Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

A new story begins...
The sequel to a real classic: Panzer Corps is back!

Moderator: Panzer Corps 2 Moderators

Capitaine
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 22
Joined: Fri Dec 12, 2014 1:42 am

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

Post by Capitaine » Fri Apr 05, 2019 7:33 pm

My wish or suggestion for the game is to name it properly: Panzer Korps 2. Given that it's not Tank Corps, I believe this is the proper way to go. Always irritated me.

ME262
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 61
Joined: Sat Apr 21, 2012 9:35 pm

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

Post by ME262 » Sat Apr 06, 2019 1:19 am

I agree, Hans grueber/noreasterman from the old Mplayer days wishes to see this also, just tell us captive fans what is the time for release.... playing the Mods is getting old.

PeteMitchell_2
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1169
Joined: Tue Jul 10, 2018 1:18 pm

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

Post by PeteMitchell_2 » Sat Apr 06, 2019 2:36 pm

If you want to name the game in German it most likely should be: "Panzerkorps 2" (i.e. one word)

Rudankort
FlashBack Games
FlashBack Games
Posts: 2828
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

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

Post by Rudankort » Sun Apr 07, 2019 11:56 am

I don't think Slitherine will consider changing the name of the game in any case, because it's a name of an already established franchise, but just for the record, I think that "panzer" has become a legitimate english word: https://en.oxforddictionaries.com/definition/panzer
Just like "chateau" has been taken from French: https://en.oxforddictionaries.com/definition/chateau etc. There are many other similar examples.

PeteMitchell_2
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1169
Joined: Tue Jul 10, 2018 1:18 pm

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

Post by PeteMitchell_2 » Sun Apr 07, 2019 12:00 pm

Rudankort wrote:
Sun Apr 07, 2019 11:56 am
I don't think Slitherine will consider changing the name of the game in any case, because it's a name of an already established franchise, but just for the record, I think that "panzer" has become a legitimate english word: https://en.oxforddictionaries.com/definition/panzer
Just like "chateau" has been taken from French: https://en.oxforddictionaries.com/definition/chateau etc. There are many other similar examples.
I think that's fair / reasonable...

Retributarr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Wed Jun 04, 2014 7:44 pm

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

Post by Retributarr » Thu Apr 11, 2019 9:56 pm

Unit Combat Reaction Parameter attributes:

I've noticed that the 'Axis' side seem's to want to "stand/fight/hold ground" 'at-all-costs' at the very real peril of being annihilated/eviscerated from the Game-Board!. while the 'Russian-side' usually engages in a retreat preference when sustaining usually modest to mid-heavy casualties.

Is there any room for creating a menu where the player can make his own preferential adjustment's to various threshold/stance characteristic's?. This 'Stand & Fight' ideology is a recipe for suicide of sometimes some very precious/irreplacable valuable unit's.
----------------------------------
Edited Addition:
I just realized that if a unit is set/tasked to retreat under less stressful conditions by the player unit settings (which in itself is fine) that...if the unit has no-place to retreat too, that...it...itself could self-destruct!. It would therefore be necessary to include a 'Parameter', such that...if a 'Safe-Retreat-Hex' is available, then the 1-Hex retreat will be permitted, otherwise..."Not!".

Another mentionable item: 'Zones Of Control'!: If retreating through an enemy 'Zone Of Control' area/region would be destructive to the Unit, then the action of Retreating 1-Hex should also be disregarded.

ebbe
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Sat Jun 01, 2019 10:21 pm

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

Post by ebbe » Wed Jun 05, 2019 12:04 pm

hej dev. crew...

I cant wait 'till this game comes out,
always wanted to make a huge Easternfront Scenario, tried with CIV5 RED , but it got tooo complex/heavy.... anyway

Suggestions:

- Seamines for shallow sea: to spice up sea defensive tactics, may move through but at risk of damage... if adding minelayers or mine sweepers is too much give the task to destroyers then.
- Suggested before by others BUT SOOO ESSENTIAL : NAMES NAMES NAMES....:) for cities... for historical scenario's would be great to allways SEE city name clear on the map, not only by tooltip....
- Clear territory bounderies, with brighter colour.... to better see the territories hold by each player.

