Suggestion Thread

Armored Brigade is a real-time tactical wargame, focusing on realism and playability
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budd
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Suggestion Thread

Post by budd »

Always good to have a suggestion thread. Here's a few that occurred to me.

Having rotation/ facing not subject to orders delay.

Option to have more BP's for Helo's, a user defined thing.

Fog as a weather element

When infantry unload having separate command elements for infantry and vehicles.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

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Missouri_Rebel
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RE: Suggestion Thread

Post by Missouri_Rebel »

Highlight Formation modifiers

Make the unplayed area of the map not have popups

Show all movement paths

Slow zoom option

Move the oob to the side and also when the pointer is over the name in the panel it puts a circle around the unit in question much like the info panel. Click to center map on unit. Double click to center, choose and close panel
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Adam Rinkleff
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RE: Suggestion Thread

Post by Adam Rinkleff »

Rotation - at the very least, you should be able to set a default facing - for example, if you are attacking west, then you can set the default as west - I have seen some tanks just randomly facing the wrong way, and they should have enough sense to face toward the enemy

Fog - yes, can someone clarify how that would differ from nighttime? i would imagine thermal imaging would work, while optical enhancements would be less effective

Popups - I think you can disable them, not sure what you are asking for

Movement paths - show all would be good

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Missouri_Rebel
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RE: Suggestion Thread

Post by Missouri_Rebel »

Popups - I think you can disable them, not sure what you are asking for

When the mouse scrolls off the map area being played you still get popups for the portion of the map that is not currently being used.
**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
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Missouri_Rebel
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RE: Suggestion Thread

Post by Missouri_Rebel »

Have the topographical map be used in the mini map at the same time as the game map
**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
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budd
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RE: Suggestion Thread

Post by budd »

PBEM- maybe if a replay is to big a task for PBEM what about a round summary for each player before there turn. A text document with color coded text messages that you can click on to go to that spot, and the ability to filter the battle log. Playing with rounds is already possible in game so maybe that would be a faster solution to get pbem going. No idea if that's feasible of course.

Being able to clear the screen of all info boxes with a key.

If we can get show all way points, how about making them so you can drag them for path adjustments.

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Homewrecker
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RE: Suggestion Thread

Post by Homewrecker »

Prepared defensive fallback/alternate positions to represent defense a NATO cavalry or armored unit might create in a preplanned defense. This would be for all sides but if the red tide had swarmed over the border doubtless such positions would have been ready for use in a defense in depth. Wpuld be pretty cool if we could place these before a defensive battle.
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Eambar
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RE: Suggestion Thread

Post by Eambar »

1. Ability to alter ToE % when generating a mission to reflect losses/breakdowns etc.

2. Ability to alter fatigue level when generating a mission to reflect on-going operations.

3. Command and control - ability to create a formation when setting up a mission with a heirarchial chain of command, then change that on the fly in-game through an orbat generator (like CO/CO2 does it). Changing command for a unit during the battle will result in an initial command delay, may also affect morale settings for a unit/subunit. Complete loss of command structure may result in operational paralysis for a unit/subunit.

4. Ability to rename all units on your side and set the opponents highest level name (for immersion, AARs and setting up campaigns).

Cheers

4.
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budd
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RE: Suggestion Thread

Post by budd »

Can't you rename the units already? thought you could but haven't tried.

More than one unit per cell.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
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Issue8
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RE: Suggestion Thread

Post by Issue8 »

In the Unit info screen click the name box to rename.

I find this feature extremely useful when reading the message box: I instantly know what unit it is talking about.

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Werezak
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RE: Suggestion Thread

Post by Werezak »

1. When deploying forces, be able to pick up and adjust existing BPs and TRPs (like you can with artillery TRPs) without having to clear and replace everything for that helo flight.

2. Have some control over off-map artillery purchase for AUTO unit selection.

3. Pick up and adjust existing orders waypoints, subject to order delay.

4. Specify formation and pathfinding changes at particular orders waypoints. So you can order a formation to march to a form-up point, switch to line and assault.

