Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

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KorutZelva
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by KorutZelva » Tue Aug 22, 2017 8:26 am

'Historical' Cost

I'd be interested to see if the prestige value of units were based on an abstraction of their historical cost to produce rather than unit stats. You could also make the price dynamic, where with the unit is just available the prestige cost is super high to reflect the production line just went live and there's only so much produced and it would go down as production ramps up.

I think you would end up of a mix of the 'best' but 'prohibitively expensive' units (reserved for your elite squad) and the cost effective ones.

KorutZelva
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by KorutZelva » Tue Aug 22, 2017 8:15 pm

Additional ways to spend prestige (scenario specific):

-to be allowed an extra turn (or two) of fighting
-to receive additional non-core units for a mission (different types could be air asset, partisan in rear, shore bombardment support etc.)
-a couple of the enemy city providing fog of war sight (spies!)

I would like the briefing to be more explicit in how certain event will kick off. Success in many maps is dependant on understanding how the map events work. If reinforcement is coming tell me a ballpark figure of turn before they arrive. If I need to hold a specific tile to trigger them, tell me. Another example, Gazala is kinda rotten because it sets the frontline as objective without telling you these tiles will be withdrawn from if you conquer Tobruk and the other cities in the rear. This entice players to attack them when they really shouldn't. Ideally, these rear cities should be the only enemy objectives cities until conquered. There are many more examples like that.

Retributarr
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KorutZelva
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by KorutZelva » Wed Aug 30, 2017 5:03 pm

A more dynamic overall war progress. (Japan going for USSR instead of pearl harbor, Germany postponning barbarrosa one year or more, French govfighting on from Algeria instead of Vichy Regime, Allies landing in France in '43 instead of North Afrika/Italy campaign and other what if) Little briefings on how the overall war is impacted by your progress (example: if the UK suffered big set-backs, you could get a mention that the US has stopped sending supplies to the USSR in favor of bolstering the collapsing UK.)

I would like to see at a glance how all fronts are doing and have the possibility to spend prestige (and time) to relocate my army to another front (driving into India is pointless if the allies are in Berlin).

Retributarr
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by Retributarr » Sun Oct 01, 2017 11:31 pm

KorutZelva wrote:A more dynamic overall war progress. (Japan going for USSR instead of pearl harbor, Germany postponning barbarrosa one year or more, French govfighting on from Algeria instead of Vichy Regime, Allies landing in France in '43 instead of North Afrika/Italy campaign and other what if) Little briefings on how the overall war is impacted by your progress (example: if the UK suffered big set-backs, you could get a mention that the US has stopped sending supplies to the USSR in favor of bolstering the collapsing UK.)

I would like to see at a glance how all fronts are doing and have the possibility to spend prestige (and time) to relocate my army to another front (driving into India is pointless if the allies are in Berlin).



Great Posting!!!:

I have posted similar concept's a few times already, and more than once have also suggested that a Separate Alternative-WWII Game could be made available in the future to try out some of these probabilities!.

"Japan going for USSR instead of pearl harbor"...well...yes that is possible, however the Russian forces were more technologically advanced than the Japanese and would have been difficult to defeat. Now...if instead of just attacking 'Pearl Harbor' the Japanese had alternatively also attempted to invade and capture the Hawaiin Island's...as well as Midway at the same time, then perhap's that would or could have made a more direct impact on the Pacific War. Also if the Japanese Intelligence agencies effort had put more effort into determining where the American Aircraft Carriers were actually located, they just might have been able to eliminate them, thereby severly limiting any U.S. effort to interfere with the Japanese Conquest and acquisition of the Pacific Islands. The American Fleet and SeaBorne' Assault forces were quite formidable and would have required considerable attention to keep them in check!.

" Allies landing in France in '43 instead of North Afrika" In this particular hypothetical venue the problem would have been...that the Americans simply did not have enough landing craft for European Operations at this stage of the war! {...As many landing craft were being allocated to the Pacific Theatre'}, it took them an entire year more to finally accumulate enough of them. Also, they still didn't have the 'Mulbary-Harbours' constructed/available that were essential in making make-shift Harbours that they originally had to be able to offload hundreds of thousands of troops and millions of tons of supplies to the ground units

CaesarCzech
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by CaesarCzech » Thu Oct 19, 2017 3:38 pm

Work on the Briefings and Debrifings.

I mean I Win Battle for Berlin and Literally do the Imposible and Get Germany Conditional Peace deal, and it doesnt feel rewarding. Same with Invading United states. I just Did Wolfenstein while having Slighly superior or even equal equipment and much less manpower, and Im treated to " Good Work We will no w continue with our invasion" If I pull out Holy Shit moment i want it to be referenced in Debrifing. Same thing with Soviet Campaign I Busted Throught Kiev pocket and saved Hundreds of thousand troops there and It doenst feel rewarding.