- more types of fortification? Coastal batteries...AA-bunker / command bunker /
- hospital unit/building bonus healing.

- historical / time-bound reinforcements option.. instead of buying by slot. Or the option to write triggers for historical reinforcements arriving at the battle field...
gives some extra depth to the game if you are aware support is on its way ... and time is ticking :)



Suggestions after looking at dev.diary:

- Pontoon /bridge/ river crossing should get a slight movement penalty.... to represent the bottleneck/ time involved.... they seemed to rush over rivers with bridging just like regular land movement
- Should you know if the enemy runs out of ammunition? Isn't that a bit the fog of war too? ;)

good luck final dev. days
Last edited by ebbe on Wed Jun 05, 2019 9:21 pm, edited 4 times in total.

ebbe
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Sat Jun 01, 2019 10:21 pm

+++ Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by ebbe » Wed Jun 05, 2019 12:17 pm

and I really like to support Andrey Bacerage's suggestions:

the city- tiles could have more realistic variety: to avoid a dejavu / "I am lost on the map" thing...
(+ constantly visible city-Names.. would help a lot...one might even consider different city graphics/types for different nations....to get the feel )
and also small citys indeed, villages and various types industrial zones would bring a lot or scenarios for making realistic big cities suburbs?

Probably it will be too late for requesting to give all buildings/infrastructure hitpoints too,
giving them a ruined look when hit.... and less defense points....

or being able to disrupt a road or rail by strategical bombing....?
( here comes optional partisans unit in which coucld be interesting too... fighting behind the frontlines too, to secure supply lines )

And a final thing: if you spend prestige points to get new units it could be a nice option if:
- new units costs time to build or arrive.. so depending on the complexity of the unit (when building ) or movement skills (when arriving)
GET A GOOD TIME DELAY.... otherwise you order units like peanuts
- And: Let new units appear/arrive from some 2 or 3 given Map-Border hexes..... with their own sign:
by this it can be strategically interesting to try to conquer these hexes too.. to block their arrival....


anyway... keep up the good work..
greetings...

Retributarr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Wed Jun 04, 2014 7:44 pm

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

Post by Retributarr » Wed Jun 05, 2019 2:47 pm

ebbe wrote:
Wed Jun 05, 2019 12:17 pm
Probably it will be too late for requesting to give all buildings/infrastructure hitpoints too,
giving them a ruined look when hit.... and less defense points....

or being able to disrupt a road or rail by strategical bombing....?
( here comes optional partisans unit in which coucld be interesting too... fighting behind the frontlines too, to secure supply lines )

And a final thing: if you spend prestige points to get new units it could be a nice option if:
- new units costs time to build or arrive.. so depending on the complexity of the unit (when building ) or movement skills (when arriving)
GET A GOOD TIME DELAY.... otherwise you order units like peanuts
- And: Let new units appear/arrive from some 2 or 3 given Map-Border hexes..... with their own sign:
by this it can be strategically interesting to try to conquer these hexes too.. to block their arrival....

anyway... keep up the good work..
greetings...
Good to see that others continue to make suggestions...that's great to see!. I like the 'Ruined-Look-Suggestion' for Cities...however...in the case of Cities being less defensible from the action of Strategic-Bombing, well...the opposite is actually the case. Monte' Casino is a classic example (Extremely Defensible).

As far as a time delay for the arrival of new units, it seems to me...that...that makes sense also. However...trying to take over/occupy arrival hexes...wouldn't work...as new deployment hexes would then be designated to replace the original ones...as should be the case...I would think?.

