Panzer Corps 2 - Dev Diary #3

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Rudankort
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

Gwaylare wrote: Fri Aug 31, 2018 6:07 pm Panzer Corps multiplayer mode is still very good, but I think there are also ways to improve it:
Great post! In fact, would not it be cool if all players from the current tournament posted similar lists of things they would like to see in MP? This might really help us to bring MP experience to a new level.
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 1) Do not take the online only approach BattleTech did, this will not address the community usually playing turn based games. PBEM and turn based games works fine together.
2) To address problems with cheating do not send a whole turn to the server but every single move or action.
If I got dev diaries right those points already may be addressed.
1) yes, but 2) not exactly. Players connected directly will exchange commands only, but PBEM server is not designed to handle separate actions, as far as I know. This might change, because handling commands can have many advantages, but for the time being it is what it is. I wonder though - why do you think this creates any fundamental problems with cheating?
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 3) Within the Current game section give some more information. Slitherines PBEM server is very limited here. I want to see which side I am playing and the current turn of game.
Should be relatively easy to do.
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 4) Please improve the replays of opponents turns. It would be perfect to scroll the replays forward and backwards and have a look at them during your whole turn. Now you have to save and reload a turn to watch a replay a second time and once you did a move you do not have any ability to watch a replay again.
Yes, what you describe will be possible in PzC2.
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 5) Give the possiblity to put notes within the game to remind you later.
Never thought of this one, but it sounds like a useful idea. Can you elaborate a bit more - how do you imagine it to work?
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 6) The balance of units could be improved a lot. In the later campaigns there are lots of units, but you will never use them. Why should I buy a PIVF when I could get a PIVG? So most of the time just the top units are relevant, just for infantry and sometimes artillery there are real choices. So notice which units are bought within MP games on the server and balance them. A simple way could be to make frequently used units more expensive und less used units cheaper.
Well, unit balance is never perfect, so all I can say here is that we will try our best. :) It would help us a lot if PzC MP community would be involved in the beta starting from early versions.
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 6a) Just if balance is improved: Within balanced or autogenerated maps please give the opportunity to start without any units and buy them all and deploy them within a deployment zone. Just learn from Field of Glory II.
7) Give us more information about combats. You have all the stats and dice rolls available of your turn, but no information about opponents turn. So just log the combat results to the server and make them accessible.
Both points are in the works. Regarding combats, I expect that the game will maintain a full list of all combats which ever happened in the current scenario, so you can always scroll through the list and view the log for any of them, not just the last one. Pause in Replay mode will also help with this of course.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

guille1434 wrote: Thu Aug 30, 2018 7:30 pm Thanks for the information update! I like the idea of "cross-class" upgrades. :-)
Speaking of which, if you were designing this feature, between which classes would you allow it? :)
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Re: Panzer Corps 2 - Dev Diary #3

Post by guille1434 »

Rudankort wrote: Fri Aug 31, 2018 10:33 pm
guille1434 wrote: Thu Aug 30, 2018 7:30 pm Thanks for the information update! I like the idea of "cross-class" upgrades. :-)
Speaking of which, if you were designing this feature, between which classes would you allow it? :)
Hello Alex! Hmmm... Good question... The most obvious answer seems to be (in my opinion) to allow "inter-class upgrades" between AT and Artillery classes, because the specialist troops in those two branches are trained and use similar "tools" (artillery pieces, some better suited to fire high speed AP projectiles, and the others better adapted to launch heavier and slower HE projectiles).

In fact, I remember that when the StuG IIIA self propelled assault gun was introduced in service, the crews of those units were artillery troops, not tank (panzer) crews.

