Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

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

Post by voody » Sun Feb 23, 2020 2:49 am

terje439 wrote:
Fri Feb 07, 2020 3:03 pm
Having watched a few streams and YT vids, it seems to me that AA and arty are extremely anemic. Is this something the testers have talked about and has it been looked at?
I can see how artillery might appear lackluster but since suppression is now a much more pronounced aspect of the game it is still very important. It merely works on a different level than before. The fact that it does not cause a lot of kills is equalized by the fact that it minimizes the losses your own troops would take if they had to attack into fortified and entrenched defenses all the time, which will save you a lot of prestige in the long run. And from what I have seen prestige is not as easily accumulated anymore. Especially on Field Marshal.

The only thing about artillery I would like to see changed is that every type (or at least most) can provide support fire against soft and hard targets but with varying effectiveness. Right now there is only one type that does that (at least up until Kharkov '42) and it is a little dull if you want that kind of versatiliy and there are no alternatives to choose from. But even if they choose to keep it as it is I honestly feel the balance between unit types and the whole combined arms system was improved a lot.

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

Post by PanzerCro » Wed Mar 04, 2020 7:43 pm

In tactical advisor video I saw there is force march ability. Will it have some "punishment" like in strategic command where moral drops ?!

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

Post by dalfrede » Wed Mar 04, 2020 8:27 pm

PanzerCro wrote:
Wed Mar 04, 2020 7:43 pm
In tactical advisor video I saw there is force march ability. Will it have some "punishment" like in strategic command where moral drops ?!
.
No, but one must wait three turns to repeat a forced march.
Note only 'light' infantry has forced march trait.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.

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

Post by PanzerCro » Thu Mar 05, 2020 10:16 pm

Do naval vehicles have their original names , like Bismarck, King George, etc, or random "names" like in PC 1 ?

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

Post by Matyna » Fri Mar 06, 2020 12:15 am

PanzerCro wrote:
Thu Mar 05, 2020 10:16 pm
Do naval vehicles have their original names , like Bismarck, King George, etc, or random "names" like in PC 1 ?
Well, there is ship classes for Major nations, like Sharnhorst class, Admiral Hipper class, Ranger Class etc. But there is also generic "Light Cruiser", "Heavy Cruiser" ships.

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

Post by Retributarr » Fri Apr 10, 2020 10:03 pm

Easier Instant Identification of... "Core-Units":

I'm currently in this effort to take out 'Mocau/Moscow'... with my "Core" as well as a complement of "Auxiliary" units. The problem arises when I need to allocate 'Reinforcements'... ??? I cannot easily tell 'which/who' are my Core units or my Auxiliary units for replacement purposes.

I propose that... that by incorporating a 'colored piping' identifier on the unit chevron's outer ring-lace... to have a specific color of 'Piping' for 'Core' and a different specific color of piping for 'Auxiliary units_ to be displayed where the "Chevrons Unit Details" can be accessed... which is always 'indicated/located' at the bottom lower left of the screen... could be used to greatly mitigate this situation!.

Now!...For 'Additional Agitations':

Maybe I'm not seeing or properly understanding the 'Next-Unit' cycling sequence effort as it should be?. Anyway!... what I am experiencing (right or wrong)... is that when I am cycling through my units... then finally reach one that requires instructions... i'll do the instructions... then click the 'Next-Unit' indicator.

This is what should happen next... is that I should then be directed/forwarded to the 'Next-Unit' on the roster list!. However... that is not is what is taking place???.Why???. What I am rather experiencing instead is that I am now 'reverting/going back' to the very first unit that the cycling effort began or started with!!!???. Why???...now I have to again cycle through 15 to 20 units that I have already cycled through... to finally access a new unit entity that I as yet have not been able to access.

Not only that!... but also from time to time... certain units... like for example... 'Air-Units' are completely bypassed or missed/forgotten in this process... even though I have already cycled through the bulk of my entourage' several times before!. Why is that???.

Cannot a 'Fix' for this be prepared, where... if necessary I could select just exactly how I would wish to access my units?. As well some-kind of "Fail-Safe" mechanism to prevent the bypassing of units in the cycling process?/

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

Post by pewp3w » Sat Apr 11, 2020 7:15 am

Retributarr wrote:
Fri Apr 10, 2020 10:03 pm
Easier Instant Identification of... "Core-Units":

I'm currently in this effort to take out 'Mocau/Moscow'... with my "Core" as well as a complement of "Auxiliary" units. The problem arises when I need to allocate 'Reinforcements'... ??? I cannot easily tell 'which/who' are my Core units or my Auxiliary units for replacement purposes.

