Suggestions Thread

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kvnrthr
Captain
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Re: Suggestions Thread

Unread postby kvnrthr » Thu Jul 16, 2015 1:06 pm

Also, will we have the option to set the unit's retreat conditions? Once, I had a 6 step PzGren division get attacked by one airstrike and 5 tank/mechanized corps, and did not retreat even when all steps were gray, getting destroyed in the process. It wasn't even defending anything important. I would rather have a unit in that condition retreat.

Having units fall back would also create more interesting scenarios, where an enemy can conduct a fighting retreat; I would like to see the AI, if possible, rather than having its units sit there and get destroyed, have them fall back to second/third lines of defenses, making them harder to crack, and increasing the importance of cutting of a unit's path of retreat. Units should be able to understand when they are outmatched.

Dmondragon75
First Lieutenant
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Re: Suggestions Thread

Unread postby Dmondragon75 » Sun Sep 20, 2015 10:18 am

1. Why there s no FOW in UOC?
2. Why there s no experience for units when defending? Maybe not in 1:1, but in 1:2, so when defending unit kills/supress 2 steps, gets 1 experience?
3. Airfields?
4. Why its not possible to see reinforcements in first turn when playing scenario/MP?

Stiltzkin
Second Lieutenant
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Joined: Thu Oct 29, 2015 8:20 am

Re: Suggestions Thread

Unread postby Stiltzkin » Thu Oct 29, 2015 10:06 am

i agree with the propositions of the previous posts (especially regarding the Fog of War which would make recon units/pruchase more useful, Aerial Combat and worn out AI units charging for the Supply Spawns, basically everything that Panzer General offered) - i do not know if anyone proposed this but it would be more of an engine/technical suggestion.
In how far does your engine support Post filters?
I am talking about particle effects for weather conditions, i have an "exaggerated" example here: Maybe add particle snow and a soft light filter for a blizzard
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Ritalingamer
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Re: Suggestions Thread

Unread postby Ritalingamer » Thu Nov 05, 2015 9:54 pm

Stiltzkin wrote:In how far does your engine support Post filters?
I am talking about particle effects for weather conditions, i have an "exaggerated" example here: Maybe add particle snow and a soft light filter for a blizzard

That's a neat idea - I wouldn't want it to obscure anything important or make the game harder to read, but it would add atmosphere.
Keep in mind the next game will be on a new engine with many more possibilities for graphical enhancements. https://unityofcommand.net/blog/2014/11/ ... sary-post/

Stiltzkin
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Re: Suggestions Thread

Unread postby Stiltzkin » Fri Nov 20, 2015 10:03 pm

Ritalingamer wrote:
Stiltzkin wrote:In how far does your engine support Post filters?
I am talking about particle effects for weather conditions, i have an "exaggerated" example here: Maybe add particle snow and a soft light filter for a blizzard

That's a neat idea - I wouldn't want it to obscure anything important or make the game harder to read, but it would add atmosphere.
Keep in mind the next game will be on a new engine with many more possibilities for graphical enhancements. https://unityofcommand.net/blog/2014/11/ ... sary-post/


Oh theres a new game in development? Maybe they will add some weather effects or post processing options.
Will they increase the complexity of the game and improve the historical accuracy too?

Ritalingamer
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Re: Suggestions Thread

Unread postby Ritalingamer » Fri Jan 29, 2016 3:33 pm

Stiltzkin wrote:Oh theres a new game in development? Maybe they will add some weather effects or post processing options.
Will they increase the complexity of the game and improve the historical accuracy too?


Yes! You can find out more about what's changing in our series of Dev Diaries - the latest one just came out yesterday. https://unityofcommand.net/blog/

Pannoniae
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Re: Suggestions Thread

Unread postby Pannoniae » Wed Sep 14, 2016 10:44 am

Hello everyone!

This thread is dead, but while the NEW game is coming, I have got good news for you!
I have two friends knowing Python, and I've shown them the game. They were suprised why it isn't updated, because this game... simply rocks! (I agree with them :mrgreen: )
So, getting on the topic, they're willing to pick up this game, update it and implement the suggestions here (because it's basically abandonware) and have some money to buy the source code and the rights to update.
Anyway, let's hope that Mr. Uzelac responds to them the good way!

What's your opinion? Write it there! :D

Pannoniae

LtCol
Second Lieutenant
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Joined: Wed Feb 08, 2017 5:49 pm

Re: Suggestions Thread

Unread postby LtCol » Sun Jan 14, 2018 1:41 pm

Some suggestions for the user interface:

- When one of your units is selected, show the battle odds when you mouse over any enemy unit, also when they are not next to your unit.
- When the show-terrain-view is selected, mark unaccessible water hexes with a dot or ~, sometimes the coastline hexes are not clear.
- A button that shows the tables from the manual for movement and supply costs.
- When the supply-view is selected, also show the supply situation of the enemy.

Jigsawn
Cadet
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Joined: Tue Jan 09, 2018 7:50 pm

Re: Suggestions Thread

Unread postby Jigsawn » Mon May 21, 2018 1:41 pm

I also would love to see the enemy supplies in the next game, on a toggle switch or something. You are already given the info to figure it out, but that's really tedious (I.e. counting from the supply depot adding terrain modifiers for each hex). Unfortunately in some situations you need to know the enemy supply numbers for specific hexes so you can interrupt a supply line at the right hex. Being able to see the enemy supply when you want would make it a lot more user friendly and also help to teach newcomers the importance of cutting off enemy supplies.

Jigsawn
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Joined: Tue Jan 09, 2018 7:50 pm

Re: Suggestions Thread

Unread postby Jigsawn » Mon May 21, 2018 2:10 pm

Another change I'd like to see in the new game is much more accurate Attack/Defence values in the Unit Window, based on the attached specialist steps.

In Unity of Command you can have very weak units with a tank step attached making them much, much stronger whilst the step is alive. However if you click on the unit you just see the main Attack/Defence values at low numbers, with the massive attack/def of the specialist step added as an afterthought at the bottom of the window.

This makes it kind of a micromanagement game where you have to click and carefully examine every single unit to check its values before committing to a fray - and same when clicking on the enemy. I know there are icons to show the specialist steps on the main map, but until late into the game you can't memorise them all, and they don't indicate how powerful the unit is.

I feel like there could be a better way to show a unit's true strength, to make it easier to see at a glance. Maybe even a toggle option to show stats next to the units on the main map.