RE: Game Suggestions: (Full Version)

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56ajax -> RE: Game Suggestions: (5/11/2011 4:59:10 AM)

Is it possible to have displaced HQs and Airbases reported on via the Show battle Sites function?

and i dont think that a displaced Airbase should be used as a fwding airbase in the turn it is displaced

thxs




fiva55 -> RE: Game Suggestions: (5/11/2011 5:58:58 AM)

Is there any way to highlight unready units? With the new refit rules it would come in handy.




Helpless -> RE: Game Suggestions: (5/11/2011 8:57:37 AM)

quote:

Is there any way to highlight unready units?


You can select them in Commander's Report.




JamesM -> RE: Game Suggestions: (5/11/2011 9:05:27 AM)

When assigning air groups could there be extra column showing current morale of the the air unit in reserve.




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:05:18 PM)


quote:

ORIGINAL: Schmart

How about adding some form of greater control over AFV upgrades? Some ideas (pros/cons) have been discussed here: http://www.matrixgames.com/forums/tm.asp?m=2723560&mpage=1&key=?

I'm sure it's not an easy prgramming thing to do, but I've never quite understood why aircraft upgrades can be controlled manually, but not AFVs. Just seems weird. I know some people don't want a repeat of WIR AFV bugs, but surely it's not an all or nothing situation, and surely limitations can easily be placed so that we can't load up 4 Bns of Tigers in a Pz Div?

Anyways, my suggestion is, if nothing else to have a two option toggle button, allowing the player to select HIGH or LOW priority for AFV upgrading. Units of LOW priority will only upgrade to the next AFV if all units with HIGH priority have been upgraded and are above a certain percentage of AFV TOE (say 66%). Default would be LOW priority, and in that case all units will upgrade randomly, as is the case currently.

Ultimately though, I think having an option to manually control AFV upgrades would be nice, after all we have that option for aircraft.


I would like more control over production and upgrades myself but changing over the vehicles (or production) would be a huge task. There is a limit on how many air units can be upgraded based on factory output. Whether the system does it or the player, there can only be so many units with a given type.

Units using afv's follow an upgrade path based on when new afv types are produced and become available in sufficient quantities. The difference here is that the human player was taken out of the loop on which units to upgrade first. I know there is more flexibility in the air units in that you can change out aircraft to one of several other types within the same general class and afv units pretty much stick to a specific afv upgrade path.

Maybe down the road we can get something similar for afv's where the player can decide which afv unit upgrades first with possibly some variation to choose from as we do now with aircraft, but i wouldn't expect that anytime soon.




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:08:25 PM)


quote:

ORIGINAL: Manstein63


quote:

ORIGINAL: 76mm

Not sure if this has been raised before, and not sure how difficult it would be, but it drives me crazy that I need to set a uniform air doctrine for the entire front, from the Baltic to the Black Sea! It would be much much better if each air HQ could set its own air doctrine, so you could have different doctrines on differnents parts of the front.

How difficult would this be?


+1 & the ability to change your aircraft types & other settings in the National Reserve screen would be helpfull as well.

Also would it be possible to tweak the weather in random mode so that the Axis player could have guaranteed clear weather until the end of September of 1941 before the possibility of mud or worse. I would prefer to play with random weather because it gives you that uncertainty
but fully understand the frustrations of an Axis Player who has had all their good work on the first turn destroyed by mud on turns 2 & 3

Manstein63


I missed that on my earlier response, this is definitely one of those i would like to see too and putting it on my list.




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:12:30 PM)


quote:

ORIGINAL: neuromancer

It was suggested elsewhere, and might have been suggested here, but I think its a good idea so I want to repeat it.
Have a 'randomize' optional feature at the start of the scenarios for some of the units. Basically a unit can be set in the editor to be 'randomly' placed at the beginning of the scenario. Not way off in the middle of no where, but a few hexes from where it is (not in water, not in neutral or hostile territory, not over stacked). Most front line and important defensive units would not be set to random - and some scenarios would have everything fixed for either or both sides (the June 22 '41 scenarios would all have the Axis start locations fixed). But all the back field stuff should be shuffling around.

The theory being that after a while, even with FOW, you know where everything is at the start which may make the start a little too effective. A little uncertainty would be a good thing.

