Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

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Kiane
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Tue Dec 13, 2011 10:34 pm

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

Post by Kiane » Fri Nov 30, 2018 11:22 am

My thoughts:

The 3D looks good, I like it. Old grognards will complain about anything.

Would it be possible to add persistent elements to the campaign layer? Recently I have been playing one of your competitor's games, Panzer Strategy, and while it is very clunky, one good thing they do is that they have secondary objectives that can impact the campaign layer. So, for instance, if you sink the Renown in the Norway scenario, it will not be present in an invasion of Britain. If you go further than the Germans did historically in Poland, you get a 10% prestige bonus for all subsequent missions. Such things can kind of sort of be put in PC as is, but requires creating separate maps and having special victory conditions to have a path to those maps, which is not ideal. In one of the dev diaries you guys state that you want all air or all naval maps; this could be a good way to make them matter to the player. If you sink convoy PQ-17 in a combined air-naval map, for instance, then the Soviet Union will not have lend-lease units available to them. If the player decides that Baku is unreachable, he may instead bomb it, making it useless to the Soviets, reducing their maximum fuel allotment for a scenario or two. If the player is ruthless in destroying Soviet airbases in Barbarossa, the Soviets will have less planes in 1941, but the player will have less airbases for himself to use. You get the picture, there's a lot of potential in that.

Multiplayer looks interesting, I might get invested in it!

Please make the animations fast! There's nothing worse than waiting ages for animations to play out. Make them the same speed as PC's, please. That is, the unit should move at the same speed as in PC (in under a second), and should rotate to enemy and display attack animation at same speed as PC (in a second or at most two). Panzer Strategy is awful with this, and you should learn a lesson from it!

Please keep in limited dice chess. I can't play without it!

That's all I can think of for now.

Rudankort
FlashBack Games
FlashBack Games
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by Rudankort » Fri Nov 30, 2018 4:53 pm

Kiane wrote:
Fri Nov 30, 2018 11:22 am
Would it be possible to add persistent elements to the campaign layer? Recently I have been playing one of your competitor's games, Panzer Strategy, and while it is very clunky, one good thing they do is that they have secondary objectives that can impact the campaign layer. So, for instance, if you sink the Renown in the Norway scenario, it will not be present in an invasion of Britain. If you go further than the Germans did historically in Poland, you get a 10% prestige bonus for all subsequent missions. Such things can kind of sort of be put in PC as is, but requires creating separate maps and having special victory conditions to have a path to those maps, which is not ideal. In one of the dev diaries you guys state that you want all air or all naval maps; this could be a good way to make them matter to the player. If you sink convoy PQ-17 in a combined air-naval map, for instance, then the Soviet Union will not have lend-lease units available to them. If the player decides that Baku is unreachable, he may instead bomb it, making it useless to the Soviets, reducing their maximum fuel allotment for a scenario or two. If the player is ruthless in destroying Soviet airbases in Barbarossa, the Soviets will have less planes in 1941, but the player will have less airbases for himself to use. You get the picture, there's a lot of potential in that.
Panzer Corps already had some features like this, for example, a unit could be flagged as "unique" and if it is destroyed, it did not appear in subsequent missions. However, in Panzer Corps 2 this aspect will be much more developed. Basically, we are going to keep the same script environment throughout the campaign, so you can have any number of persistent variables to check.
Kiane wrote:
Fri Nov 30, 2018 11:22 am
Please make the animations fast! There's nothing worse than waiting ages for animations to play out. Make them the same speed as PC's, please. That is, the unit should move at the same speed as in PC (in under a second), and should rotate to enemy and display attack animation at same speed as PC (in a second or at most two). Panzer Strategy is awful with this, and you should learn a lesson from it!
We are on the same page regarding this, I also prefer faster animations in games like this, and Panzer Corps is serving as our reference in making the new effects.
Kiane wrote:
Fri Nov 30, 2018 11:22 am
Please keep in limited dice chess. I can't play without it!
I know some people doubted the usefulness of Chess mode, but I think that it was a useful addition, which is confirmed by this poll:
http://www.slitherine.com/forum/viewforum.php?f=121
We are not going to leave this mode out.

Thanks for feedback!

PanzerCro
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 26
Joined: Fri Nov 25, 2016 10:53 pm

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

Post by PanzerCro » Sat Dec 01, 2018 3:21 pm

My wish is that PC gets some ideas from Hearts of Iron in terms of economical aspect of the war.

huckc
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 375
Joined: Mon Apr 24, 2017 1:38 pm
Location: USA

API for Core Views

Post by huckc » Mon Dec 03, 2018 5:34 pm

Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Last edited by huckc on Mon Dec 03, 2018 5:37 pm, edited 1 time in total.

OldFocker
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 26
Joined: Sat Jun 28, 2014 9:29 pm

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

Post by OldFocker » Mon Dec 03, 2018 5:36 pm

While playing Panzer Corps I can't see the objectives clearly on the strategic map when units occupy them. It would be handy to have a button to highlight them all during play.

