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RE: Feature Request - 2/27/2016 6:33:22 PM   
Paullus

 

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Oh there will be development, don't you worry. First off fixing bugs though and then we'll see what Peter will do. Off course this also depends on how well this game does. Peter is listening to requests don't you worry.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to Missouri_Rebel)
Post #: 31
RE: Feature Request - 2/27/2016 6:36:50 PM   
Storm72


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quote:

ORIGINAL: idjester
I.E. a pro tip for you guys out there that haven't watched my scenario creation videos. You can setup
different zones for the units to be placed in. (For example German Zone 1). In that zone you can choose
a bunch of hexes for those units to be placed in. This way the units are not static and in the same place.
This will allow the units to be places in different setup hexes every time the scenario is played and will
therefore it will play different each time you play the scenario.

Make 3 or 4 different zones for the computer to place his units and assign units to those different zones.
The computer will than random place those units in the setup zones and you have a totally different scenario
just by how you designed it.
Hope that helps.
idjester


THIS! ^
+1.

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Post #: 32
RE: Feature Request - 2/28/2016 12:58:48 PM   
Vinya

 

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quote:

ORIGINAL: Krasny

The UI is a huge mess, and Peter's reason to disallow stack selection is entirely specious. Also what's with having to click on a hex containing a single unit THEN having to move the mouse pointer to another part of the screen THEN clicking on bloody unit again to select it?

The UI renders this game borderline unplayable.



+1. The UI is really bad and it hinders the actual game experience. May be (havent had the chance to test it) the game has the best AI in the world and provides a challenging experience to players, but if you cannot use the UI efficently you will not enjoy the game.

I work in the IT sector, and a program with such a poor user experience should never be sold to paying customers. I really like the idea (I am an active ASL player and I can use a program to keep my play up) but if I cant enjoy playing the game I will not do it...

Regards

(in reply to Krasny)
Post #: 33
RE: Feature Request - 2/28/2016 4:59:59 PM   
Cafe


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In the spirit of constructive criticism (I am a Project Manager for a simulation company so I work with devs all the time), I'd echo some of the thoughts here about unit selection Ux.

Having played just the first tutorial I haven't drilled in too deep, but the CTRL-Click experience is clunky. For 2 reasons - one is that most often you will want to select more than one unit, so a default select only one puts the work back on the user. Also, the line by line selection is a little finicky. As a suggestion - why not reproduce the counter artwork in the bottom left pane and allow a single click to select/deselect individual units (with a highlight to indicate selection)?

This UI change could be used whenever selecting a hex and if you included markers as well, would provide a visual cue rather than having to read text - besides it makes use of the excellent UI art that is already there (no extra assets) and keeps the whole thing consistent with what is happening on the board.

The combat results panel on the right could also use this same approach to keep in line with a more visual representation of the combat results.

Things like MG ROF continuation would also be more obvious - with the lack of a "FIRED" marker indicating it was good to go.

Please don't take these comments as a negative oh solo dev - it must have been a huge labour of love for you. I will play the game regardless, but I am trying to lend you some of my design experience to make it better for all.

Cheers,

Cafe

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Post #: 34
RE: Feature Request - 2/28/2016 6:09:06 PM   
Gerry4321

 

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Would be nice if this was stickied as an official thread.

Biggest requests for round 2:
1. Multi-level buildings - when I asked for this months ago Peter IIRC mentioned doing this when he went 3-D (I may have misread). I hope he won't go 3-D! Just do LOS for buildings like ASL does it. You already have the LOS with hills down so don't make it any more complicated than that.
2. Matrix or someone to set up a multi-player server.

(in reply to Cafe)
Post #: 35
RE: Feature Request - 2/28/2016 6:24:07 PM   
Krasny

 

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Let's get the UI fixed before squawking about multi-player!

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Post #: 36
RE: Feature Request - 2/28/2016 6:58:36 PM   
jascou

 

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quote:

ORIGINAL: Cafe

As a suggestion - why not reproduce the counter artwork in the bottom left pane and allow a single click to select/deselect individual units (with a highlight to indicate selection)?

This UI change could be used whenever selecting a hex and if you included markers as well, would provide a visual cue rather than having to read text - besides it makes use of the excellent UI art that is already there (no extra assets) and keeps the whole thing consistent with what is happening on the board.



I think that this is a great suggestion, and would make the user interactions smoother. Far easier to click on a counter image than a line of text.

(in reply to Cafe)
Post #: 37
RE: Feature Request - 2/28/2016 7:00:43 PM   
iPhoneAppz

 

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quote:

ORIGINAL: Gerry

Would be nice if this was stickied as an official thread.

