Wish List

Real time World War II combat simulation
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Wish List

Post by Andy » Thu Jun 15, 2006 4:45 pm

ive seen lots of ideas brought up, some good, some bad, but theyve all been scattered through various threads and seemingly get forgotten or missed.

the ide ive had here is to list ideas that you would like with a simple explanation of what theyd do, if its not very obvious.

any replies to be put in a separate topic as to keep this easy to read.

if an idea isnt, in your opinion, very clear or clear enough, PM the person who left the message with any specfic questions.

if the ideas get completely disregarded or are actually put into practise in the game, then removing them from the list by editing

no2 vaporizer review
Last edited by Andy on Sat Feb 05, 2011 1:47 am, edited 2 times in total.

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Post by Andy » Thu Jun 15, 2006 4:49 pm

- repeat on the artillery co-ordinates previously used

- ability for squads to 'board' vehicles as quick transport across the field

- ability to 'hook up' field guns for the same reason

- option of a mobile HQ unit, in any battle where tanks may be used

- grouping of squads (i.e. a few recon teams once the fights started, all MGs/mortars, remaining men from a number of decimated squads) into the once callsign
how to make a vaporizer
Last edited by Andy on Sat Feb 05, 2011 1:47 am, edited 1 time in total.

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Post by TheKangaroo » Fri Jun 16, 2006 2:54 pm

- Morale / courage boost for troops being very close to the HQ thereby getting quicker assaults in exchange for risking your commander's life.

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Post by Quitch » Sat Jun 17, 2006 11:24 am

* More objective types.

* Multiple objectives per map.

* Missions where part of your army is from another nation and under computer control.

* Campaigns where forces carry over, as does money.

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AP/AT ammo split

Post by Fenris » Sat Jun 24, 2006 10:34 pm

* Division of generic shells to AP/AT based on unit type.
* Preference of AP vs infantry, unarmored / lightly-armored vehicles. Limited penetration.
* Preference of AT vs more-heavily armored vehicles. Limited blast damage.

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Post by Andy » Sun Jun 25, 2006 4:11 pm

* PLEASE, a 'no firing' option, rather than just cease firing

also, fished this out of the depths of time:

* Ability to be specific about arty patterns, timings etc (bottom post for details
Last edited by Andy on Sat Feb 05, 2011 1:48 am, edited 1 time in total.

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More arty options...

Post by Fenris » Mon Jun 26, 2006 11:32 pm

* Ability to purchase target reference point.

* Documentation as to what LOS rules if any affect arty accuracy (no FO units right now; unclear if any unit's LOS has an effect).

* Preplanned barrages purchased during purchasing phase with pre-specified approximate delay, placed during deployment phase; offense only.

* Infantry should probably instinctively scatter when a spotting round lands near them, given that they have no fortifications in which to take cover and arty is quite lethal.

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Tank damage

Post by Fenris » Thu Jun 29, 2006 11:00 pm

* Possibility of gun damage.
* Possibility of immobilization due to bogging.
* Possibility of crew injury/death aside from total tank KIA incl non-penetrating hit.
* Possibility of engine damage from penetrating hit.

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Battlefields always seem so pristine

Post by Fenris » Thu Jun 29, 2006 11:15 pm

* Variable level of pre-existing damage to battlefield (craters, rubble).
* Variable supply level e.g. initial ammo allotments reflected with different costs.
* Variable manpower level e.g. depleted squads.

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Post by jensiii » Wed Aug 09, 2006 6:17 pm


I've been playing firefight since 3.0 and I thought I might aswell publish my crazy ideas =) These are not in any particular order... and some of these might have already been mentioned in earlier threads.

- Different formations? (Wedge, Column, Staggered Column) Might be useful in different situations when moving to contact etc.

Now when you move in this "line" formation, everyone in the squad are looking forward. So when you would go in "wedge" for example, guys at left side in the squad would be watching more to the left etc. guys on the rightmost side would be watching more to the right, so they wouldn't be surprised so easily/so that they could return fire much quicker if enemy starts shooting from left or right flank.

Not sure if it would have any effect in game though :D it's just an raw idea, that could be developed further.

- Some more detailed team AI: There could be small 2-4 member fireteams (the soldiers would try to stick with their fireteam members) inside a squad that would operate together when squad is given an order (AI doing bounding overwatch, flanking, assaulting enemy position with grenades and then rushing together etc). Player would still command the squad as a whole squad, fireteams would be AI controlled (or squad leader controlled :wink:)

- Rules of Engagement settings: you could give squad different ROE settings for example aggressive, normal, defensive, no firing. Aggressive setting would use maximum firepower and a little more to to suppress enemy and squad AI would try to figure out a way (improvise :D) to eliminate the enemies they see (moving,suppressing,flanking,whatever). Normal would just engage the enemy from their positions (just like now in the game). Defensive would only return fire. No fire would obviously just stay down quietly.