Rudankort
FlashBack Games
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Re: API for Core Views

Post by Rudankort » Mon Dec 03, 2018 6:00 pm

huckc wrote:
Mon Dec 03, 2018 5:34 pm
Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Well my main concern has always been that such tools could be used to cheat. E. g. get some information about the enemy which you are not supposed to get. That's the whole point to encrypt the saves in the first place. :) Doing something like this for finished games (i.e. replays) should be no problem, but for saves? Hmm... not sure.

huckc
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 375
Joined: Mon Apr 24, 2017 1:38 pm
Location: USA

Re: API for Core Views

Post by huckc » Tue Dec 04, 2018 2:25 am

Rudankort wrote:
Mon Dec 03, 2018 6:00 pm
huckc wrote:
Mon Dec 03, 2018 5:34 pm
Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Well my main concern has always been that such tools could be used to cheat. E. g. get some information about the enemy which you are not supposed to get. That's the whole point to encrypt the saves in the first place. :) Doing something like this for finished games (i.e. replays) should be no problem, but for saves? Hmm... not sure.
Ah yes didn't think of the cheating aspect. Mid-scenario saves aren't really part of this use case so not including them is no problem.

Deployment saves on the other hand are ideal so perhaps they can be included.

AndreyBacerage
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 20
Joined: Sat Dec 15, 2018 12:35 am

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

Post by AndreyBacerage » Sat Dec 15, 2018 3:22 am

Would be nice to see some Officers Skills similiar to 1999 PANZER GENERAL ASSAULT 3D
I dont like the Panzer Corps and Order of Battle additions only for attack and defensive points.

Listing of All Leader Specials
-------------------------------------------
Class Specific:
The first Leader Special acquired by any officer is decided by his class.
All officers of the same class will always acquire the same first Leader
Special. Please see sections 5.2-12.2 for detailed descriptions on these
Leader Specials. These specials are rated on a scale of 1-5 stars (5 being
the best).

Infantry : Tactician (*****)
Forces all adjacent attacks by/on the infantry unit to be Hand To Hand
(close assaults). This is very powerful, you can easily turn the tide to
your advantage with this power. Usually, an infantry unit would get
decimated fighting tanks in an open field. With this power, you can actually
easily take tanks down with minimal damage to your infantry units.

Tank : Maneuver (***)
You get a +1 movement on any tank (+1 hex range). Typically, tanks have
4 movement, so this equates to a 25% increase.

Anti-Tank : Positioning (****)
When you issue an Entrenchment order, you automatically entrench to maximum
level (3). This essentially saves you 3 turns. You can easily use this
power to move into a newly captured city and defend it at maximum level in
one order. One trick I use is to use this ability offensively by moving
next to an armored target, entrenching and immediately attacking in the same
turn to drastically reduce my casualties.

Artillery : Expert Support (****)
This unit will automatically fire an additional support fire. Very useful
when defending.

Air Defense: Sharpshooter (****)
Increases attack range of this unit by +1. This helps you attack more enemy
aircraft without having to waste Action Points moving to position yourself.
This is very good if you are using towed anti-aircraft: you don't want to have
to tow your unit closer and then wasting an Action Point dismounting.

Recon : Force Recon (***)
You get +1 Sighting Range. Since Recon units typically have a 4 spotting
range, this equates to a 25% gain, which is not bad.

Fighter : Hawkeyes (**)
You get +1 Sighting Range. I don't usually use Fighter units as recon units
because their vulnerability to Anti-Aircraft and other Fighter units, but a
+1 is still a big deal.

Bomber : All Weather (****)
This ability allows you to attack in any weather. This is *very* good beause
weather is rather unpreditable in this game. Note that if weather is bad,
you will make attacks at half strength. This is bad, but still better than
not being able to attack at all.

General:
The second Leader Special acquired by any offier is completely random and
is selected from the following list at random when the officer is first
recruited. (I.e., no amount of reloading will change which medal you
obtain when you level the officer up to Rank 8.)

Aggressive Attack (***): Your attacks will be more effective. You will
inflict more damage and receive less casualties.
Though it only seems to increase your results by
a small number, every little bit helps.

Determined Defense (**): You will inflict more damage and receive less
casualties when defending. I am not a big fan of
defending, but this is still a good power
nonetheless. Though it only seems to increase your
results by a small number, every little bit helps.

Sixth Sense (***): You never get ambushed and you ignore reserve fire. This
is good when you do not have a Recon unit available or
your Recon unit got destroyed.

First Strike (****): You always strike first in battle, unless the enemy
officer has the same special. Enough said.

Resilience (****): Your unit received less casualties and your firing/move
attributes are more difficult to damage. Well, since you
will almost always be taking some form of damage in each
mission, this power will definately come in handy.

Influence (****): Your unit has more strength than normally (i.e., you have
more troops in your unit). This means that you can deal
more damage and receive more damage before your unit is
destroyed.

