want to analyze a single hex, you have to focus on the hex and switch through the different layers, this would make it easier.

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spillblood
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Re: Suggestions Thread

Unread postby spillblood » Sat Oct 12, 2013 9:21 pm

Undo in Internet multiplayer mode. It's currently impossible to determine combat outcomes (you have to cycle units/try out different units against an enemy with the current system) before a combat, which makes Internet PvP much harder than SP.

Philippe
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Re: Suggestions Thread

Unread postby Philippe » Fri Oct 18, 2013 5:54 pm

The greyish color of the german vehicles makes sense in the base game and the upcoming Barbarossa expansion, but is incorrect for the Red Turn game.

The germans changed the base color of their vehicles to dunkelgelb from dunkelgrau from late '42 to early '43, so when the water-based white camo was washed off in the spring, tanks,trucks and halftracks became a light yellow tan with greenish and reddish-brown blotches and pretty much stayed that way till the end of the war.

It would be nice to see this historical feature incorporated into the official artwork rather than worked up in a mod.

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Danielefc
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Re: Suggestions Thread

Unread postby Danielefc » Wed Nov 06, 2013 12:02 am

-Would be nice if the AI could use all features the player can. Currently the AI does not build bridges AFAIK.

-Ability to see arrival location(s) of future re-inforcements. Perhaps even enemy reinforcements - but thats more a matter of taste. I'd like this aswell as its not a "Fog of War" game.

-Veterancy gain for defending divisions (probably more of a UoC2 thing as the rebalance needed would be immense)

-Seperate steps for infantry and motorized (and cavalry)

-Seperate steps for different kinds of armour (that 38t does not magically become a PzIII or IV ;) )

-Minor nations attachments (but I think it would be fine to leave the possibility of attaching foreign equipment - as this happened IRL)

-Fighter Aircover - would be placed on map each turn and deny enemy airstrikes in this area (9 hexes or more). Maybe have it counterable by enemy fighters - but then they will not able to cover their own troops unless they have more fighters. (This one is probably more of a UOC2 thing as well)


Some of these ideas/wishes have been mentioned before here and there - both by me and others. But just want to make sure they dont get "lost".

Red Dragon
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Re: Suggestions Thread

Unread postby Red Dragon » Tue Nov 26, 2013 2:00 am

I got several suggestions, but here's two:

1) It's probably not possible to implement this now because of balancing, but it always bothered me that two divisions can't "change places". Say you have two adjacent units, each with at least one movement point left... none of them entered a ZOC, so now I want them to change places but they can't just switch places, one of them has to go out of the way, which is not always possible. Now since you cannot disband forces without penalty in Red Turn (and probably in Black Turn as well?!), at least this small feature would have been nice to have, but as I said maybe it's too late because of balancing reasons. However, perhaps something to think about in your next game. ;)

2) I think the units should not be mute but occasionally comment on what's happening in their native language. I thought about this for a while, since I can remember strategy games where unit chatter was a total pain, or just sounded cheesy and constantly pulled you out of the experience. But I think chatter adds to the atmosphere and type and frequency can be balanced and figured out; and if nothing else you can add an option to disable it for people who dislike it.

Probably not every movement or attack command should illicit a response, especially not from every infantry division, but perhaps something like on average every tenth infantry unit and every fifth mobile unit (since there's less of those) could comment, especially about attacks. So if your attack is repelled, or your unit retreats, or an enemy is overrun your units could comment on that. I can also think of several other things that I think should always be announced: City ruined ("Krakau liegt in Schutt und Asche."), bridge blown up, announcing the exact specialist step you reinforced ("Pioniere sollen in vier Tagen hinzustoßen!"), announcing regular reinforcements ("Verstärkung wurde bewilligt!").

The hardest thing is obviously to find voice actors who can pull it off without sounding cheesy.
One thing is for sure, that marching sound drives me nuts by now, especially during the AI's turn.
A little chatter could break up the monotony now and then, and to be honest after a while I tend to forget that I'm actually shuffling around and sending "people" (or rather representations of people) to their doom.

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Re: Suggestions Thread

Unread postby Xollot » Tue Dec 03, 2013 5:08 pm

I'm not doing a feedback as an experienced player but as a player who only played some hours (tutorial, tutorial mission, first two missions of axis campaign).

So few points as a first contact feedback:
- I haven't found how show my control points (only those of enemy)
- The prestige system put me in a constant failure feeling and in a constant starvation attempt (ie push never use the prestige points). Not sure how explain but it's wrong for players like me, a more simple system with just stars/achievements would be more neutral and wouldn't have such negative effect. Don't make a demo if that isn't changed I'm quite sure most players will give up buy the game if they experiment this.
- The mission tutorial requiring take in two turns some control points when it's discovery of a whole new system and zero hint provided, is a quite brutal welcome to new players. It's not required to take them in two turns? The problem is the game let feel it's required and pointless to play more until this mission is fully successful.
- The high random of bombing is a mechanism a bit strange, that doesn't feel right by just adding a significant random for a limited number of event.

That's a naive feedback but I think you should better try address the non welcoming and prestige system problems in your next game if you plan make any demo. It's second time I'm trying play the game, and I don't think I'll go further for now, perhaps next time.

durangokid
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Re: Suggestions Thread

Unread postby durangokid » Wed Dec 18, 2013 11:43 am

To quote spillblood, "additional tab that just shows all those infos at once if you click a hex (weather, terrain, supply). You know, when you want to analyze a single hex" is an excellent suggestion. For instance, I often move units back into supply and it can be a bit confusing finding the nearest hex when the battlefield is very cluttered.

Which segues nicely to my next point. It has been mentioned before, but any chance of a zoom function? I find it difficult to discriminate individual units in a cluttered battlefield.

To further condemn my poor sight, can you make the Briefing notes BIGGER please. I really struggle to read that very small text.

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HolyDeath
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Re: Suggestions Thread

Unread postby HolyDeath » Fri Dec 27, 2013 10:58 am

The more I play - currently playing Black Turn, scenario by scenario - the more I think that the game can go two ways: either it'll focus on operational level with more details involved or focus will switch to the theatre level. What we have right now are a pre-made scenarios offering a little flexibility (weather and RNG helps here), but I started to wonder what would have happened if players would be able to play at theatre level, be capable of "producing" units (air, land, sea...): It'd put much greater emphasis on logistics (securing roads, placing bridges, etc.) and spread of forces. Player would have to decide what goes where and what to hold in the reserve (adding a fog of war would also help a lot) and each loss would matter much more due to "game" lasting longer across the whole theater. Weather would affect the whole theater and due to a lot more factors involved each "game" would be much more diverse. It'd be great for PvP as well. I really long for something like "From Berlin to Moscov" (or the other way around) in its fullest glory. You could also include Africa, Far East (China, Manchuria, Pacific), West... Possibilities are endless.

Graphically - what about making a small animated figurines of troops instead of busts? You could show them shooting, digging, etc. with more detail. Not that I dislike the current style, I am just throwing this in as a suggestion for consideration. I guess this is a bit of an excess as there are much more important things to consider over graphics.

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HolyDeath
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Re: Suggestions Thread

Unread postby HolyDeath » Tue Feb 18, 2014 10:27 am

One more thing I'd like to suggest - tanks are too good at everything. They're even better at attacking cities or rivers. This ain't accurate and diminishes the role of infantry units. I think this should be changed somewhat so infantry could improve in other aspect (attacking through terrain that wasn't suitable for tank units, etc.).