I know this would probably take a bit of work so not a quick thing to add, but I think it would be a nice feature.



That would really take a huge expenditure in time and testing in order to get something like a random unit location feature in place. Honestly i don't see the devs taking the time for this when an editor is available that will allow for all kinds of set-ups. I know this isn't quite the same, but it is what we have.




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:14:29 PM)


quote:

ORIGINAL: johntoml56

Is it possible to have displaced HQs and Airbases reported on via the Show battle Sites function?

and i dont think that a displaced Airbase should be used as a fwding airbase in the turn it is displaced

thxs


I'll ask about this one.




lazydawg -> RE: Game Suggestions: (5/11/2011 4:16:21 PM)


quote:

ORIGINAL: jamesm

When assigning air groups could there be extra column showing current morale of the the air unit in reserve.




I second this request !




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:16:49 PM)


quote:

ORIGINAL: fiva55

Is there any way to highlight unready units? With the new refit rules it would come in handy.


We're pretty much out of hot keys. If we want to add one we will need to delete one to free up the hotkey. This might be one of those that warrant such a trade-off though. We'll see.




Sabre21 -> RE: Game Suggestions: (5/11/2011 4:17:30 PM)


quote:

ORIGINAL: jamesm

When assigning air groups could there be extra column showing current morale of the the air unit in reserve.



I'll add that to the list.




morvael -> RE: Game Suggestions: (5/11/2011 7:34:08 PM)

ZOC ability should depend on unit strength, not type (division, regiment). I think it's not ok when a Soviet mauled division with 2000 men and CV of 1 has ZOC, while a fresh regiment of SS mechanized division with 6000 men and 60 tanks and CV of 8, has none. I guess this should be based on defensive CV where with 2 or more you would get a ZOC ability for unit.




cpt flam -> RE: Game Suggestions: (5/12/2011 5:10:58 AM)

sorry to disagree but with your offer
the majority of the soviet force for 1941 and part of 42 would not have any ZOC in this case [&:]
seems a bit too much




Sabre21 -> RE: Game Suggestions: (5/12/2011 5:20:23 AM)

quote:

ORIGINAL: morvael

ZOC ability should depend on unit strength, not type (division, regiment). I think it's not ok when a Soviet mauled division with 2000 men and CV of 1 has ZOC, while a fresh regiment of SS mechanized division with 6000 men and 60 tanks and CV of 8, has none. I guess this should be based on defensive CV where with 2 or more you would get a ZOC ability for unit.


That was a design decision. This kind of issue was brought up by us testers but as Cpt Flam indicates, it would put the Soviets in the 41 campaign in a situation where they couldn't do much at all against the Germans. By the way, brigades and regiments still exert a zone of control around the hex they are in, they just don't convert it to their side.




morvael -> RE: Game Suggestions: (5/12/2011 9:00:49 AM)

So what about a compromise: all units of division size as above have full ZOC as well as smaller units (regiments, brigades) but only if their offensive CV is 2 or more? Since you say all units have ZOC, but smaller ones don't convert hexes I switched to offensive CV in my proposition, since it's better connected to capturing terrain.




Tarhunnas -> RE: Game Suggestions: (5/12/2011 9:15:07 AM)

Divisions currently convert hexes not in enemy ZOC when they move into a new hex. But if a unit contacts an enemy unit and then by attacking the enemy unit forces that enemy away from the hex it occupied, the attacked hex will be converted, but not other hexes adjacent to the attacking unit even if they are now not in any enemy ZOC. I think it should be considered if a "hex control update" should be done after each combat as well as after moving to a new hex.




morvael -> RE: Game Suggestions: (5/12/2011 9:19:13 AM)

One could think the division was busy fighting and not taking control of terrain. This rules was surprising for me at the beginning (no other games work like this) but I started to like it.




Tarhunnas -> RE: Game Suggestions: (5/12/2011 10:07:55 AM)


quote:

ORIGINAL: morvael

One could think the division was busy fighting and not taking control of terrain. This rules was surprising for me at the beginning (no other games work like this) but I started to like it.


