Some impressions
Posted: Sun Mar 31, 2019 2:26 pm
Just figured I'd leave some things I'd like to see:
A basic attack-move command, where my units behave like on a contact order but they don't forget the order upon hostilities completely. Rather they would continue their order to take up position once the hostiles have been eliminated. Currently advance keeps going, regardless of opposition and contact stops at opposition, while deleting the order. This means you have to create new ones if you wish to keep advancing. It's a drag. This shouldn't be too hard to implement(freeze order at contact, unfreeze once hostilities end) and would reduce the amount of needless micro a lot, improving playability.
Ability to separate companies into platoons. The full company is often too large of a unit to use for tactical maneuvers and so you are forced to micro the units in smaller groups. You have to suffer the added command delay and micro for individual unit commands. Ability to detach platoons from the company would alleviate this, again, improving playability.
Unit AI should be able to take line-of-sight/height into consideration when deciding defensive positions with the defend command at least. Currently you have to individually order a defensible position to each unit, thus suffering hugely from the command delay and the added micro. I'm starting to sound like a broken clock here but this would massively improve playability as well.
Oh yeah, also having an option to set default SOP values would be very welcome. Currently units unloading from transports just go to quick movement option with max engagement ranges. This is almost never what you want so you're forced to wait on command delay there again. Again, small thing but a really huge thing when you have infantry unloading all over the place.
As a whole, I'd like more autonomous unit decision making. Having a game with command delay but lacking the prerequisite unit AI is not a good match. If wishing to simulate real-life situation here, the unit AI is a must.
Universal command delay values are also not quite right. German(both east and west) and Finnish doctrine is very mission driven while US doctrine is very detailed top lead. They are further differentiated with radio discipline differences, where German and American are very proliferate while Finnish is quite strict. Thus command delay should reflect these. So instead of double command delay for all individual orders, the US should have only a small malus(or maybe no malus at all) for giving individual orders while German should have a moderate malus and Finnish would suffer the full malus.
Speaking of command delay, what does the CommandDelayMod value do? Like US has 20+20 while USSR has 30+0. What is the effect of the second number?
Finnish training value is also unnaturally high, considering it is a peaceful conscript army without recent war experience(since WWII) and a short service time of under one year. Clearly creator bias. [:D]
Aside from that, an AI that doesn't suicide it's tanks by deciding they are the best scout element for towns would be nice. [8|]
Ultimately what I need is multiplayer though, not any fancy online matchmaking stuff, just basic IP or LAN capability to duke it over the weekend with a friend.
A basic attack-move command, where my units behave like on a contact order but they don't forget the order upon hostilities completely. Rather they would continue their order to take up position once the hostiles have been eliminated. Currently advance keeps going, regardless of opposition and contact stops at opposition, while deleting the order. This means you have to create new ones if you wish to keep advancing. It's a drag. This shouldn't be too hard to implement(freeze order at contact, unfreeze once hostilities end) and would reduce the amount of needless micro a lot, improving playability.
Ability to separate companies into platoons. The full company is often too large of a unit to use for tactical maneuvers and so you are forced to micro the units in smaller groups. You have to suffer the added command delay and micro for individual unit commands. Ability to detach platoons from the company would alleviate this, again, improving playability.
Unit AI should be able to take line-of-sight/height into consideration when deciding defensive positions with the defend command at least. Currently you have to individually order a defensible position to each unit, thus suffering hugely from the command delay and the added micro. I'm starting to sound like a broken clock here but this would massively improve playability as well.
Oh yeah, also having an option to set default SOP values would be very welcome. Currently units unloading from transports just go to quick movement option with max engagement ranges. This is almost never what you want so you're forced to wait on command delay there again. Again, small thing but a really huge thing when you have infantry unloading all over the place.
As a whole, I'd like more autonomous unit decision making. Having a game with command delay but lacking the prerequisite unit AI is not a good match. If wishing to simulate real-life situation here, the unit AI is a must.
Universal command delay values are also not quite right. German(both east and west) and Finnish doctrine is very mission driven while US doctrine is very detailed top lead. They are further differentiated with radio discipline differences, where German and American are very proliferate while Finnish is quite strict. Thus command delay should reflect these. So instead of double command delay for all individual orders, the US should have only a small malus(or maybe no malus at all) for giving individual orders while German should have a moderate malus and Finnish would suffer the full malus.
Speaking of command delay, what does the CommandDelayMod value do? Like US has 20+20 while USSR has 30+0. What is the effect of the second number?
Finnish training value is also unnaturally high, considering it is a peaceful conscript army without recent war experience(since WWII) and a short service time of under one year. Clearly creator bias. [:D]
Aside from that, an AI that doesn't suicide it's tanks by deciding they are the best scout element for towns would be nice. [8|]
Ultimately what I need is multiplayer though, not any fancy online matchmaking stuff, just basic IP or LAN capability to duke it over the weekend with a friend.