Keep those idea's coming!.

ebbe
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Sat Jun 01, 2019 10:21 pm

final example Suggestion borders and airport solution

Post by ebbe » Thu Jun 06, 2019 7:04 am

final input for the moment (don't wanne spam you all...) just wanted to emphasise the element of clearity:

Like in relationships it might be dangerous to compare with "Others":) But:
to show the basic feel I miss in Panzer corps I have to bring the example of CIV5 RED WW2 mod:
( you might & should be familiar with ;) )
COMPARE.gif
COMPARE.gif (205.47 KiB) Viewed 925 times
In that MOD for me the front line is allways directly clear ( no matter how fragmented ) due to:
- Bright coloured terittory borders....
- clear Unit faction colours and a class-symbol!
- and : I keep repeating like a stubborn grandmother: clear CITY NAMING!!!!!
- and I like this mod shows more several units, for example : 3 armor units , so you can directly see when force depletes going to 2 or 1 unit.... beside the strength number

So if you compare with Panzer corps I , which has so much qualities on its own,
I find this a essential game-quality element....
now it takes me too long to orientate on the map and analysing units :(

Besides: I like the Civ5 Airport solution very much: (though this mod doesn't have airports unfortunately but uses cities for it )
you can stack airplane at this hex and it will show a number of units , which you can toggle... very useful!!! ( pink circled in example)
and so much better than have planes hanging around the airport in air....

greetings....
I am excited to see what is coming up....

ebbe
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Sat Jun 01, 2019 10:21 pm

Re: Bridges Suggestions,

Post by ebbe » Wed Jun 12, 2019 11:22 am

okej, final tiny thing I experimented with before;
make bridges neutral units, with (several) hitpoints... can be destroyed ( easily by engineers or dive bombers, more difficult by other units )
can be repaired by engineers ( relatively fast ) or infantry units ( bit slower )
with pontoon/ bridging units allready in the game: as plan B for rivercrossings...
would'n't this bring another bit more realistic and historical tuned gameplay?

besides: it would be nice if units get an option to "settle" in a position, so
that you don't get the message all the time that A UNIT HAS NOT BEEN MOVED... which annoys.....

and movement could be a lot relaxter over long distances if you just can give a moving unit an end location and route....
even over several movement turns, end it will give a sign when it has reached it.

And convoys would be nice, over land by train / truck or over sea... moving bonus points for reinforcement,
so that Uboats and partisans have a challenge to interrupt them.....

anyway last 3 suggestions work very fine in CIV5 RED....

OldFocker
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 30
Joined: Sat Jun 28, 2014 9:29 pm

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

Post by OldFocker » Mon Jul 08, 2019 9:25 pm

Please avoid having support ships at sea having the capability of firing at silly ranges, i.e 50+ miles, i.e. across the entire breadth of Italy, for example.

Retributarr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Wed Jun 04, 2014 7:44 pm

Re: Bridges Suggestions,

Post by Retributarr » Tue Jul 09, 2019 3:23 am

ebbe wrote:
Wed Jun 12, 2019 11:22 am
okej, final tiny thing I experimented with before;
make bridges neutral units, with (several) hitpoints... can be destroyed ( easily by engineers or dive bombers, more difficult by other units )
can be repaired by engineers ( relatively fast ) or infantry units ( bit slower )
with pontoon/ bridging units allready in the game: as plan B for rivercrossings...
would'n't this bring another bit more realistic and historical tuned gameplay?

besides: it would be nice if units get an option to "settle" in a position, so
that you don't get the message all the time that A UNIT HAS NOT BEEN MOVED... which annoys.....

and movement could be a lot relaxter over long distances if you just can give a moving unit an end location and route....
even over several movement turns, end it will give a sign when it has reached it.

And convoys would be nice, over land by train / truck or over sea... moving bonus points for reinforcement,
so that Uboats and partisans have a challenge to interrupt them.....

anyway last 3 suggestions work very fine in CIV5 RED....
"if units get an option to "settle" in a position"
An idea!... The "Unit" could have the option to start 'Digging-In/Entrenching _ Initiating a defensive posture which could then be simply indicated by a 'Shovel-Icon', the 'Entrenchment-Status' would also not be revealed to the opposition, but only accessible to the owning player.

As well...to remedy the "Annoying"..."get the message all the time that A UNIT HAS NOT BEEN MOVED..." issue. Perhap's by putting the 'Unit' into 'Standby-Mode/Sentry-Mode'...an "S" symbol/indicator might be used (Unit will now remain stationary without the need for further instructions) and...