Yes, I am not sure if I like it or not, but I've gotten used to it too. I just thought it should be considered. As you say, it can be rationalized as the division concentrating to attack the enemy, but then anything can be rationalized in a wargame... Perhaps there should be a difference if say a division was attacking a regiment and forced it to retreat, compared to when it was fighting another division, or perhaps a rout result could lead to a hex control update, simulating that the enemy was easily swept aside.




morvael -> RE: Game Suggestions: (5/12/2011 12:02:30 PM)

Such simple thing as weather forecast is badly needed. It was in V for Victory, even with variable efficiency for both sides of the conflict (allies > germans > soviets), because of weather usually moving from west to east. It's extremely frustrating to launch an offensive stopped dead when there is mud next turn. Surely at least 1 week forecast is a minimum required, especially with random weather on. Just "roll die" for weather a turn earlier and show it somewhere to the player.




Tarhunnas -> RE: Game Suggestions: (5/12/2011 12:14:58 PM)


quote:

ORIGINAL: morvael

Such simple thing as weather forecast is badly needed. It was in V for Victory, even with variable efficiency for both sides of the conflict (allies > germans > soviets), because of weather usually moving from west to east. It's extremely frustrating to launch an offensive stopped dead when there is mud next turn. Surely at least 1 week forecast is a minimum required, especially with random weather on. Just "roll die" for weather a turn earlier and show it somewhere to the player.


Good suggestion, but OTOH, the Germans seem to have been taken by surprise by both mud and winter in Russia, if not so much by it occuring as to the severity of its effects.




Uxbridge -> RE: Game Suggestions: (5/12/2011 2:56:22 PM)

The Germans had almost no weather forcast once their weather stations in the Arctic had been eliminated. If we have random weather maybe one could make it less random, however, with a forecast what each period's chances may be.




morvael -> RE: Game Suggestions: (5/12/2011 3:02:17 PM)

In V4V the forecast could be lying but not that much concerning next turn.

The Germans were surprised by mud and snow because they never prepared for it and hoped to end Barbarossa in summer. But that's something different than launching your offensive without knowing next week weather at all. Sometimes it may even help the defenders because the attacker will postpone his attack knowing the next turn will be mud. That way mud will be working for two turns: on first psychologically and on the next normally :)




heliodorus04 -> RE: Game Suggestions: (5/12/2011 4:47:51 PM)

First time to this thread, so forgive me if it's in the first 7 pages, which I have not read.

Would it be possible to setup a toggle for manual air resupply missions so that the supplies can be dropped to a particular unit in the stack? Especially important for HQs: if an infantry brigade is stacked with a panzer corps, and the Luftwaffe drops 100 tons of fuel, about half that will be delivered to a unit that doesn't need it.

There is a manual work-around for this, but it requires you to move either the HQ or its stacked guard, then airdrop, then move the two back together as a stack. Either way, this costs the moving unit some supplies.

This work-around creates a handicap in isolated pockets, or narrow pincers especially. I'd like to see some better logic applied to how supplies get dispersed to the units in the supplied hex.




Mynok -> RE: Game Suggestions: (5/12/2011 6:10:02 PM)


I would agree with this now that there is a heavier attrition penalty for movement.




WarHunter -> RE: Game Suggestions: (5/12/2011 10:09:49 PM)

My suggestion.

The ability to use Admin Points to cancel Historical Withdrawal dates. Make it an option.
Those that want to play historical Reinforcement/Withdrawals should not be forced to use this.




neuromancer -> RE: Game Suggestions: (5/12/2011 10:33:16 PM)

quote:

ORIGINAL: Sabre21
That would really take a huge expenditure in time and testing in order to get something like a random unit location feature in place. Honestly i don't see the devs taking the time for this when an editor is available that will allow for all kinds of set-ups. I know this isn't quite the same, but it is what we have.


Fair enough, it was just a thought for something that could be nice, but hardly a must have.


On a different token, what about Light Mud?

The spring and fall mud in Russia was notorious, and despite the complaints I have seen, the full mud rules are appropriate in those periods. Not a lot happened when the ground was like that.

