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RE: Game Suggestions: - 12/29/2015 9:17:04 PM   
sillyflower


Posts: 2478
Joined: 8/4/2010
From: Loches France (but properly part of England)
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quote:

ORIGINAL: gmtello

And have the chance to have the map like in summer no matter the weather snow, mud...


You can turn the weather effects off - sadly only on the map though.

I don't think I've ever played anyone on the server with whom I did not exchange email addresses. If people don't want to interact with me, that's fine but that is part of the fun lost and I don't want to play with them.

_____________________________

web exchange

Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi

Reply: They already know you're a gamer. What other shame can possibly compare?

(in reply to gmtello)
Post #: 691
RE: Game Suggestions: - 1/29/2016 11:51:01 AM   
RKhan


Posts: 325
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From: My Secret Bunker
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What I would love to see in WITE 2 is the option for both players to deploy their own troops.

First the Soviets, followed by a "recon" by the Germans and then the deployment of their troops.

I think the game would have to force the Soviets to deploy their troops within a designated set up area, perhaps by Front, to avoid unrealistic deployments.

This would fix the perfect knowledge problem, which is legitimate, and open up all kinds of creative solutions and gambits.

Obviously this is most applicable to the campaign.

RKhan

(in reply to Sabre21)
Post #: 692
RE: Game Suggestions: - 1/29/2016 12:11:34 PM   
swkuh

 

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Don't know if 2.0 is still open for suggestions (developers' remarks invited.)

@RKhan: concur w/intention.

Variation in start set-ups would be very interesting. Simply allowing some "random" variations from current start positions is sufficient, IMHO.

Variations might also extend to equipment pools, Adm pts, commanders' assignments & ratings, whatever...


(in reply to RKhan)
Post #: 693
RE: Game Suggestions: - 1/29/2016 6:42:49 PM   
uw06670


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There is a thread for WitE 2, so that seems like a good place for suggestions.

http://www.matrixgames.com/forums/tm.asp?m=3933956

I like your idea RKhan.

(in reply to swkuh)
Post #: 694
RE: Game Suggestions: - 1/30/2016 2:48:00 AM   
56ajax


Posts: 737
Joined: 12/3/2007
From: Carnegie, Australia
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What I would like to see in the Event log or similar ie a Calendar is a list of major organisation or admin milestones.

For example

Corp HQs start to disband from Turn x
SAD Airbases start to disband from turn y
Admin points for building units reduced on Turn z

etc

Sure beats looking up the manual

(in reply to uw06670)
Post #: 695
RE: Game Suggestions: - 5/19/2016 1:15:43 PM   
algenda

 

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Joined: 5/19/2016
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It would be nice:
1. Use steam cloud service to sync save between different computers.
2. Create some app for mobile devices to read save files and show all information of you troops.
Each turn in this huge detailed game requires a lot of time. Maybe while you going to home or to work its time to think about your turn :)
Thank you!

(in reply to 56ajax)
Post #: 696
RE: Game Suggestions: - 5/29/2016 2:54:08 PM   
s2tanker


Posts: 294
Joined: 9/11/2013
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Work on the retreat mechanics whereby an enemy can leave space for a unit to retreat to that takes the unit further away from friendly lines, thus dooming the unit to being surrounded in subsequent turns. If a path is available, units should always retreat towards friendly lines.

_____________________________

Know the enemy and yourself...

(in reply to Sabre21)
Post #: 697
RE: Game Suggestions: - 6/29/2016 11:21:00 AM   
Balou


Posts: 733
Joined: 7/24/2009
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AI Rail Repair: I suggest an "overhaul" of AI's RR. Especially in 41, the AI seemingly ignores priorities. What I am saying is it makes no sense to convert rail lines somewhere in Kurland while the axis could need lateral connections forward between FBDs in time before/when partisans pop up. Given the enormous distances in the SU and hence with limited RR capacity it doubt that IRL the Reichsbahn would have adopted a RR strategy as currently shown by the axis AI. In some games I allocated constr bns to "redirected" RHG commands that keep their bns operating in a 5 hx radius, however these bns often simply refuse to leave HQs to do their job. OTH it was the only remedy I've seen so far to counter AI rail repair mechanics. To make a long story short, would it be possible to give the AI some orders to prioritize "RR regions" ?

(in reply to s2tanker)
Post #: 698
RE: Game Suggestions: - 6/29/2016 3:03:40 PM   
swkuh

 

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@Balou: good suggestion. AI could use the FBD locations to prioritize the RRbots, but maybe the issue of supply chain development in 2.0 makes suggestions moot.

(in reply to Balou)
Post #: 699
RE: Game Suggestions: - 6/29/2016 3:22:29 PM   
Balou


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If they make railroad repair/traffic in 2.0 more realistic, WitE would really improve. Logistics played such a crucial role in the East as we all know - which in part killed Barbarossa - and more than anywere else in ETO.