Fire Discipline (***): You use up ammunition at half the normal rate. This is
good for units like Artillery who normally have very
few shots and their veteran orders cost even more ammo.

Ground Taker (*): Your unit will cause more retreats than usual. This is a
horrible power since as long as you are in an adjacent hex
to an enemy, he cannot repair and resupply. If you cause a
retreat and you cannot chase after him, on his turn he will
repair and come back to full strength!

Mountaineer (**): This ability reduces the penalties for moving through bad
terrain. It also gives you a bonus for fighting uphill
battles (normally, you would get a penalty).

Blizter (***): Gives the unit the ability to Overrun (as per Tank units).
Basically allows you to destroy weak units without using any
Action Points.

Assaulter (**): Units acts as if it were Close Supported by infantry (i.e.,
when an infantry unit is beside it). Basically allows the
unit to ignore Hand To Hand combat, where more units are
penalized.

Maneuver (**): Increases unit's movement rate by 1. Every bit helps.

Skilled Recon (*): Increases spotting range.

Recon Move (****): First move is free (at no Action Point cost). Useful for
Bomber and Artillery units.

Tank Hunter (**): Boost attack and defense of the unit when fighting Tanks.
(For air units only)

Street Fighter (**): Increases unit's effectiveness in Hand To Hand combat.

Overwhelming Attack (***): Any suppression damage dealt by this unit causes
equipment damage.

Infiltrator (***): Unit ignores enemy zones of control. (I.e., comlete
freedome of movement.) Useful for agility, circling and
flanking.

Camouflage Expert (*): Makes unit harder to spot.

Ferocious Defender (**): Unit automatically entrenches to maximum level in a
single Entrench order. Useful for Infantry.

Overwatch (****): This Leader's Unit will always provide support fire for any
friendly adjacent unit (if the enemy is within range).

Devastating Fire (*****): Each of this Leader's attacks are at full effect.
(Normally, each shot after the first loses 25%
effectiveness.)

River Assaulter (**): No penalty for attacking from a river and reduced
movement cost to traverse a river.

Shock Tactics (**): Unit does long term suppression as Artillery. (I.e., any
suppression caused by unit will remain until end of turn.)

Quartermaster (**): Your Strength attribute does not decrease by one for every
refit command issued after the first. If you play with
the Enhanced Refit difficulty setting, this Leader Special
is rather useless, very useful otherwise.

Sharpshooter (*****): All this Leader's attacks are considered long range (like
Artillery) and his ranged attacks are at full Strength
(not at the usual half Strength). I never got this Leader
Special, but if it's as good as it sounds, it basically
means that the enemy will never retaliate against this
unit when it attacks.

Smart Gambler (***): Battle estimates will never be wrong: you will either
do/receive that much damage or you may even do better than
the battle projections.

Skirmisher (***): Reduces the overall effectiveness of enemy fire.

Fast Assaulter (***): Allows this Infantry unit to avoid support fire. (Immune
to support fire from Artillery and all other support
orders/units.) Very good for taking cities, even if they
are defended with Artillery.

Liberator (*): Kinda hopeless. You only get double the victory points if this
Leader captures a city. I don't know what victory points are
used for other than high scores.

Supply Training (**): +4 ammo is definately useful for low ammo count units
like Artillery. But then again, if you play with the
Unlimited Ammo difficulty setting, this Leader Special
is rather useless.

Survivor (**): Guarantees that if your Leader's unit is destroyed, the Leader
will return to your headquarters at the beginning of the next
mission.

Night Drop (**): Paradropping Infantry cannot be fired upon by enemy ground
units in transit.

AndreyBacerage
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 20
Joined: Sat Dec 15, 2018 12:35 am

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

Post by AndreyBacerage » Sat Dec 15, 2018 3:23 am

The map terrain design looks not much better like the old PANZER GENERAL ASSAULT series. The streets and rivers have no details - I see only a change between forest and base ground terrains - the citys needs more realistic WW2 details and where are the small citys, villages and industrial regions ? I can recognize the biggest problem is the terrain Ups and downs - this is an example for realistic hills:
Image
and deepened river valleys together with more details like different ground colours, plantations, paths, doubled high ways.

Hopefully they work outh more on this game - for now its nothing outstanding !

JaM2013
Master Sergeant - U-boat
Master Sergeant - U-boat
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by JaM2013 » Wed Dec 26, 2018 11:27 am

My personal top 1 wish for Panzer Corps 2 is to have tactical bombers have same effect on target as artillery - so they would cause suppression on target, instead of just kills. After all, Tactical bombers were not that effective against tanks but were excellent at reducing combat readiness by destroying their support vehicles, which suppression mechanics portrays good enough..

PanzerCro
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 26
Joined: Fri Nov 25, 2016 10:53 pm

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

Post by PanzerCro » Sat Dec 29, 2018 2:56 pm

I would like to have minor nation campaigns, like French resistance, Ustase vs. Partisans war (which would include Croatia and Communist Yugoslavia), Finland, etc... :)

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