Wish List

Real time World War II combat simulation
denny58stout
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Joined: Fri Jan 29, 2010 7:44 am

Post by denny58stout » Fri Jan 29, 2010 7:46 am

Fantastic!! I'm Denny Stout ..I'm new here and I Just want to share this quote as my first post here...

"The less you can live on, the more chance your idea will succeed. This is true even after you?ve 'made it.'.

Make it a Great day people...

UberMoo
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Joined: Fri Jan 29, 2010 2:23 pm

Post by UberMoo » Fri Jan 29, 2010 2:32 pm

Hi,
Im new here also. I have been playing this game for a number of weeks now and I am extremely impressed with this game. A few things I would like to see in the game are:

Pillboxes-I have seen this mentioned before and think it would be a great idea. Being able to carry out a proper assault on a pillbox would be awesome.

Pre registered artillery- Just thought it would be goo to have pre registered artillery when playing in defence. E.G. have two placeable markers (similar to the artillery markers in the game) that make it possible to put down an artillery barrage in that area without the need for ranging shots.

Fields of fire/line of sight view available in the pre-battle stage- Just to make it easier to place units when in both offence and defence. This would allow the player to place units to give good field of fire. It would also make it easier to place FSG etc before staring the battle.

Newsparta
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Post by Newsparta » Fri Jan 29, 2010 11:27 pm

I have posted on here before, but i would like to elaborate on my idea. It seems that static defenses are fairly popular, as are multi objective missions.

What i was thinking is when your buying field guns, infantry, and tanks, add another tab for "static defenses" and have things like sandbags, pillboxes, foxholes, ect... For the multi objective thing it would be cool to maybe even be able to construct your own small outpost or base for example, have a mission where the enemy is attacking your outpost(that you built) so you must defend it, and then right after that you have to counter attack their outpost, so that offense can use static defense also, in the case that you fail to capture an enemy base so they are now counter attacking and you have to rally your men to defend your own base. Maybe even throw in like a mobile HQ building that automatically overrides the pre placed objective marker and places it where your HQ is.

I just thought i would get that out there, it seems like multi objective missions and static defenses are the best next step. I would love some feedback from others to criticize my idea or add on ect...

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Legacy
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Post by Legacy » Sun Jan 31, 2010 12:05 am

Kind of a derivative of New Sparta's idea... not all firefights took place over specific objectives. In almost every war ever fought, groups of soldiers from opposing sides have simply run into one another, and the fight that followed served no other purpose than to allow the victorious force to continue on their way, or merely to survive. There should be a few "random encounter" battles, wherein both sides are relatively evenly matched, and the sole purpose is to eliminate the other. Effectively, have both teams act in assault against the other.
"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!

the space predator
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Post by the space predator » Sun Jan 31, 2010 2:32 am

simply, more type of objective
I need to write something, so i create that signature.

UberMoo
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Post by UberMoo » Sun Jan 31, 2010 1:27 pm

Sounds like a good idea. I too would like more objective types.

Perturabo
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Location: Poland

Post by Perturabo » Sun Jan 31, 2010 2:24 pm

Generally, I think that it would be nice if the campaign would have a more realistic flow.
For example the player's force captures a hill, digs in, an enemy artillery barrage arrives and a counter-attack begins (next mission).
Some battles could last a few days with attacks and counter-attacks.
...

Major Major
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Joined: Thu Apr 22, 2010 8:39 pm

My Wish List

Post by Major Major » Fri Apr 23, 2010 7:32 pm

1. When the Captain gets killed the next ranking man should take over not some private in the HQ squad.
2. Eliminate the timer. Let the missions continue as long as a player wants.
It would make ambushes easier to set up.
3. Include the Pershing tank in the list of armor.
4. A capability to set up minefields.
5. For the campaign mode, the battles should build upon each other by having the original unit reinforced instead of starting anew each time. This would require the player to have to take more care with his or her tactics in order to husband their forces for the next battle.

It's a great game.

the space predator
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Re: My Wish List

Post by the space predator » Fri Apr 30, 2010 5:27 pm

Major Major wrote:1. When the Captain gets killed the next ranking man should take over not some private in the HQ squad.
Yes, it will be more realistic
Major Major wrote:
2. Eliminate the timer. Let the missions continue as long as a player wants.
It would make ambushes easier to set up.
You have two hour ( or one ) it's suffisant to make a lot of ambush
Major Major wrote: 3. Include the Pershing tank in the list of armor.
you can do it easyly by yourself
Major Major wrote: 4. A capability to set up minefields.
And you said that we need longer mission?
I need to write something, so i create that signature.

Knut
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pershing

Post by Knut » Sat May 01, 2010 10:10 pm

Pershing tank is in the latest version (4.1).

the space predator
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Post by the space predator » Sat May 01, 2010 11:16 pm

so it's probably in 5.0 version (one moment I open it ) Yes it's in
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UberMoo
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Post by UberMoo » Mon May 10, 2010 11:25 am

Has 5.0 been released?

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Sean OConnor
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Post by Sean OConnor » Mon May 10, 2010 1:01 pm

Yes! Send me an email to sean@windowsgames.co.uk if you've bought a copy and want a free upgrade.

UberMoo
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Post by UberMoo » Thu May 13, 2010 2:42 pm

Cheers Sean. Sent an email.

Perturabo
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Post by Perturabo » Wed May 19, 2010 11:42 am

-Ability to jump to an event (for example, x-got killed) by clicking on the event message.
-Units getting under fire displayed as an event message, with a distinction between direct, indirect and artillery fire.

Sometimes it's easy to miss an enemy artillery strike.
...

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