Your term RRbots: lol

(in reply to swkuh)
Post #: 700
RE: Game Suggestions: - 7/9/2016 10:26:50 AM   
epcltd

 

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Wasn't the weather far mnore influential than road repairs etc. Yes the weather certainly impacted on logistics

(in reply to Balou)
Post #: 701
RE: Game Suggestions: - 7/12/2016 7:27:54 AM   
Icier


Posts: 573
Joined: 7/15/2014
From: a sunny beach nsw
Status: offline
When playing a server game & completing a move, have a copy of game completed move sent to the players computer.

< Message edited by Ice -- 7/12/2016 7:31:30 AM >

(in reply to epcltd)
Post #: 702
RE: Game Suggestions: - 7/19/2016 12:21:38 AM   
SeriousCatNZ

 

Posts: 51
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What are the exact penalties for attacking across a river?

(I can only find the penalties for retreating across a river in the manual.) It seems like rivers are too easy to take by mega stacks. Shouldn't combat value be halved?

What determines defeat and retreat in combat?

Classic military theory posits that you need a force ratio of 3:1 to win a battle, which rises to 5:1 against an entrenched enemy. Yet I can defeat and push Soviet forces back with a mere 2:1 advantage.

(in reply to Icier)
Post #: 703
RE: Game Suggestions: - 7/19/2016 1:50:30 AM   
Michael T


Posts: 3444
Joined: 10/22/2006
From: Queensland, Australia.
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quote:

Shouldn't combat value be halved?


It is.

_____________________________

'Deus le Volt!'
------------------

(in reply to SeriousCatNZ)
Post #: 704
RE: Game Suggestions: - 7/19/2016 1:51:55 AM   
Michael T


Posts: 3444
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From: Queensland, Australia.
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quote:

Yet I can defeat and push Soviet forces back with a mere 2:1 advantage.


The odds are modified CV, not pure troop or AFV ratio's.

_____________________________

'Deus le Volt!'
------------------

(in reply to Michael T)
Post #: 705
RE: Game Suggestions: - 7/19/2016 1:13:14 PM   
SeriousCatNZ

 

Posts: 51
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From: Auckland, New Zealand
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quote:

ORIGINAL: Michael T

The odds are modified CV, not pure troop or AFV ratio's.


But how is that modified CV calculated? I know that having adequate supply, assigning support assets, and appointing competent commanders increases the CV, whereas weather and terrain may decrease CV. However, I never know by how much. If I want to calculate the odds for an important attack I can't. I can only go with my gut feeling. It's usually right, but still I'd like to know why. If I turn the Message Level all the way to 5, will it reveal how the CV is calculated?

(in reply to Michael T)
Post #: 706
RE: Game Suggestions: - 7/19/2016 1:21:19 PM   
morvael


Posts: 11020
Joined: 9/8/2006
From: Poland
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No, it will not. And it's working as designed (WAD). Joel once wrote that Gary likes to hide some of the numbers in his designs, so that you have to play using gut feeling and experience instead of just min-maxing using all numbers laid bare. However, if you want more accurate CV values on the counters you should play "Alt CV" scenario. In several places they use correct math to determine "expected values" out of base value and % chances to pass leader skill/morale/experience rolls. Be warned though those numbers still do not include some modifiers that are applied before and during combat, like rivers, dense terrain etc. so they will still be off. And most people learned to play by gut feeling and thus prefer to play with normal CV numbers, to which they are accustomed.

By the way, river works by disrupting elements before combat starts, and disrupted elements do not contribute to CV nor fire in combat. So you start battle with part of your force not engaging nor included in CV.

< Message edited by morvael -- 7/19/2016 1:23:58 PM >

(in reply to SeriousCatNZ)
Post #: 707
RE: Game Suggestions: - 7/19/2016 4:09:33 PM   
swkuh

 

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If anything, there's too much possible foreknowledge. Estimated CVs w/o "fractional expression" should be all that's needed, unless repeated attacks are employed. In that case, maybe CVs could be sharpened, etc.

Like the game as is, and appreciate all improvements made, but here's some suggestions for improvements, now or 2.0, etc.:

Compare two saved outcomes, same turn #s, giving overall evaluations and some detailed points. By organizational terms (AG, Army, Corps) for total strengths, VPs, AFVs, troopers, some measure of areas controlled, what-have-you etc.

Show range of air craft for selected air bases in map graphics.

Simplify working of the editor (or, provide simple training manual.)