I propose that... that by incorporating a 'colored piping' identifier on the unit chevron's outer ring-lace... to have a specific color of 'Piping' for 'Core' and a different specific color of piping for 'Auxiliary units_ to be displayed where the "Chevrons Unit Details" can be accessed... which is always 'indicated/located' at the bottom lower left of the screen... could be used to greatly mitigate this situation!.
Units that are core units have a golden chevron right above their strength number, auxiliaries don't

Now!...For 'Additional Agitations':

Maybe I'm not seeing or properly understanding the 'Next-Unit' cycling sequence effort as it should be?. Anyway!... what I am experiencing (right or wrong)... is that when I am cycling through my units... then finally reach one that requires instructions... i'll do the instructions... then click the 'Next-Unit' indicator.

This is what should happen next... is that I should then be directed/forwarded to the 'Next-Unit' on the roster list!. However... that is not is what is taking place???.Why???. What I am rather experiencing instead is that I am now 'reverting/going back' to the very first unit that the cycling effort began or started with!!!???. Why???...now I have to again cycle through 15 to 20 units that I have already cycled through... to finally access a new unit entity that I as yet have not been able to access.

Not only that!... but also from time to time... certain units... like for example... 'Air-Units' are completely bypassed or missed/forgotten in this process... even though I have already cycled through the bulk of my entourage' several times before!. Why is that???.

Cannot a 'Fix' for this be prepared, where... if necessary I could select just exactly how I would wish to access my units?. As well some-kind of "Fail-Safe" mechanism to prevent the bypassing of units in the cycling process?/
[/quote]

Although I understand that problem and would like that changed as well, you can press "z" to send a unit to sleep for a turn, so it won't pop up again in that turn when you press next unit.

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

Post by Retributarr » Sat Apr 11, 2020 7:43 am

[quote=pewp3w post_id=843257 time=1586589327 user_id=59929]

Units that are core units have a golden chevron right above their strength number, auxiliaries don't
---------------------------------------------------------------------------------------------------------------------------
Yes!... I already am aware of that, that's not the issue I was discussing. I'm talking about having a "Quick-Easy to see Reference" to immediately know if what you are looking at or accessing is a 'Core-Unit' or not.

Yes!... "units have a golden chevron right above their strength number", But First... you have to access the Chevron in the lower left area of the gaming screen, to then get inside the information display to see if it is a Core-Unit or not.

In the method I proposed... all you need to do is to look at the bottom left hand side of the screen when a unit has just first been accessed by clicking on it... to immediately/instantly be able to tell if what you have is a Core Unit or not... without having to go through the extra-needless trouble of first accessing the Chevron to get inside the information display to find that out.

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

Post by SineMora » Sat Apr 11, 2020 12:38 pm

But you already have that.

Image

Even zoomed out you can tell at a glance that the northern ground forces are all auxiliaries because they lack chevrons.
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Retributarr
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by Retributarr » Sat Apr 11, 2020 4:12 pm

SineMora wrote:
Sat Apr 11, 2020 12:38 pm
But you already have that.