Biggest requests for round 2:
1. Multi-level buildings - when I asked for this months ago Peter IIRC mentioned doing this when he went 3-D (I may have misread). I hope he won't go 3-D! Just do LOS for buildings like ASL does it. You already have the LOS with hills down so don't make it any more complicated than that.
2. Matrix or someone to set up a multi-player server.


You don't even need a multi-player server. Player hosted multiplayer would work fine in this game.

(in reply to Gerry4321)
Post #: 38
RE: Feature Request - 2/28/2016 7:13:43 PM   
Gerry4321

 

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How would that work? Thanks.

quote:

ORIGINAL: iPhoneAppz

You don't even need a multi-player server. Player hosted multiplayer would work fine in this game.


(in reply to iPhoneAppz)
Post #: 39
RE: Feature Request - 2/28/2016 9:22:27 PM   
iPhoneAppz

 

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quote:

ORIGINAL: Gerry

How would that work? Thanks.

quote:

ORIGINAL: iPhoneAppz

You don't even need a multi-player server. Player hosted multiplayer would work fine in this game.




Two players connect to each other. One acts as the server, the other, the client.

(in reply to Gerry4321)
Post #: 40
RE: Feature Request - 2/28/2016 9:41:28 PM   
Missouri_Rebel


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After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.

1) Movement points tracked and allowed movement range

2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)

3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)

4) A Hotkey to advance the AI. What a pain it must be now.

5) Centering map on moving unit

6) Click results panel to go to unit

7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)


would be nice to have;

8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit

9) Zoom feature to show bigger picture

10) Multiplayer support!!!

< Message edited by Missouri_Rebel -- 2/28/2016 9:48:35 PM >


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(in reply to iPhoneAppz)
Post #: 41
RE: Feature Request - 2/28/2016 9:53:24 PM   
Gerry4321

 

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Sorry for being dense. Can you explain a bit about how we could set that up?

quote:

ORIGINAL: iPhoneAppz
Two players connect to each other. One acts as the server, the other, the client.


(in reply to iPhoneAppz)
Post #: 42
RE: Feature Request - 2/28/2016 10:17:49 PM   
Gerry4321

 

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Firegroups please.

(in reply to Gerry4321)
Post #: 43
RE: Feature Request - 2/28/2016 11:28:46 PM   
iPhoneAppz

 

Posts: 54
Joined: 1/10/2016
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quote:

ORIGINAL: Gerry

Sorry for being dense. Can you explain a bit about how we could set that up?

quote:

ORIGINAL: iPhoneAppz
Two players connect to each other. One acts as the server, the other, the client.



I can't post links yet, but just Google "peer to peer multiplayer" and you'll find plenty of details on how to implement it.

(in reply to Gerry4321)
Post #: 44
RE: Feature Request - 2/28/2016 11:43:52 PM   
Gerry4321

 

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Thanks.

(in reply to iPhoneAppz)
Post #: 45
RE: Feature Request - 2/28/2016 11:58:13 PM   
Krys

 

Posts: 55
Joined: 2/25/2016
From: California
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quote:

ORIGINAL: MikeMarchant_ssl

The game is click-heavy and the UI does need work, but let's be patient here. This is the first version of the game and it's clear that a huge amount of work has gone into it. I can't even imagine embarking on a project of this scale and being able to get it to the stage it's at right now. Hopefully, in time, with patches and perhaps new versions (Tigers on the Hunt 2 - The Mauling) things will improve and improve and improve.

I think it's right that we point you things that we don't like or think don't work, but I'd like to do that in a calm and sympathetic way.


Best Wishes

Mike


I agree with most everything said here, nut ESPECIALLY that we offer constructive criticism/suggestions in a calm, patient, and sympathetic way. TOTH is a masterpiece, but even people like Tolkien and Hemmingway worked with editors to improve their masterpieces, and I'm sure Peter and Jorgen et. al are receptive to ideas & suggestions from the fan base.

That said - "Rome wasn't built in a day" so patience on the part of all fans is a good thing surely.

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Post #: 46
RE: Feature Request - 2/29/2016 12:22:43 AM   
Missouri_Rebel


Posts: 3081
Joined: 6/19/2006
From: Southern Missouri
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I only post about games I care about.

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**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford

(in reply to Krys)
Post #: 47
RE: Feature Request - 2/29/2016 12:30:49 AM   
keas66

 

Posts: 10
Joined: 2/27/2016
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Current wish list .
- Some sort of logging facility to track results over the whole scenario
- passengers
- crews in vehicles able to bail or get back in
- recover/use disposed enemy SW's

(in reply to Missouri_Rebel)
Post #: 48
RE: Feature Request - 2/29/2016 12:36:42 AM   
sambruzs

 

Posts: 55
Joined: 3/16/2009
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Cheers

Toolbar button to highlight broken units. Would be nice feature to have during owning players rout phase

thanks

(in reply to keas66)
Post #: 49
RE: Feature Request - 2/29/2016 1:19:23 AM   
scaz


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My feature request would be to make the elevation "hill" terrain more of a contrast in terms of color or elevation lines.