But may be it would be better to allow the players to mod their customized "cross classes" upgrades... By using the same "series" system as used at present in PzCorps 1, but allowing that variable to be "global" between all the classes. For example: if I give to one unit in the "Artillery" class the series value "StuG" and at the same time I give the same value to another unit in the "Anti-Tank" class, that common series value would allow the "cross-class" upgrade. So, in the upgrade screen, in place of showing only units of the same class, it would show not just all the units within the same class, but also including also the units with the same "series" value. Also, as I have read here, it would be reasonable to "pay" with some unit experience and also may be an extra prestige value when executing a "cross-class" upgrade.

I hope I could explain it in a comprehensible way and it helps to you and your team! :-)
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Re: Panzer Corps 2 - Dev Diary #3

Post by sn0wball »

Rudankort wrote: Fri Aug 31, 2018 7:13 pm
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 5) Give the possiblity to put notes within the game to remind you later.
Never thought of this one, but it sounds like a useful idea. Can you elaborate a bit more - how do you imagine it to work?
Oh, how I miss that, too. When playing several games, over a long time, I tend to forget whatever strategic ideas I might have had. Or I forget that I had already scouted something ... too many moments of rediscovering Tigers I should have known about.

You could tie this to the chat feature. If the chat window is open during the turn at not only before and after wards, you could have one column of "Talk to All" to chat with your opponent and one column of "Talk to team", to, well, talk to your team in the case of co-op, or to gives notice to your future self in the case of 1-1.

And while we are at it, I would appreciate the option to put named markers (like little flags) on the map, visible only to me or my team. I would write "TIGER!" or "Attack here" or "Send reinforments here" on them.

But maybe this is just me playing on maps too big, with too much time between turns ...
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Re: Panzer Corps 2 - Dev Diary #3

Post by Gwaylare »

Rudankort wrote: Fri Aug 31, 2018 7:13 pm
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 2) To address problems with cheating do not send a whole turn to the server but every single move or action.
2) not exactly. Players connected directly will exchange commands only, but PBEM server is not designed to handle separate actions, as far as I know. This might change, because handling commands can have many advantages, but for the time being it is what it is. I wonder though - why do you think this creates any fundamental problems with cheating?
The PBEM mechanism does allow cheating, that is not an assumption but a fact. Slitherine reacts to this by monitoring the protocols of PBEM server, which is a reactiv way to control a problem. A better approach is to be proactive and change the mechanism to be less vulnerable. Just think about this like we use a source control like SVN, we do not send a whole release to the server but every single completed change.
The biggest problem I think is not cheating itself, but the unsureness and rumors about it. This does create a lot of destructive dynamic and like doping do harm sports, cheating do harm multiplayer games. So just address these problems during development. The main problem is in fact, that PBEM is an interface to transform a singleplayer game to multiplayer game. A better approach is to develop a multiplayer game ;-)
Panzer Corps has quite a large base of people playing multiplayer games, where should we start to get PBEM 2.0?

Please do not get me wrong, Slitherine has the best PBEM mechanism I know about, but you can do better.
Rudankort wrote: Fri Aug 31, 2018 7:13 pm
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 5) Give the possiblity to put notes within the game to remind you later.
Never thought of this one, but it sounds like a useful idea. Can you elaborate a bit more - how do you imagine it to work?
Just add a comment attribute to any visible object, like units or hex fields and allow to put just text into it in addition to a small icon near by :idea: .
When a replay is running you see units disapearing into the fog of war. It would be perfect to mark possible locations with a note into the hex.
Often I do have plans for a single unit what to do next turn. Then there is a break of some days those plans are gone. Most time I do remember short after moving this unit. It would be perfect to have an icon near unit with a note attached to remember.
Sometimes it would be great to mark an enemy unit to identify it later on, for example to realize it is the unit which was guarding the primary target two turns ago.
There should be permanent notes and notes with a lifetime of just one turn, vanishing at the end your next turn.