Image

Even zoomed out you can tell at a glance that the northern ground forces are all auxiliaries because they lack chevrons.
```Your correct!, funny that I have failed to notice that before?. Anyway?... obviously I couldn't have found it blatantly easy to see that discrepency... otherwise I wouldn't have had an issue with it. I would still prefer to have more reinforcement of authentication/verification of unit core status... just as I stated in my previous post.

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

Post by ErissN6 » Sat Apr 11, 2020 11:42 pm

Retributarr wrote:
Sat Apr 11, 2020 4:12 pm
I couldn't have found it blatantly easy to see that discrepency... otherwise I wouldn't have had an issue with it
Same. There should be an option to give back the easy informative 2D counters from old games, instead of being very small to let area for the nice but useless 3D show.

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

Post by KesaAnna » Mon Apr 13, 2020 9:51 am

Surprisingly , about ten pages ago , a guy suggested an Italian campaign.

I would like to see an Italian campaign too.

Barring that , a player who chooses to go the North Africa route in the German campaign should be able to buy Italian equipment the same as German equipment.

Historically , at least as I hear it , the Germans made liberal use of Italian equipment.

Apologies if you can already do this. So far I have only played as far as Norway.

I suppose after 1943 almost all Italian equipment is simply out - classed.

But before 1944 ? I would willingly suffer under the handicap , because I love Italian equipment so much !

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

Post by Teku » Thu Dec 31, 2020 6:32 pm

KesaAnna wrote:
Mon Apr 13, 2020 9:51 am

Barring that , a player who chooses to go the North Africa route in the German campaign should be able to buy Italian equipment the same as German equipment.
I have lobbied for that in other suggestion forums for this game. By the standards of 1940-42 the equipment the Italians fielded were still quite serviceable for the main weapons the opponents used and were the main contributors to the battles in Afrika during those early years.

One thing that i have been also begging for is Capturable Aircraft. I've been having a lot of fun with the challenge of Denied Artillery and winding up with so many units of British and Russian artillery. I would love to see that be feasible for aircraft as well for the people who do Denied Airforce. (Luftwaffe of Spitfires lets do it!)

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

Post by WalterTFD » Thu Dec 31, 2020 9:19 pm

Woah, way to go on 'Denied Artillery'. I've seen plenty of no airforce runs, it isn't super hard if you take the god mode AA perk, but I've never seen anyone rock Denied Artillery. That must be brutal.

My suggestion may be too much of a fix/change for a game that's already released. I think it's an observable improvement, but I'm concerned that it's outside the scope of what's possible at this point, with the dev resources Slitherine has allocated.

Anyway, my pitch is that the board edge shouldn't provide supply equally to both players. It feels very silly when you land in Sea Lion and your German invaders are getting supplied through the board edges that are part of the English countryside. Similarly, in a North African campaign, typically the Germans are only getting supplies from the West, and the British from the East, yeah?

The board edge is currently a solid monocolor line. I propose changing it, where it intersects ground hexes, to the color of the army that it will provide supplies to.

This would make it marginally easier to surround enemies (you'd only have to cut them off from 'their' supply borders, rather than every border), and it would also allow the tidying up of those 'river at the edge of the board' maps that exist so that the player can surround enemies at certain board edges.

From a coding perspective it seems like it shouldn't be too tough or impose any particular play slowdowns. We know from the supply center mechanic that the game can handle particular spaces providing supply to only one side. If the board is surrounded by an invisible curtain of supply hexes, just outside of the player's view, then this is just a matter of altering them to be 'captured' by the appropriate side before the scenario begins.

The thing that makes me think this might not be feasible is the graphics necessary to display the information to the player. I know in most frameworks the border is a built in component. There probably isn't a mechanism in it to draw different sections in different colors. You'd probably have to swap in a custom border, and/or add a lot of functionality to the existing one. That seems like it's a lot to ask for a marginal improvement in a game that's already released.

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

Post by milliethedog » Thu Dec 31, 2020 10:11 pm

Denied Artillery is i think the easiest 3 pointer to get. i have played right through to the end of 40 several times. I am currently doing another run through now. Several things make it easy;
1) at the start of SCW if you send a unit to capture Gibralter you get a captured 203mm arty, since even with denied arty you start with 3 you just upgrade one to this unit. It is the best arty right through to 1940.
2) in the second game you can secure more 203mm by capturing the depot at the top right of the map.
3) as you capture 122mm and 155 mm soviet guns upgrade the other German 105mm to them. you should end SCW with a minimum of 3 Soviet heavy guns or more as you can purchase captured units.
moving to 39.

4) continue to purchase captured units as required
5) in the First Finnish game you can capture even more 203mms if you are careful.

In 40 if you save the Blucher you are give a Land Stuka (251 with rockets) and you can get a special Hero (female sorry i forgot her name) whom give 3 amm0 and 1 range. combine with double attack and or leathal attack

i now have a huge choice of captured arty, i am very careful to try and get as much arty to surrender as possible. I was lucky and benifited from the Beta testing were other people showed me the bennifit in SCW of picking the right traits and the use of surround and capture

Martin

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

Post by adiekmann » Thu Dec 31, 2020 11:33 pm