That brings me to another point. More levels of Victory or defeat. seriously you essentially have Victory, Minor Victory, Loss. no Heroic victory, No Massive Defeat, I got my whole army wiped out At Moscow and had stalingrad 2 Years early, and yet game treat its like i was merely pushed back. When in reality i would be shot on spot as soviets suddenly have territory they had in 1944. 3 years early.

So id say work on that. Even Having Better Briefings and Debrifings changes a lot.

huckc
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by huckc » Mon Nov 27, 2017 9:24 pm

Auxiliary unit suggestions:

1. Give us a bit more control of them at deployment, such as being able to upgrade them before the scenario starts.
2. Have their strength scale along with AI strength. Perhaps not the full amount but half or so to keep it an extra challenge but still not deviating from their intended use.

Sourdust
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by Sourdust » Tue Nov 28, 2017 4:53 am

One of the things I love about PC is the possibility for units to do quite heroic things, well outside the bounds of a single standard deviation. I would like to see those units recognized for exceptional performance during a battle. For instance, the infantry unit on a critical victory hex that statistically was 97% likely to have been killed by a series of 3 enemy attacks, but somehow survived inflicting 6 points of damage while only taking 5 hits themselves. Or the 105mm unit caught by enemy Tiger tanks, which manages miraculously to score 3 hits and only take 2, even though they should have been completely mauled. Or the Stuka unit that kills six enemy naval units in a single battle.

These sorts of extraordinary efforts should be rewarded by special "achievements", which could just be cosmetic, or could actually be the trigger for gaining heroes (instead of simple accumulation of experience.)

Speaking of heroes, let's think more creative than just flat unit modifiers, which are so vanilla. Suppose a hero gives a unit x% chance of doing something extraordinary, instead of a 100% chance of a marginal benefit like +1 defence. Say a logistics hero, that gives a 50% of +2 ammo or +10 fuel whenever his unit runs out. A blitz hero that gives a 25% of destroying a unit instead of causing a retreat. A Medal of Honor guy that gives a 20% of a +6 defense during any defensive battle. A stuka guy that gives 40% of doubling all hits during a given battle. A maneuver hero that gives a 33% chance of +2 move at the beginning of each turn. Etc. This would allow a great deal more diversity in heroes, and make them feel like they can really change the game by acts of extreme audacity...

AceDuceTrey
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by AceDuceTrey » Fri Apr 13, 2018 2:49 am

I totally agree with Korutzelva! Historical battles should be sequenced by outcome. Good, bad, or stalemate should have outcomes, win, loose, or draw, respectively- (like PC1).
A strategic Game needs to incorporate 5 Roles:
-Resource (people, metals, coal, petrol) Acquisition
-Material (vehicles, infantry weapons, artillery weapons, armorments , money) Production
-(Counter)Intelligence (you build counter spies, buy foreign spies
-Technological Research (infantry weapons, artillery+AT/AA, vehicle chassis, weapons integration, Command/control/communications,Electronics)
-Diplomacy (Alliances, Non-aggression pacts, trade deals, loans, demands/accessions)
A Game that represents Continuity of Effort needs to explicitly incorporate 5 Roles:
-Command and Control (Issuing orders to subordinate units via Lines of Communication (LOC)
-Sustainment (providing repair/resupply via Main Supply Routes (MSR)
-Construction Engineering (building/destroying field fortifications, airfields, bridges, minefields, ports, facilities, etc.)
-Rear Area Security (Police, Home Guard, Quick Response units, etc.)
-Reserves (Replacement units/second echelon forces) NOTE: in most war games, replacements are artifically handled by allowing first line/echelon units to magically replace their losses in real time.
An Operational/Tactical Level Game needs to explicitly represent 10 roles (preferably performed in the following order):
0- Recon, Intelligence, Surveillance, and Target Acquisition (RISTA)
1-Counter Air (interceptors, escorts, bombing airbases, AA artillery)
2-Suppression of Enemy Air Defenses (SEAD) (Long range heavy artillery attacking known/suspected enemy AA artillery in areas scheduled for air strike)
3-Counter Battery (bombers/longer ranging artillery attack enemy artillery within range)
4-Bombardment (Artillery attacks on known/suspected enemy positions)
5-Counter-antitank (Artillery attacks known/suspected AT positions)
6-Anti-tank (AT Guns/Tank Destroyers attack armored vehicles)
7-Assault Guns/Field Cannons (Attack infantry support weapons-MG/mortars/inf guns)
8-infantry Support Weapons (Attack known/suspected infantry positions to kill/suppress enemy from resisting close assault)
9-Assault (Infantry/engineer type units close assault enemy position to destroy/capture/force retreat of opposing force)

captainjack
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by captainjack » Sat Apr 14, 2018 9:16 am

I quite like the idea of being able to spend prestige (or unit slots, overstrength, turns, special tokens or whatever) for a short term benefit.
Eg extra intel boosts spotting for recon units by 2. In a perfect world, for some specials this woudl persist in a reduced form (eg +1 spot) for the next one or two scenarios as the enemy takes time to work out where the intel leak or code failure is coming from.