BUT, that mud required the heavy run off of a large amount of melting snow, or the heavy rains of spring. Mud outside those periods (in random weather) shouldn't be that severe. Either because the ground is still mostly frozen and you just have a bit of a mid-winter thaw (what around here we call an 'Indian Summer' or a 'Chinook') - its a mess but not as bad as a full melt. Or for summer rains, the rain won't be severe enough for the ground to turn to complete soup.

And if feeling really complete, between winter and summer, or summer and fall there could be a period where the mud isn't as heavy (either when its starting to dry out, or the rains have only started to really set in). For that period though, I would only have a week of light mud between the full mud and clear weather.

Basically Light mud would have a moderate impact on movement (maybe half as severe as full mud), a small effect on air missions, and a very small effect on ground combat (if any at all).

Russia Beseiged used Light Mud as an intermediate point and I thought it a good feature.




neuromancer -> RE: Game Suggestions: (5/12/2011 10:41:27 PM)


quote:

ORIGINAL: heliodorus04

First time to this thread, so forgive me if it's in the first 7 pages, which I have not read.

Would it be possible to setup a toggle for manual air resupply missions so that the supplies can be dropped to a particular unit in the stack? Especially important for HQs: if an infantry brigade is stacked with a panzer corps, and the Luftwaffe drops 100 tons of fuel, about half that will be delivered to a unit that doesn't need it.

There is a manual work-around for this, but it requires you to move either the HQ or its stacked guard, then airdrop, then move the two back together as a stack. Either way, this costs the moving unit some supplies.

This work-around creates a handicap in isolated pockets, or narrow pincers especially. I'd like to see some better logic applied to how supplies get dispersed to the units in the supplied hex.


+1!

I find it a tad annoying when for some reason one unit in a stack needs supplies really badly, so I drop some in there, and yet the other units who aren't in as severe need grab their share anyway! Someohow I don't think the Wehrmacht was run by former kindergarten teachers (now everyone, remember to share!) While I'm sure there was hoarding going on and every commander would fight for every thing possible to make sure his command was in the best shape possible, there would still be a higher command saying "General, your unit it listed at 80% supply, not perfect but pretty good. The 142nd however is listed at 47%, I think they need the food and ammunition we are going to drop just a little more than you do!"

There would probably be some 'slippage' to other units, but you should be able to pick a single unit to get the lion's share of a care package.




76mm -> RE: Game Suggestions: (5/13/2011 3:59:46 AM)

Similarly, how do you supply a pocket when there is no HQ? I think you have to drop supplies on each hex, which is a bit silly. Not sure how this would work, but it would be good if players could spawn a "pocket HQ" or something which could then serve as a supply hub for all of the units in the pocket.




Sabre21 -> RE: Game Suggestions: (5/13/2011 4:08:45 AM)


quote:

ORIGINAL: morvael

Such simple thing as weather forecast is badly needed. It was in V for Victory, even with variable efficiency for both sides of the conflict (allies > germans > soviets), because of weather usually moving from west to east. It's extremely frustrating to launch an offensive stopped dead when there is mud next turn. Surely at least 1 week forecast is a minimum required, especially with random weather on. Just "roll die" for weather a turn earlier and show it somewhere to the player.


This will probably have to wait for a later edition of the game. Of course you could open the manual, look at the random chart and have an idea of what to expect. You could even roll a die yourself and be about as accurate as many forcasters I know...lol.




Sabre21 -> RE: Game Suggestions: (5/13/2011 4:09:55 AM)


quote:

ORIGINAL: heliodorus04

First time to this thread, so forgive me if it's in the first 7 pages, which I have not read.

Would it be possible to setup a toggle for manual air resupply missions so that the supplies can be dropped to a particular unit in the stack? Especially important for HQs: if an infantry brigade is stacked with a panzer corps, and the Luftwaffe drops 100 tons of fuel, about half that will be delivered to a unit that doesn't need it.

There is a manual work-around for this, but it requires you to move either the HQ or its stacked guard, then airdrop, then move the two back together as a stack. Either way, this costs the moving unit some supplies.

This work-around creates a handicap in isolated pockets, or narrow pincers especially. I'd like to see some better logic applied to how supplies get dispersed to the units in the supplied hex.


That's a pretty fair idea and I'll add it to the list, don't hold your breath too long though...poor Pavel has several full plates of stuff he is working on as is.




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