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RE: Feature Request - 8/22/2018 2:53:00 PM   
Okayrun3254

 

Posts: 64
Joined: 8/28/2014
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quote:

ORIGINAL: DoubleDeuce

IIRC, for any ASL vets out there, interested in, or playing this game, its a lot closer to the Starter Kits than full blown ASL. So there are NO Snipers, Multi-story buildings, Bypass Movement, Concealment, Prisoners and quite a few other full ASL rules.


I purchased this game recently, and I am really enjoying it. I have played ASL and know of Starter Kits, but I am not trying to steer future development of TotH towards either one. This is a tactical computer game that I think is very well done, in fact the best one of this type I have ever played on the computer. I thought this was a feature request thread, so I am just giving my opinion of what I think would be a nice added feature to an excellent game. A sniper feature is a legitimate feature request in any tactical level wargame. I am not weighing in on priorities because I also like a lot of the other suggestions too, and would be happy with any added new features in the future.

(in reply to DoubleDeuce)
Post #: 331
RE: Feature Request - 8/25/2018 11:23:13 AM   
LN59


Posts: 103
Joined: 1/28/2016
From: France
Status: offline
Inspired by Technikzauberer & UP844 in their recent thread Scenario Design -'Frozen' Units

quote:

Technikzauberer: '[...]options for emulating unready or surprised units'


quote:

UP844: 'the possibility of setting a personnel unit state (Good Order/Pinned/Broken)'


+2

I totally subscribe to this idea which would greatly enrich the possibilities offered to the scenario designers
while preserving (IMO) the spirit of the game wanted by Peter.
Excessivily detailed Table of Equipment means inevitably more complex rules of use greedy in memory resources
and time of computation and leads to forget that essential goal: to keep the priority on the game's fluidity...
and also favor the scenwriters' imagination!

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(in reply to Okayrun3254)
Post #: 332
RE: Feature Request - 8/26/2018 7:03:40 AM   
rico21

 

Posts: 2543
Joined: 3/11/2016
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Peter, add this description feature please, if you don't do for me, do it for UP.




Attachment (1)

(in reply to Krasny)
Post #: 333
RE: Feature Request - 8/26/2018 7:29:44 PM   
fuselex

 

Posts: 668
Joined: 8/2/2014
Status: offline
what we really need to do is not go down the path of ASL .
A lot of options that you require a degree in to understand , then find that there are not many others who have the same degree and dedication.
After all , to attract new followers , it is better to give them a condensed version of the bible rather than the whole book.
Even at this point of the game , someone picking it up ,playing a scenario , has to be daunting .



(in reply to rico21)
Post #: 334
RE: Feature Request - 8/28/2018 12:24:01 AM   
Hailstone


Posts: 312
Joined: 1/19/2016
From: Phoenix, AZ
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Let's not be too hasty to keep TotH dumbed down to attract new players but fuselex has a point. My remedy, TotH 2!

(in reply to fuselex)
Post #: 335
RE: Feature Request - 11/5/2018 3:45:22 PM   
Firebri


Posts: 241
Joined: 3/9/2011
From: Bristol
Status: offline
Sorry if this has been said before, My request is a more graphical terrain.
This game is great to play, but I wish the graphics were a bit more like newer Close Combat titles.

(in reply to Hailstone)
Post #: 336
RE: Feature Request - 11/18/2018 3:17:02 PM   
Hailstone


Posts: 312
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
I suggest during the Movement Phase that AFV's that have moved would have a (moved) indicator like the infantry.
Sometimes I forget which AFV has moved during the Movement Phase. Now and then I forget which AFV moved so
when I unknowingly select an AFV that moved and start the AFV just to find out it has moved and now the AFV is
stuck in Motion because the AFV was halted with 1 MF to spare. Just enough to start. I believe this is a minor fix to
show AFV's that moved to have (moved) as a suffix like the infantry during the Movement Phase. Thanks

(in reply to Firebri)
Post #: 337
RE: Feature Request - 12/1/2018 10:06:13 AM   
eobrian2

 

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Joined: 11/22/2018
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Hi, I’m new to the whole forum thing so I can’t seem to start a new thread yet. I’m trying to understand what features with respect to afvs, that are included in this sim. First: is there a noticeable difference in armor thickness for the different sides of an afv, second: are there different facings for turrent and body, third: is there a hull down status so that big guns with light armor such as tank destroyers become useful as in reality. I really like the concept of the game but these are things that really made the original squad leader pretty great. A dug in 88, a low silhouette tank destroyer, Shermans hull down on a ridge!