...on the Game-Screen if this 'Unit' has also elected to begin 'Entrenching' this "S"-Symbol could also be...added to it/utilized by emplacing it besides the 'Shovel-Icon'...to indicate that now the 'Unit' is both...On Defensive Sentry-Status and as well Digging-In...or in other-words,...on/in a Dug-In...Defensive-Sentry-Status/or Standby-Posture while it is 'Entrenching'...and will not change its current situation until issued new instructions by the Player.

Stephen1024
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 320
Joined: Wed Sep 16, 2015 12:34 pm

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

Post by Stephen1024 » Sat Jul 13, 2019 4:34 pm

First Panzer Corps had major issue with infantry been not much use late war. Also in Panzer Corps 2 your bring in overrun for tanks, you have arty support and AT support.

So my idea from those 2 points

How about giving infantry support to tanks and AT units in cities, woods or hills. It would make infantry more useful whole war long. Attacking a city with tank becomes more possible as not such heavy loses and, having tank or AT end its turn in woods wouldn't be so dangerous with infantry support. Also makes it more fair as then much more complete combined arms. Finally infantry needs the love!

how to do it would be simple reduction in losses when you use tank or an AT unit in those places when it has infantry next to it.

I really would love to know how you plan deal with airborne elements? Supply issue as airborne often out deep behind enemy lines? (Not just airborne other specialist units worked behind enemy lines to.) Will some units be able air dropped supplies?

If you have group that's out supply will it be possible to air resupply so we have time try break pocket out? If you do allow air supply will it be based on having air superiority?

First Panzer Corps using airborne was very much fun and do able in first parts war but due to fact couldn't drop light equipment meant in mid and later war airborne units were useless. Will you include light equipment for dropping behind enemy lines with airborne infantry? (light tanks, jeeps, AT guns and arty) Also be nice have specialist stuff examples are SAS, airborne, SBS and LDR etc. Would be interesting knock port out with SBS unit and stop enemy repairing its ships for limited time or to annoy enemy with hit and run raids.

Yes want see more specialist stuff opens up options on maps. Supply great if not going cost you units of equipment because your other force to far away to break open pocket you found yourself in.

Another point is what about support equipment? Adding in support equipment can help give life to things like infantry. Example is adding panzerfaust (sorry if spelt wrong). By giving infantry panzerfaust would make them more useful against tanks. Tank could have smoke canisters or mortar, smoke canister would reduce enemy damage done by other tanks as makes hard see target or mortar would help counter an attack by infantry. Support equipment should cost prestige and would be up to player decide if he wants add support equipment and what type.

AT in Panzer Corps had issue of been mostly less useful then having tank and by adding overrun in Panzer Corps 2 it make AT even less attractive!

AT I think should do extra damage when it ambushes tank. Example is tank that ambushes might do 1.5x damage as surprise attack, now AT their purpose is ambush and therefore should do more so AT ambush on a tank should do 2x damage. (but only 2x against tanks)

I think these things will help keep balance and open up options.

George_Parr
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 7
Joined: Thu May 09, 2013 3:57 pm

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

Post by George_Parr » Mon Jul 15, 2019 10:58 am

I don't think the changes made are making AT less attractive. Overrun only works against weak units, not just against everything. Not to mention that AT now gives supporting fire against tanks, which should be rather helpful. One thing that would be kind of interesting, and some mods kind of did this already for PC, would be for AT-units to have the ability to hide from being spotted from the distance. Makes it more likely to use them in an ambush. Maybe that's something that would only work for smaller units, e.g. something in the 3-5cm range, as the larger guns weren't quite as easy to hide.


Something that came to my mind lately, and I'm not sure if they are even planned to be part of the game right now, would be for captured units to not be quite as tank-heavy. And/or to have some unique rules for at least some of them.
If you look at the Grand Campaigns (which were awesome, btw), you can get a ton of free tanks, especially T-34s and KV-1s. Later on they aren't really all that useful anymore, because you can't build up the experience, and they are too weak at that point anyway. It seems also a bit much too have that many units of that kind as Germany. But what did happen was that Germany captured tons of artillery, AT- and AA-guns and made use of them. That's not really something that comes up in PC right now.