(in reply to morvael)
Post #: 708
RE: Game Suggestions: - 7/19/2016 6:00:38 PM   
morvael


Posts: 11020
Joined: 9/8/2006
From: Poland
Status: offline
Have you played WitW?
There are charts tracking various stats in game and there is completely new air system that displays planned air ops on the map. These will be in WitE2 as well.

(in reply to swkuh)
Post #: 709
RE: Game Suggestions: - 7/20/2016 12:50:40 PM   
swkuh

 

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Yes, and that's good news. Thank you, the reminder.

(in reply to morvael)
Post #: 710
RE: Game Suggestions: - 7/29/2016 5:31:09 PM   
bobman0330

 

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It's possible this is in the game already and I just can't figure it out, but if it's not, there should be a hotkey to switch between the display mode that shows CV and MPs on the counters and the mode that shows offensive/defensive CVs!

(in reply to swkuh)
Post #: 711
RE: Game Suggestions: - 7/29/2016 5:39:42 PM   
morvael


Posts: 11020
Joined: 9/8/2006
From: Poland
Status: offline
Press z

(in reply to bobman0330)
Post #: 712
RE: Game Suggestions: - 7/29/2016 6:31:51 PM   
bobman0330

 

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I'm gonna go ahead and assume you pushed out a hotfix to address that issue in 8 minutes, OK?

(in reply to morvael)
Post #: 713
RE: Game Suggestions: - 7/30/2016 10:44:42 PM   
Icier


Posts: 573
Joined: 7/15/2014
From: a sunny beach nsw
Status: offline
both sides had leaders who thought they were great military commanders & issues orders of "No Retreat" at the most inopportune times! Whereas,
us savvy game players retreat as soon as the line is punctured.
Nothing @ all like the real thing...so how could we capture this meddling?
How about a moral penalty for a unit that keeps constantly retreating...say if a unit has retreated twice in a row, it loses 1 point & 1 point for every further retreat.However if the unit stops & fight the moral penalty stops & is only re-activated if it repeats step 1.

(in reply to bobman0330)
Post #: 714
RE: Game Suggestions: - 10/5/2016 4:45:08 AM   
Champagne


Posts: 327
Joined: 9/28/2004
Status: offline
I have a suggestion that I believe would help all players.

PLEASE provide the option to discontinue usage of Roman Numerals in the game. Instead of a unit being the XXXIV Corps, just say 34 Corps or 34th Corps.

Roman Numerals become quite difficult to read after an hour or so of play.

_____________________________

Only the dead have seen the end of War.

-- Plato

(in reply to Sabre21)
Post #: 715
RE: Game Suggestions: - 10/5/2016 11:10:15 AM   
Denniss

 

Posts: 6146
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From: Germany, Hannover (region)
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We won't change historically used names but you are free to do this for yourself in the Editor.

(in reply to Champagne)
Post #: 716
RE: Game Suggestions: - 10/7/2016 9:53:44 AM   
Stelteck

 

Posts: 1173
Joined: 7/20/2004
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Just a world to say it is amazing to be able to choose army colors. It is really, really helpfull.
I love this feature very much.

(in reply to Denniss)
Post #: 717
RE: Game Suggestions: - 11/7/2016 9:25:49 AM   
Chisai

 

Posts: 16
Joined: 11/22/2013
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Inactive National Units:

Can you make the color of inactive units: Hungarian, Italian, Rumanian WHITE or?

Then when the unit becomes active, change to their national color so we can tell at a glance that we can use them. No need for the current color scheme when they are sitting in their home country, most of us already know where Hungary is.

Great game, more please.

(in reply to Sabre21)
Post #: 718
RE: Game Suggestions: - 11/10/2016 8:17:07 PM   
Stelteck

 

Posts: 1173
Joined: 7/20/2004
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Just a suggestion relative to support units :
I think in the current WITE there is some easy rebalance that can be done in supports units TOE relative to their price.

Some example :
- Early 1941 Mobile tank hunter compagny that allow.... 4 Zis for a cost of 1 AP. (Could be increase to have the same number of units as german stug unit i think).
- Early Mortar bataillon that allow 36 120mm mortar. But january 1942 mortar regiment have only 16 82mm and 16 120 mm for twice the AP price ?

There is a lot of strange thing like this.

(in reply to Chisai)
Post #: 719
RE: Game Suggestions: - 12/31/2016 5:57:23 PM   
Stelteck

 

Posts: 1173
Joined: 7/20/2004
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Hi.
I have an interface suggestion which would be really, really great to manage multiple air raids.

When you select an airfield, then click on a target, the air raid is processed. But then, the selected airfield is unselected.

I think it would be a good idea if the selected airfield was not unselected at the end of the air. It would be a great help to spam air raid for example.
Currently i have to select the airfield for EACH raid, it is tedious.

(in reply to Stelteck)
Post #: 720
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