Panzer Corps is not just a game about tanks, it is a game about information.
Rudankort wrote: Fri Aug 31, 2018 7:13 pm
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 6) The balance of units could be improved a lot. In the later campaigns there are lots of units, but you will never use them. Why should I buy a PIVF when I could get a PIVG? So most of the time just the top units are relevant, just for infantry and sometimes artillery there are real choices. So notice which units are bought within MP games on the server and balance them. A simple way could be to make frequently used units more expensive und less used units cheaper.
Well, unit balance is never perfect, so all I can say here is that we will try our best. :) It would help us a lot if PzC MP community would be involved in the beta starting from early versions.
Sure I would be glad to join a beta test and my focus will be multiplayer, because I do not believe anymore in a clever AI. For an AI together with a complex game it is really hard enough to do a single move, but to move a group of units working together as combined arms is impossible at the moment. To be honest I am quite curious if a new AI would recognize a simple pattern like surrounding a unit, fire artillery and let them surrender.

So I guess as long as developing new 3D graphics is more important than improving an AI the answer will be no.
Rudankort wrote: Fri Aug 31, 2018 7:13 pm
Gwaylare wrote: Fri Aug 31, 2018 6:07 pm 6a) Just if balance is improved: Within balanced or autogenerated maps please give the opportunity to start without any units and buy them all and deploy them within a deployment zone. Just learn from Field of Glory II.
7) Give us more information about combats. You have all the stats and dice rolls available of your turn, but no information about opponents turn. So just log the combat results to the server and make them accessible.
Both points are in the works. Regarding combats, I expect that the game will maintain a full list of all combats which ever happened in the current scenario, so you can always scroll through the list and view the log for any of them, not just the last one. Pause in Replay mode will also help with this of course.
Great to hear this, Rudankort thanks for all your comments. You are doing a great job.

Best regards
Gwaylare
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Re: Panzer Corps 2 - Dev Diary #3

Post by verstaubtgesicht »

AlbertoC wrote: Wed Aug 29, 2018 12:52 pm The new AI is designed and implemented with random maps and random campaigns in mind. This means that it cannot rely on AI scripting at all. It must be able to figure out the structure of any map on its own, achieve any kind of scenario objective and try to prevent the opponent from doing the same. It can also purchase and deploy its whole army in case there are no preconfigured units in a given scenario.

On the other hand, AI scripting options in Panzer Corps 2 are also richer than in its predecessor. This means that it is possible to fine-tune the AI to exact desired behavior, which can be useful in a historical setting.
This sounds like great news. I wonder whether the randomness would kick in only in random maps, or there will be variation in regular scenarios? I would have loved to play PzC regular and GC campaigns where AI does different things during replays.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

Gwaylare wrote: Sat Sep 01, 2018 11:37 am The PBEM mechanism does allow cheating, that is not an assumption but a fact. Slitherine reacts to this by monitoring the protocols of PBEM server, which is a reactiv way to control a problem. A better approach is to be proactive and change the mechanism to be less vulnerable. Just think about this like we use a source control like SVN, we do not send a whole release to the server but every single completed change.
The biggest problem I think is not cheating itself, but the unsureness and rumors about it. This does create a lot of destructive dynamic and like doping do harm sports, cheating do harm multiplayer games. So just address these problems during development. The main problem is in fact, that PBEM is an interface to transform a singleplayer game to multiplayer game. A better approach is to develop a multiplayer game ;-)
Panzer Corps has quite a large base of people playing multiplayer games, where should we start to get PBEM 2.0?

Please do not get me wrong, Slitherine has the best PBEM mechanism I know about, but you can do better.
Yes,I understand all this. My question was more narrow and related directly to this statement:
To address problems with cheating do not send a whole turn to the server but every single move or action.