milliethedog wrote:
Thu Dec 31, 2020 10:11 pm
Denied Artillery is i think the easiest 3 pointer to get. i have played right through to the end of 40 several times. I am currently doing another run through now. Several things make it easy;
1) at the start of SCW if you send a unit to capture Gibralter you get a captured 203mm arty, since even with denied arty you start with 3 you just upgrade one to this unit. It is the best arty right through to 1940.
2) in the second game you can secure more 203mm by capturing the depot at the top right of the map.
3) as you capture 122mm and 155 mm soviet guns upgrade the other German 105mm to them. you should end SCW with a minimum of 3 Soviet heavy guns or more as you can purchase captured units.
moving to 39.

4) continue to purchase captured units as required
5) in the First Finnish game you can capture even more 203mms if you are careful.

In 40 if you save the Blucher you are give a Land Stuka (251 with rockets) and you can get a special Hero (female sorry i forgot her name) whom give 3 amm0 and 1 range. combine with double attack and or leathal attack

i now have a huge choice of captured arty, i am very careful to try and get as much arty to surrender as possible. I was lucky and benifited from the Beta testing were other people showed me the bennifit in SCW of picking the right traits and the use of surround and capture

Martin
I planned and have played AO39 and 40 each time with "Denied Artillery." I even play 1940 with Denied Air Force as well. If you plan it right during '39, you really needn't update any aircraft during '40 for most of the campaign to anything. The bf109F becomes available during Sea Lion, but you can do without it and have Spitefires eventually.

So that's 6 trait points off the bat, plus the default two and my favorite "Slow Modernization" and "Trench Slog" and I have 12 points worth of positive traits. Now, '41 and '42 will prove to be a challenge where I may be able to keep "Denied Artillery" but at some risk. Trench Slog too. I expect heavier losses in the Barbarossa battles...

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

Post by adiekmann » Fri Jan 01, 2021 12:33 am

My wishlist for changes/improvements...

1. A slider for adjusting the AI's prestige like there was in PC1. What prevents me from playing above the middle level of difficulty is the extra accuracy that they give the computer's units. Maybe a slider instead that gives them extra experience instead? Or one for both?

2. Heroes. I love heroes but am not exactly sure what to change about it. I have seen some others' suggestions but I have issues to lesser or greater degree with most of those ideas. So I will focus more on listing what I like and don't like instead of any "solutions" to them.
  • The number of crappy heroes. In PC1 at least you could reload if you got a lousy hero and hope for a better one. (e.g. getting a "First Aid" hero in SCW :roll: )
  • Similar to the one above, the lack of any choice or control of what heroes you get. Sure, you can reroll "Killer Team" to start a campaign, but have no idea of what you'll get for the rest of the DLC because it is preset. Would it be possible to see what the entire list would be? Because even if the first ones are just okay, perhaps the ones you would earn later in the DLC more than make up for it. Or likewise, you would know if it contains any you really need/want.
  • I can already see by the end of AO40 that the player will be swimming in heroes relative to the number of core units they have. So it appears that mid to late game you will have too many, but early game you are starving for more. Perhaps get a "set" of heroes all at the beginning of a DLC (even if you are importing a core) instead of the steady trickle of them after each map?
  • I love and find most interesting special historical heroes, like Galland, Kerscher, etc. I really loved PC1 after the 1.12 patch where those special heroes were introduced. I also find the current rate of 2-3 per DLC to be just right.
  • On a similar note, I also really like unique units like the Azul infantry that have special stats compared to regular units of the same type. I know you can't do SS units, but there were Heer elite units too, like Großdeutschland and Panzer Lehr. GD would be an especially good one since it started out as just a single infantry regiment before being upgraded to a Inf. Div. in 1942 and then a Pz.Gren. Div. in 1943.[
    /list]

    3. Keep to the basics of the game. Focus on combat always, no more "capture the victory hexes without hurting anybody" type of stuff. Innovate and diversify yes, but don't go too far. I really didn't care much for the "Forbach" scenario for example, whereas I thought Dunkirk and the Fallschirmjäger maps early in AO40 were excellent along with those involving the 7th Panzer Div. It is interesting how many scenarios in AO40 you are actually on the defensive while you think of the Wehrmacht being all on offense during that year.

    4. In my imagination and with seeing what has already been done in the first three DLCs, I can envision tons of interesting (and yet historical/realistic) possibilities in the upcoming Eastern Front, Africa, and Western Front DLCs! I can't wait for what you guys come up with!

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

Post by WalterTFD » Mon Jan 04, 2021 2:38 pm

Trivial suggestion that would, I think, help out a bit.

Append the general's name to the auto-saved game names, such that they don't overwrite one another if you do multiple playthroughs.

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

Post by PoorOldSpike » Mon Jan 04, 2021 6:28 pm

WISHLIST IDEA- I'm a big fan of the Random Mission Generator and I'd like to see terrain density options incorporated into it in a future update.
That way, we could tailor the map to simulate whatever period and theatre we want to play, for example thin density for the Russian steppes and thick density for the Ardennes etc.
At the moment the generator dishes up a standard default mixed terrain, but Ideally every terrain (including rivers, towns, roads, hills, mountains etc) should have its own density slider where 0= None, to 10= Very dense.

Below- it'd be nice to be able to simulate open steppes..
Image


or dense forests etc-
Image
Tanks were invented to make war more fun

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