Ideas for Panzer Corps 2

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Rudankort
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Re: Ideas for Panzer Corps 2

Post by Rudankort » Thu Oct 18, 2018 10:11 am

Retributarr wrote:
Wed Oct 17, 2018 9:02 pm
I'll be more specific!: One should not be able to instantaneously upgrade for example...all of the Tank Units in one's inventory just as a new Production Item comes out. Upgrading shoulid be regulated by the actual historical production limits. Therefore!, month by month or whatever, one should be able to "Incrementally Upgrade" as historical production quantities permit.
This change would be very unpopular with our players, so this is not going to happen in our own "official" content. HOWEVER, the new game does provide means to implement it in user's content, because we support various equipment pools in the engine. We are using them for prototypes and captured units, but there is no reason why the same pools cannotbe used for what you describe. I'm pretty sure that mods with limited equipment pool will appear once the game is released.

BTW, with the new slot system, I expect that people's cores will look more varied and realistic than before.

Rudankort
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Re: Ideas for Panzer Corps 2

Post by Rudankort » Thu Oct 18, 2018 10:55 am

Tephrias wrote:
Sun Sep 30, 2018 6:56 pm
Generals Make the game more replayable.

At the start of the campaign, the player get a general, who gives different bonuses in the whole campaign. The general get experience, can leveling. At 2-3 level can choose a specialization. Some example on german side: Panzer general, Infantry ( or Sturm) general, Engineer (or Mechanic) general, Aux general. Each general add new game mechanic, unique units.
I actually think this is a great idea.
goose_2 wrote:
Thu Sep 20, 2018 8:30 pm
idea for a scenario...mp balanced scenario
1940 France invasion
Battle at the Gembloux Gap...
Put it on our wish list.
superxingtan wrote:
Tue Aug 14, 2018 4:15 pm
Hi, I just have a silly idea. I'd like to see more super heavy tanks. I think Germany, USA, Britain, France, USSR, etc, had all planned their super heavy tanks at the end of the war, but few of them were made into the production phase. I'd like to see them in the game. I think it happened to ships as well, such as the Montana-class. It should be cool to add these war machines into the game.
We have added a few more super heavy units, compared to what Panzer Corps had.

dalfrede
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Re: Ideas for Panzer Corps 2

Post by dalfrede » Thu Oct 25, 2018 6:28 pm

I think an auto AAR generator, similar to Open General would be a good addition, even if only at the end of the campaign like the saved core.

There are numerous posts that ask 'How am I doing?', 'How much prestige do I need?'

A simple way for players to post the data behind their success [or failure] .

Stephen1024
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Re: Ideas for Panzer Corps 2

Post by Stephen1024 » Sun Oct 28, 2018 1:46 am

Hi all been while.

Firstly have be careful that doesn't do to much similar to order of battle.

I like the long GC campaigns would like see big campaigns again. I like see GC campaign have more branching then previously. Be nice see some allied GC campaign from British side. I know America bigger and make more sells. I like see us go to pacific too. Its called panzer corp so need big German campaign.
Examples of GC
British Africa and Europe (Maybe American and British mixed freedom buy from either pool)
American Pacific (Maybe American and British mixed freedom buy from either pool)
Germany grand campaign but more branching then previously
Russian campaign
Japanese campaign

Original Panzer Corp short campaigns had nice branching but to short and the long campaign way to fixed but had long term fun. Love the game not complaining am trying to help improve.

I think there should be more specialist like commando raids and special operations. If do that help stop people using large tank armies, as they need specialist equipment to do. Making units useful for more then damage they can do. Example American tac bombers heavy and do good damage, but British Mosquito won't do same damage but is very good fighter to and, its fast and very accurate as bomber. Previous games not much point having mosquito as American bomber out do it. Mosquito shouldn't get hit from AA like the American tac bombers and should fight on equal footing with comparable fighters of its time. Make each units strengths shine and its weaknesses.

Give players options make things as easy or hard as they want. No fun playing game to hard and no fun playing game to easy.

If going do commanders like 3d and russian 3d games old then please make sure can get reasonable set commanders. Old games were annoying as had always put air and bomber commanders cause you couldn't earn them taking cities. Ground commanders take city with unit and often got that units replacement. Nothing worse starting game to find no tank comanders or infantry. Might be nice choose over all commander to which gives whole army benefits and negatives to. Could also make for good differences in battles as can add different commanders to bad guys too, which would change as meet those commanders in new area etc. Give interesting mechanics to game especially if bad guys get given different leader each time enter area. Example if playing as British landing in France, You choose your leader and German's would be given leader for France at start. Each start would have different random leader.
German leader would change when you enter different area too.

Please can we find way not make the end of the game massive tank fest, infantry is as important end of game as beginning. Be nice get prototype equipment sometimes.

Good AI and supply system be good to. Inteligence gathering leading to clues about where some units are. No soft cap or if you do make it less painful, last one seem really kill game at times.

Important to have good combined arms, so AA protects against air attack, at will cover infantry from tank etc.

Nice having units given with historical unit commanders as shows what people can achieve, but please give option turn them off, as sometimes want it harder they can make it easier. Selling them giving free points spend which only helps people buy more.

Beyond this can't wait to see the game.

Stephen1024
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Re: Ideas for Panzer Corps 2

Post by Stephen1024 » Sun Oct 28, 2018 2:09 am

Forgot mention Paras need equipment that can be glider dropped with them. This help make Paras more usable. They need recon, art and anti tank.