(in reply to Paullus)
Post #: 50
RE: Feature Request - 2/29/2016 2:10:02 AM   
jeffdeham1

 

Posts: 18
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I would like to see where you click on the one or more units you want with out using the control key. Click again on any units you don't want again to deselect. Control key saved for special clicks.

Thanks for the great work!

Jeff

(in reply to scaz)
Post #: 51
RE: Feature Request - 2/29/2016 2:47:18 AM   
kylania

 

Posts: 155
Joined: 1/2/2015
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quote:

ORIGINAL: sambruzs

Toolbar button to highlight broken units. Would be nice feature to have during owning players rout phase



The ASL mod includes a different Broken flag which is visible in a stack. Little red tag off to the left, but only the first round.

Addon:

There was a thread about centering maps and it occured to me that a lot of the pain with having a single map far left is having to constantly move your mouse over to the right panel to click on things. The reliance on this could be stopped by having hotkeys available for those actions.

Instead of F1 causing a 'Failed to launch help' error MessageBox make it advance the turn sequence. Instead of making AI Continue be a button on the far right you must click, make Spacebar activate it so you can keep focused on the action. Let W be Start, S be Stop, Q and E be Turret Covered Arc, A and D be Hull Covered Arc, F be Bog/Mired or whatever options for vehicles. For infantry maybe use A = Assault, D = Double Time, W = move or whatever. That way it's fine if the map is far left since you can control everything currently on the right button panel without having to look or move your mouse over to it and it keeps you in the action.

< Message edited by kylania -- 2/29/2016 3:49:31 PM >

(in reply to sambruzs)
Post #: 52
RE: Feature Request - 2/29/2016 6:05:31 PM   
mavraamides


Posts: 447
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: Missouri_Rebel

After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.

1) Movement points tracked and allowed movement range

2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)

3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)

4) A Hotkey to advance the AI. What a pain it must be now.

5) Centering map on moving unit

6) Click results panel to go to unit

7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)


would be nice to have;

8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit

9) Zoom feature to show bigger picture

10) Multiplayer support!!!


+1

Also,

1) Some kind of movement / combat value numbers on the units. It would be nice to see the relative firepower and movement of the units at a glance or anywhere frankly. If they can't fit on the unit counters how about in the selection box? There is already plenty of text there. An addition 6-3-5 or something would fit IMO.

2) The ability to target artillery to empty hexes. Obviously you should be able to target hexes where you can't see an enemy unit. Especially with the delay, you need to be able to anticipate their advance.

(in reply to Missouri_Rebel)
Post #: 53
RE: Feature Request - 2/29/2016 6:27:23 PM   
Hotschi


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.) The ability to drop and reassign support weapons; imagine 2 squads and 1 support weapon in same hex - the broken one sticks to it's MMG, why can't the other squad use the MMG instead and kick those broken guys aside?

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(in reply to mavraamides)
Post #: 54
RE: Feature Request - 2/29/2016 8:14:16 PM   
blazej

 

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Just as a side note, I think that it would be very cool to organize an on-line survey of players to choose the 5 (or 10) most wanted features among all those mentioned in this thread.

Best,
Michal

(in reply to Hotschi)
Post #: 55
RE: Feature Request - 2/29/2016 8:40:38 PM   
Paullus

 

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From: Sweden
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Great idea. I think we will do that when we (read Peter) have addressed bugs and technical issues encountered after game release.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to blazej)
Post #: 56
RE: Feature Request - 2/29/2016 9:41:03 PM   
MikeMarchant_ssl

 

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quote:

ORIGINAL: blazej

Just as a side note, I think that it would be very cool to organize an on-line survey of players to choose the 5 (or 10) most wanted features among all those mentioned in this thread.

Best,
Michal


By 'wanted features', blazej, do you mean additions to the game play, or user interface improvements, or both?


Best Wishes

Mike

(in reply to blazej)
Post #: 57
RE: Feature Request - 2/29/2016 10:20:15 PM   
toddtreadway

 

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I just noticed that there is no warning if you have broken units next to good-order enemy units and then you end the rout phase. Your units simply disappear. I believe there should be some warning of this.

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Post #: 58
RE: Feature Request - 2/29/2016 10:22:35 PM   
toddtreadway

 

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How about an autosave feature?

(in reply to Paullus)
Post #: 59
RE: Feature Request - 2/29/2016 10:23:46 PM   
toddtreadway

 

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Also, the ability to hit "N" for next unit, and ALSO the ability to "S" (sentry) a unit to take that unit out of the queue.

(in reply to toddtreadway)
Post #: 60
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