- Squad leader KIA would lower the morale?

- Tank AI reacts kinda slow IMO. If they aren't in good cover and become under fire, they should reverse to cover as fast as possible and maybe start popping out from cover just to shoot at enemy who shot at them and then reverse back to cover to reload etc.

- Fighting positions for the defenders? Foxholes, bunkers, barbedwire, tank obstacles etc. Mines?

- Soldiers taking cover in shellholes. Maybe they should also try to look for another position if they can't see or fire at the enemy (especially when other squadmembers are engaging).

- Option to put some units into AI control? Other nation armies in the same battle (I know this was mentioned earlier too)?

- Multiplayer?

- Adding smoke grenades and AI that uses them properly? Smoke launchers for tanks?

- Detailed soldier skills making them more like individuals (more different skills/stats and skill/stat levels)? Having the same units trough a whole campaign (improving skills by experience, promotions, medals, statistics like kills from the whole campaign etc.) with fresh guys replacing the casualties? More different ranks?

- More modding possibilities like editing weapon attributes, ROF etc. anything! :D (or maybe everything) :P

- More detailed/realistic sound world (Artillery and mortar screaming before the shells hit the ground, more+better ricoche sounds and when bullets/tank shells hit the ground or whizzles by,! More different sounds for different weapons, (maybe even slightly different sounds for same weapons, weapon doesn't sounds excactly the same when fired next to you or 500m away) so that all doesn't sound the same etc etc), this REALLY adds to the athmosphere!

- Modernizing the game? Maybe community could help with this because of modding possibilities? Obviously this wouldn't just mean making the units look different and weapons sound different, because modern warfare is so much different compared to WWII and ofc because of the new weaponry.

OKAY! so here you got some crazy ideas from a crazy man! Like i said, some are just raw ideas that went trough my mind. Comments please! :)

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Wish List Items

Post by daehttub_2000 » Fri Aug 11, 2006 4:32 am

Great idea for a central wish list. Here are some old ones. The first two really annoy me.

1) Stop the trigger happy HQ Unit. These guys invariably are the first to fire and the first to die even when they are posted behind the front line of troops, especially if they are on a hill. This is completely unrealistic. The NO FIRE wish list request would solve this.

2) Fix the gun movement AI program. There is something seriously wrong with the gun movement routine. There are times the guns will continue to move past the point marked and directly into enemy fire. Let's not even get started on how they handle movement around hills...

3) Mortar and other heavy weapons teams should have carbine/sidearm weapons after they've expended their rounds like the gun crews.

Aside from these quirks, it's a great game Sean. I like the ability to access data and change things for the tanks to keep things more historically accurate.

Keep it simple. While some of the suggestions are very interesting, they would really change the scope of this small unit action game. Troops generally don't board transport in a firefight. Transport is typically kept well behind the front line positions. In battle, troops learn to stay off armored vehicles as they become "bullet magnets" in a firefight.

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My Wishes

Post by lancerunolfsson » Sat Aug 12, 2006 3:52 pm

I would realy like to be able ot issue orders while paused and be able to increase and decreas the speed at wich the action takes place with a slide bar or somthing like that.

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Post by jaggeededgeohseven » Fri Dec 22, 2006 5:39 pm

I think there should be some kind of background ambience, (machine guns and explosions) instead of just quiet when you guys are not firing. :shock:

and MULTIPLAYER!!!!!! Multiplayer would make it 30 times better, just to be able to play agint other real people, it would really make it feel more real to play againt unpredictable enemies.
Last edited by jaggeededgeohseven on Tue Jan 09, 2007 5:52 pm, edited 1 time in total.
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Andy Brown
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Post by Andy Brown » Sat Dec 23, 2006 8:17 am

I kinda like the way you get all those countryside animal noises until first contact, when all hell seems to break loose.

Also, in a surprisingly realistic way, Firefight provides a lot of intelligence through its sound effects. I wouldn't want background noises to get in the way of useful info like enemy artillery firing.


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Post by TheKangaroo » Sat Dec 23, 2006 1:34 pm

Hm, I was just thinking maybe there could be a new mission type as a sub-type of assault being 'Part of grand offensive' in which the player is meant to command his company in a section of a larger battle so there would be a lot of firing going on in the background. (As if other companies would be assaulting to the left and right of the playing field). During the 'normal' missions I prefer the way it is, not only because - as Andy Brown said - you get a lot more of information, but also because it wouldn't be realistic to hear people shooting all day long.

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