I also like see SAS and get specialist jeeps to help them annoy the enemy.

niman
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Re: Ideas for Panzer Corps 2

Post by niman » Mon Nov 19, 2018 3:13 pm

I would love to suggest an idea for the Panzer Corps 2:

Why do you not consider adding a "Commander the Great War" kinda mode to the Panzer Corps 2?
In such a new campaign, we can command and run our forces throughout the whole of Europe, North Africa, Middle East (and even east coasts of the US or Canada!) in a greater strategic map. It goes beyond saying this will give our beloved Panzer Corps a completely new level of excitement. At least please think about it!

If you've got an opinion about what addressed above, please share it! I'd really love to hear your opinions. Cheers :)

dalfrede
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Re: Ideas for Panzer Corps 2

Post by dalfrede » Sun Nov 25, 2018 6:59 pm

I would suggest a Dragoon/Grenadier trait.
It allows dismount/switch with the expenditure of movement point[s].

Light AT and Art can deploy quickly from transport.
Calvary and Motorcycles can quickly dismount.

Heavy Art clearly would not have it.

Other posters have requested that Grenadier have this ability.
Since Grenadier tends to be heavy Infantry, it may not fit.
Perhaps multipurpose halftrack/Grenadiers that can switch after move, not just before.

NiMa
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Re: Ideas for Panzer Corps 2

Post by NiMa » Fri Nov 30, 2018 12:06 pm

Could we have a better look at the different types of infantry, please? The new infantry design does not seem to be that exciting, with their guns not aiming at the enemy! ;)

Patrick Ward
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Re: Ideas for Panzer Corps 2

Post by Patrick Ward » Fri Nov 30, 2018 4:44 pm

NiMa wrote:
Fri Nov 30, 2018 12:06 pm
Could we have a better look at the different types of infantry, please? The new infantry design does not seem to be that exciting, with their guns not aiming at the enemy! ;)
We haven't shown the final infantry.

The ones present in older screen shots are stand-in and not representative of the final asset. The engine at the time was automatically adding them and they've since been removed to avoid upset.
We won't be showing any until they're closer to final.

So to reiterate, for the forseeable future we will only be showing (some) vehicles, ships and planes.
You're seeing pre-alpha screensshots. Everything can, and likely will, change.
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Pat a Pixel Pusher

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Sweeper
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Re: Ideas for Panzer Corps 2

Post by Sweeper » Sat Dec 01, 2018 5:13 pm

About the only suggestion I have at this point is to consider porting Panzer Corps 2 to consoles, particularly Nintendo Switch, (which has been touting UE4 compatibility sincrle the beginning). The main reason is to reach out to gamers who might not be wargamers already, but could become so with Panzer Corps 2. It has good balance of simplicity in use with plenty of depth on the Tactical and Strategic side, so it'd be a good entry point.

The other reasons are fairly selfish. :) My first exposure to Panzer General back in the day was the Playstation 1 version, (this was before I owned my first PC) and I played the crap out of it until I lost the disc during a move. I later got Allied General for PS1 and played a lot of that as well, so sentimentality and nostalgia plays a part.

The other selfish reason for wanting it on the Switch is convenience. My day job is OTR Trucker, so I rarely have the time to pull out my laptop, set it up, and play some games. It's simply easier to pull out my Switch and play when I have the time.
I have PC1 on my ipad and do enjoy it, but I'd love to use a controller instead.

My 50 cents.

ClaireRedfieldU
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Re: Ideas for Panzer Corps 2

Post by ClaireRedfieldU » Tue Jan 01, 2019 12:18 pm

Remove the official cheating red units surrender. The limit on the purchase of one class of units.

Kirby
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Re: Ideas for Panzer Corps 2

Post by Kirby » Wed Jan 16, 2019 3:50 pm

Just cross-posting this here from the dev diary reply, because I think it's really important:


Come on devs, you should know better :) Don't get distracted with fancy 3D unit graphics. You know we don't actually look at unit graphics, especially not after a while: we look at unit type position on the grid.

The "discount badges" are no good - there's no clear way to tell the unit type at a glance.

Also, the unit badges should snap to grid, not to unit. The bottom corner of the hex should be anchor. So if the unit is way out in the distance (like those ships on screenshot 1), the unit badge doesn't "spill over" to the hex below. I'd rather have it spill over the unit graphics, as long as I can tell the unit type. If we want to see the 3D models in their full glory, we move the darn camera so the badges don't interfere.

I know these suggestions will make you cringe, but believe me, you'll thank me later :))

Rudankort
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Re: Ideas for Panzer Corps 2

Post by Rudankort » Thu Jan 17, 2019 2:33 pm

Kirby wrote:
Wed Jan 16, 2019 3:50 pm
Come on devs, you should know better :) Don't get distracted with fancy 3D unit graphics. You know we don't actually look at unit graphics, especially not after a while: we look at unit type position on the grid.

The "discount badges" are no good - there's no clear way to tell the unit type at a glance.
Hmmm not sure I understand this point. What are "discount badges"? On what grid do we look at unit type position? :)
Kirby wrote:
Wed Jan 16, 2019 3:50 pm
Also, the unit badges should snap to grid, not to unit. The bottom corner of the hex should be anchor. So if the unit is way out in the distance (like those ships on screenshot 1), the unit badge doesn't "spill over" to the hex below. I'd rather have it spill over the unit graphics, as long as I can tell the unit type. If we want to see the 3D models in their full glory, we move the darn camera so the badges don't interfere.
Yeah, the position of those unit plates is not final. We are still concentrating on things which prevent us from starting at least some limited alpha testing. As soon as we get there, we will be able to revisit visual aspects like this one.

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