What you could do - and this wouldn't necessarily have to mean as a replacement of the old captured units but instead alongside them - is for some unique units to appear that only have a limited number of "life-points", to represent that the captured stockpile is limited. So as an example, in mid/late 1941 Germany would use the Soviet 7.62cm guns in an anti-tank role as a stop-gap method until stronger German AT-guns are ready. Such a unit would be of normal strength, but could only reinforce a set number of times (like 50 points in total, 100 points, whatever). Once points run low, there could be multiple options. Either you just run the unit into the ground until it vanishes, or if it isn't of much use anymore because it has just 5-6 strength left and can't reinforce anymore you can disband it for prestige, or you could upgrade it at full-price to a regular unit and drop the limitations.

Stephen1024
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 320
Joined: Wed Sep 16, 2015 12:34 pm

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

Post by Stephen1024 » Tue Jul 16, 2019 12:46 pm

Over run did make tanks more useful then AT in old Panzer General games. That said did have both positive and negative points. On the positive enabled you to kill off weak units stop them resupplying. Negative was it was easy end up with tank out place if not careful and tank could be set on by multiple enemy units. Could be cruel to when enemy tanks used over run on your units.

Your idea is good to. As said AT is ambush weapon so would be good for it cause more damage under ambush.

As for GC I loved it to. Yes it was very tank heavy and I would like see more choice. I am hoping that making units surrender will build nice mix units to choose from in Panzer Corps 2. I did like heroes in GC to but hope if they have Heroes we will see more enemy heroes to balance it out. It was nice way learn of people achievements.

Problem units in first Panzer Corps:

Recon to easy be destroyed, personally think needs be able retreat if not all movement used up and take half damage doing it. Should retreat to safe distance.
Infantry even in close combat against late tanks just sucks and infantry need panzerfaust to give them better damage against enemy armour. That can be done by having support equipment. Also think infantry next to units should support unit and be supported by unit.
AT lot people uncomfortable using either has weak sides and takes lot damage from return fire or has be well placed to attack next turn. That's why lot people use very tank heavy army with little AT. So making ambushing give more damage and support makes it more valuable. That said think US GC has helped people see value of AT more. American tanks suck.

That said lot people use big air force, I am against idea as bad run weather will leave you short of your objectives. Personally I use less air force and less tanks and add more arty AT and AA.

Supply cut off does worry me as AI could with small number units easily cut you off when your 3/4 way across map suddenly weakening all your units. We will see when released how clever AI is. Mass cut off and sudden attack would be fun.

Retributarr
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 186
Joined: Wed Jun 04, 2014 7:44 pm

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

Post by Retributarr » Thu Jul 18, 2019 6:07 am

Reconnaissance Assist Sensor:
`I was just playing OoB WW2 ...and am getting tired of being wreaked havoc with up to 40% 'Ambush-Unit-Losses' when I encounter an unseen Unit!.

Sooooo!...it just came to mind for me...that why-not have some 'Reconnaissance' capability already integral/integrated into the Unit at 'The-Get-Go'!,

Now when I'm...On 'Me' Merry Way...down 'The Yellow Brick Road'...my integrated 'Reconnaissance' specialty unit...kicks in and goes to work. At this stage...I would now be getting reports from my 'Recon Company'...that the 'Recon Indicators' are such that I'm in...a "Danger-Red Environment"...and that some...yet...unseen entity or enemy presence is likely lurking nearby or is in-fact,,, nearby!.

Now what?. My movement would need to be temporarily interrupted...or brought to a stop until further clarification on instructions/movement orders or otherwise can be given.

To indicate this visually on the Game-Screen...my Unit could perhaps "Glow-Red" or have some-kind of "Red Flashing Alarm system". So...then...at this point...I would need to make a decision as to whether to come to a complete halt!... reverse course...or/and also perhaps bring up some additional support...alternatively I could just continue to 'Press-On'... proceeding on my planned course.

Post Reply

Return to “Panzer Corps 2”