Just a quick word from me. Basically the follow up on the release of Case Blue went quite well. There have been some bugs, but a number of patches has adressed them quickly.
I am currently completing a big new feature patch for Advanced Tactics adding some random officers to Advanced Tactics' its random games. Once that is finished I'll start on a new patch for Case Blue.
For Case Blue there is a small list of little bugs that need fixing, as well as some further finetuning i'd like to do. Especially as more player feedbacks keeps coming in I get some good pointers where i can improve things. Big thanks to everybody voicing opinion, making AARs, reporting issues and giving suggestions.
However i am looking forward to get to work with adding some features as well. I am thinking of 3 new features:
* Give the AI strategic sense on the big campaign maps. So that for example the Soviet AI will actually give ground at the start because it will realise standing and fighting at this force ratio would be unwise if it can also retreat for 1 month and receive 200k extra trooops. I think a lot can still be gained on improving especially the defensive AI in long term play (standing and fighting is actually good in the short scenarios).
* Allow for manual transfers between units for those who want to have the ability to do some micro-management. (annoying problem here is i dont think i have any button space left for a new order and i might have to do some redesign to create more space on the orderbar)
* Make a simplified version of the editor so that people can actually make their own simple scenarios on any front without to much problems. I think there is still a lot to be gained here in replayability of the game. The engine is quite flexible and I would love to see user-created scenarios.
I'll pick up the ball, thanks for the opportunity. At this point thanks for this great game, to me it offers way more fun than War in the East.
As for your ideas:
1) Strategic sense for the AI: Excellent!!! This could be taken one step further for improving Stavka/OKH reading of the situation before dishing out new major/minor orders to gain/lose prestige. These prestige objectives might be tied to where the player has massed his main offensive tools - speak Artillery units, Pz/Mot/Cav Divisions or Tank/Cav/Mech Corps on soviet side. I really hate to get new objectives far away from my mobile formations, as normally the granted time frame to reach the prestige objectives is very tight and hardly ever offers enough time to redeploy offensive formations. So please tie OHK/Stavka orders to regions where actual offensives are taking place.
2) Manual transfer between units: Of course it would be nice if we could attach orphaned regiments into divisions/corps which have lost whole sub-units, but to me keeping veteran soldiers from losing their experience level when their unit gets disbanded should have higher priority. I'd like to be able to merge weakened units into other similar-size units which are in need of replacements. Right now units which have lost most combat value can be disbanded, but these disbanded veteran soldiers seem to be transformed into green recruits if they return to needy units via pool-replacements. I do hope you give us the opportunity to limit the experience hit we have to take now. So please let us merge similar-size units. If they'd get too large due to the merger then the surplus could be sent to the pool (preferably into a veteran soldier pool different from the current newbie pool if two pools are feasible to implement).
Regarding the interface problem: You might consider to replace the two buttons for unit management (make new unit/sub unit options) with one button opening a window (maybe similar to the window opening when playing a card) for general unit management with current and new functions.
3) An Editor might be very nice, but the way I see it there are more pressing issues to solve, including:
- Supply interdiction: I plan to document this in the AAR I've started. In short: Sewastopol is impossible to keep supplied because Axis airplanes - which don't even have to take off but can rest and resupply while sinking soviet supply ships... - seem to cause way too heavy supply losses on way too many hexes along the sea supply lanes. The Kerch region on the Crimea suffers from this too, but to a lesser degree. Please tone down sea supply interdiction or let axis planes at least lose readiness and supply/ammo each turn when they are on interdiction duty and don't let them do free interdiction while they are on R&R between ground attack turns.
- Readiness recovering eats all ammo: Units on low readiness use up ALL their available supply to recover readiness. Please code this in a way that readiness recovering ALWAYS leaves at least a minimum portion (0.5 maybe?) of stock-points of a unit's ammo needs and does not let units end up with zero ammo even if they don't move. In which army do soldiers order soap when their rifles are empty… An army forced to retreat fast not only loses readiness and entrenchment levels but also gets punished because readiness recovery eats up too many supplies.
Thanks for considering to further improve this nice game.
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