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(in reply to Krasny)
Post #: 338
RE: Feature Request - 12/2/2018 2:01:52 AM   
Hailstone


Posts: 312
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
eobrian2,

Here the answers:

First: is there a noticeable difference in armor thickness for the different sides of an afv? There is usually a different armor rating for front and side/rear of AFV's.
Also, there is an armor rating difference between hull vs turret. Whether the difference is noticeable or not is dependent on the AFV.

second: are there different facings for turrent and body? Yes, the turret can face differently from the hull.

third: is there a hull down status? No







(in reply to eobrian2)
Post #: 339
RE: Feature Request - 1/16/2019 5:26:18 AM   
parko74

 

Posts: 1
Joined: 1/16/2019
Status: offline
any plans on adding other nationalities anytime soon?as well as adding aircraft?

(in reply to Hailstone)
Post #: 340
RE: Feature Request - 1/22/2019 1:27:03 PM   
rico21

 

Posts: 2543
Joined: 3/11/2016
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Scuttling the tank?

(in reply to Krasny)
Post #: 341
RE: Feature Request - 1/31/2019 2:49:49 PM   
rmmwilg

 

Posts: 45
Joined: 5/2/2018
Status: offline

quote:

ORIGINAL: Hailstone

Let's not be too hasty to keep TotH dumbed down to attract new players but fuselex has a point. My remedy, TotH 2!


That, or maybe mods could be created that can be purchased and installed separately (using JSGME) for those who want to get into the more detailed aspects that ASL offered. Seems like a win-win that way.

(in reply to Hailstone)
Post #: 342
RE: Feature Request - 3/2/2019 10:07:59 PM   
danimaning2

 

Posts: 39
Joined: 12/26/2009
Status: offline
Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.

(in reply to Okayrun3254)
Post #: 343
RE: Feature Request - 3/3/2019 11:41:50 AM   
ArmyEsq

 

Posts: 131
Joined: 2/20/2015
Status: offline
Please let me know when you add multi level buildings and smoke.

(in reply to danimaning2)
Post #: 344
RE: Feature Request - 4/3/2019 12:38:15 AM   
E

 

Posts: 1230
Joined: 9/20/2007
Status: offline

quote:

ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.

How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).

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(in reply to danimaning2)
Post #: 345
RE: Feature Request - 4/4/2019 12:12:29 AM   
Peter Fisla


Posts: 2431
Joined: 10/5/2001
From: Canada
Status: offline
quote:

ORIGINAL: E


quote:

ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.

How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).


Double clicking to select all units in a hex, is not as easy because the selection validation function would need to change depending on a current segment in a turn. Are you in a movement segment, fire segment? Where only good order units can move/fire (pinned units cannot always fire, wounded leaders cannot move etc). in Rout Segment, it's all about broken+ units. Each time a unit is selected in any given segment the game makes an assessment if it's a valid selection or not. What if you want to select all units in a hex in Rout Segment, you select some broken+ units but you also select this way two leaders at the same time...this is not allowed. It's not as simple guys as you might thing...

< Message edited by Peter Fisla -- 4/4/2019 12:16:25 AM >

(in reply to E)
Post #: 346
RE: Feature Request - 4/4/2019 10:56:45 AM   
E

 

Posts: 1230
Joined: 9/20/2007
Status: offline

quote:

ORIGINAL: Peter Fisla

quote:

ORIGINAL: E


quote:

ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.

How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).


Double clicking to select all units in a hex, is not as easy because the selection validation function would need to change depending on a current segment in a turn. Are you in a movement segment, fire segment? Where only good order units can move/fire (pinned units cannot always fire, wounded leaders cannot move etc). in Rout Segment, it's all about broken+ units. Each time a unit is selected in any given segment the game makes an assessment if it's a valid selection or not. What if you want to select all units in a hex in Rout Segment, you select some broken+ units but you also select this way two leaders at the same time...this is not allowed. It's not as simple guys as you might thing...

What if a double-click was seen by the game as a string of single selections? (each being subjected to the disqualification tests, sequentially)

_____________________________

"Lose" is the opposite of "win." "Loose" is the opposite of "tight."

Friends Don't Let Friends Facebook.

Twitter is for... (wait for it!) ...Twits!

(in reply to Peter Fisla)
Post #: 347
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