The alternative might be to get some benefit by holding back units in one scenario so that they are fully refurbished, upgraded etc for the next. How to make this work is a bit beyond me right now, but it could be a nice feature, especially of it was a once-per-campaign effect.

auda
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by auda » Mon Jun 18, 2018 12:08 am

1. I don't know whether this suggestion was already voiced, but having artillery behave the way it did in Panzer General would be awesome.
Does anyone know why the developers ditched the idea of artillery defense fire automatically to any combat within its range, like it was in Panzer General?
This gameplay offers some interesting dynamics, not to mention its more realistic.

2. A suggestion about fighters. They should be able to perform defense fire for multiple times (that is at least two times, three if the fighter has certain tech advantages or heroes)

auda
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by auda » Mon Jun 18, 2018 12:09 am

1. I don't know whether this suggestion was already voiced, but having artillery behave the way it did in Panzer General would be awesome.
Does anyone know why the developers ditched the idea of artillery defense fire automatically to any combat within its range, like it was in Panzer General?
This gameplay offers some interesting dynamics, not to mention its more realistic.

2. A suggestion about fighters. They should be able to perform defense fire for multiple times (that is at least two times, three if the fighter has certain tech advantages or heroes)

13obo
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by 13obo » Wed Jun 20, 2018 10:22 am

It's PG2 that introduced artillery fire to everyone in its range- in PG they fired only at units next to the artillery like in PzC. Thought I'd clarify in case someone from the development actually reads this and may get confused.

+1 for Pg2 style artillery though. I really like how some artilleries provide counter-fire at units, some (usually heavier artillery with longer range) provide counter-battery fire at enemy artilleries, and some don't provide counter-fire at all. Traits like these force the player to have a diverse core and not just stick play purchase 1/20th of the best available units.

Regarding your 2nd point, again in Pg2, fighters had "leader" trait that gave them opportunity to intercept twice (instead of once) per turn. Again, brilliant idea to have unit-type specific leader traits such as +1 range for artillery, +defence for infantry, etc, etc.

huckc
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by huckc » Sun Jun 24, 2018 5:58 pm

Button and/or hotkey to highlight rail lines.

TJLionheart
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gamep

Post by TJLionheart » Mon Jun 25, 2018 10:28 pm

The number one way to make this a must buy game it to have an interactive east front campaign, where the player gets to choose the next scenario to fight with their own corps, with the rest of the campaign map moving as well each turn.

superxingtan
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by superxingtan » Tue Jul 10, 2018 3:12 pm

Please design some good stages for the combined arms, like combining the navy, airforce, and army. It's so fun!

Ratten1
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by Ratten1 » Fri Jul 13, 2018 7:23 pm

What I would like to see is that units that is doing nothing could have a sleep but on guard function. That way there will be fewer units to go through each turn when you click on next. They will be activated if attacked of course

goose_2
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by goose_2 » Fri Jul 13, 2018 7:33 pm

Ratten1 wrote:
Fri Jul 13, 2018 7:23 pm
What I would like to see is that units that is doing nothing could have a sleep but on guard function. That way there will be fewer units to go through each turn when you click on next. They will be activated if attacked of course
there already is this feature it is Shift z
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Ratten1
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by Ratten1 » Sat Jul 14, 2018 11:46 am

goose_2 wrote:
Fri Jul 13, 2018 7:33 pm
Ratten1 wrote:
Fri Jul 13, 2018 7:23 pm
What I would like to see is that units that is doing nothing could have a sleep but on guard function. That way there will be fewer units to go through each turn when you click on next. They will be activated if attacked of course
there already is this feature it is Shift z
Thank you, I was not aware of this :oops:

dalfrede
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by dalfrede » Sat Aug 11, 2018 10:01 pm

I think there should be an 'advance recon' feature for forts.

Forts are not built in a day and don't move.
Like airfields the player and AI should known where that are at the start of the scenario. Not stats but a symbol of some sort that shows that there is a bunch of concrete there.

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