5. Add a "balanced cautious" pathfinding mode, that prioritizes cover but avoids terrain with excessively poor trafficability.

6. In addition to EFF/MAX range settings, add a BALANCED setting that uses FULL rate of fire when the target is within EFF range and SLOW rate of fire when it is farther away. Maybe it could be the default.

EDIT: This is when normal rate of fire is selected for the unit's SOP. If slow is selected, then it becomes slow within EFF range and extra slow when further away.
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Eambar
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RE: Suggestion Thread

Post by Eambar »

ORIGINAL: Issue8

In the Unit info screen click the name box to rename.

I find this feature extremely useful when reading the message box: I instantly know what unit it is talking about.

Great, thanks -missed that one!

Cheers
Kimura
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Sectors of fire

Post by Kimura »

Game is quite enjoyable already.

However one of the things I miss is the posibility to not only define range of engagement but also specific sectors (as common in the Combat-Mission Series).
zacklaws
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RE: Sectors of fire

Post by zacklaws »

ORIGINAL: Kimura

Game is quite enjoyable already.

However one of the things I miss is the posibility to not only define range of engagement but also specific sectors (as common in the Combat-Mission Series).

If you right click on a unit, you have two options to define Max range of engagement, one for soft toys and one for hard tgt. It's just a case of dragging an engagement circle out from the unit. I think there is also a couple of other ways to do it as well, one maybe a hot key.
Kimura
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RE: Sectors of fire

Post by Kimura »

ORIGINAL: zacklaws


If you right click on a unit, you have two options to define Max range of engagement, one for soft toys and one for hard tgt. It's just a case of dragging an engagement circle out from the unit. I think there is also a couple of other ways to do it as well, one maybe a hot key.


You misunderstood my post.

I did not note the missing of engagement-circles but the missing of engamgement-sectors. Sometimes it is very usefull to give a specific fire area (defined by a BEARING, an ANGLE and a DISTANCE) and to a unit instead of just a specific range.
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PoorOldSpike
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RE: Sectors of fire

Post by PoorOldSpike »

ORIGINAL: Kimura
I did not note the missing of engagement-circles but the missing of engamgement-sectors. Sometimes it is very usefull to give a specific fire area (defined by a BEARING, an ANGLE and a DISTANCE) and to a unit instead of just a specific range.

Yes, in some games such as Combat Mission you can drag triangular "Firing Arcs" (narrow or wide, short or long, your choice) on the map to tell units to concentrate on watching their fronts and firing at units within that arc (although they will usually also fire outside the arc if juicy targets show up outside it)

"Fight with your brain first and your weapons second!"
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kevinkins
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RE: Sectors of fire

Post by kevinkins »

Yeah, I mentioned CM Cover Arcs in the resupply thread as a way to conserve ammo. Also good to have a filter: armor only, infantry only, all, etc.. Having and setting arcs also increases the response time since the troops are only concentrating on a specific sector. Looks like AB is part way there with engagement ranges.
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blackcloud6
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RE: Sectors of fire

Post by blackcloud6 »

MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)
alexandreagrg
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RE: Sectors of fire

Post by alexandreagrg »

a little more life in the infantry graphics and better muzzle flash for them
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nikolas93TS
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RE: Sectors of fire

Post by nikolas93TS »

ORIGINAL: blackcloud6

MASSTER Camouflage.

I see that MERDEC Camouflage is in the game and is well recreated but have not run into MASSTER that was used by USAEUR in the early 1970s. It is distinctly different from MERDEC and would be a cool addition to the game (along with e big black stars that went with it instead of the big white ones used on US vehicles prior to this)

Well, there is always that one little detail hiding somewhere... [:)]

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There is even Dual-tex experimental pixelated camouflage, and one of the beta testers thought it was a bug [:D]
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