I was wondering why you think sending commands to server and not the whole game will reduce the amount of cheating. Of course, if we don't allow the player to make his turn offline, and will require every command to be sent to server before the next action can be done, this will probably make cheating more complicated. But this could potentially result in a poor player experience, where network lag slows down the game considerably. Slitherine server is also known to process requests slowly, so this could further slow down the game. Since there are many well-intentioned players and only a few cheaters, it looks like a bigger and better part of our player base will suffer because of a few wicked people. ;)
Gwaylare wrote: Sat Sep 01, 2018 11:37 am Just add a comment attribute to any visible object, like units or hex fields and allow to put just text into it in addition to a small icon near by :idea: .
When a replay is running you see units disapearing into the fog of war. It would be perfect to mark possible locations with a note into the hex.
Often I do have plans for a single unit what to do next turn. Then there is a break of some days those plans are gone. Most time I do remember short after moving this unit. It would be perfect to have an icon near unit with a note attached to remember.
Sometimes it would be great to mark an enemy unit to identify it later on, for example to realize it is the unit which was guarding the primary target two turns ago.
There should be permanent notes and notes with a lifetime of just one turn, vanishing at the end your next turn.
sn0wball wrote: Sat Sep 01, 2018 8:15 am You could tie this to the chat feature. If the chat window is open during the turn at not only before and after wards, you could have one column of "Talk to All" to chat with your opponent and one column of "Talk to team", to, well, talk to your team in the case of co-op, or to gives notice to your future self in the case of 1-1.
And while we are at it, I would appreciate the option to put named markers (like little flags) on the map, visible only to me or my team. I would write "TIGER!" or "Attack here" or "Send reinforments here" on them.
OK, this does sound good and not overly complicated to do. I'll put it on our TODO list. Thanks guys, great suggestions.
guille1434 wrote: Sat Sep 01, 2018 2:17 am Hello Alex! Hmmm... Good question... The most obvious answer seems to be (in my opinion) to allow "inter-class upgrades" between AT and Artillery classes, because the specialist troops in those two branches are trained and use similar "tools" (artillery pieces, some better suited to fire high speed AP projectiles, and the others better adapted to launch heavier and slower HE projectiles).
In fact, I remember that when the StuG IIIA self propelled assault gun was introduced in service, the crews of those units were artillery troops, not tank (panzer) crews.
Interesting observation, although I have a feeling that many players will want to upgrade some of their panzers to Elefants, JagdPanthers and JagdTigers in the late war. :) Also, there is at least one famous example of Michael Wittmann who commanded both tank and tank destroyer.
guille1434 wrote: Sat Sep 01, 2018 2:17 am But may be it would be better to allow the players to mod their customized "cross classes" upgrades... By using the same "series" system as used at present in PzCorps 1, but allowing that variable to be "global" between all the classes. For example: if I give to one unit in the "Artillery" class the series value "StuG" and at the same time I give the same value to another unit in the "Anti-Tank" class, that common series value would allow the "cross-class" upgrade. So, in the upgrade screen, in place of showing only units of the same class, it would show not just all the units within the same class, but also including also the units with the same "series" value. Also, as I have read here, it would be reasonable to "pay" with some unit experience and also may be an extra prestige value when executing a "cross-class" upgrade.
Hmm.... I'm not sure this will work. Even if we allow cross-class upgrade to just a single type belonging to the same "series", we can then legitimately upgrade to any other units in the same class, because within the same class we do not limit possible upgrades.
verstaubtgesicht wrote: Sat Sep 01, 2018 6:25 pm This sounds like great news. I wonder whether the randomness would kick in only in random maps, or there will be variation in regular scenarios? I would have loved to play PzC regular and GC campaigns where AI does different things during replays.
Well, this is an interesting question. The thing is, the AI in Panzer Corps is programmed to choose different strategy in different playthroughs. For example, at the beginning of a scenario it chooses its level of aggressiveness randomly, and also picks random order in which to fortify his objectives and cities. So, it can definitely play differently when you play the same scenario a few times. The question is, how many people noticed this difference in AI behavior? :) In Panzer Corps 2 we of course use the same approach. The AI is not deterministic and can play differently. But will this be enough to create a noticeably different gameplay experience? That is the question.
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Re: Panzer Corps 2 - Dev Diary #3

Post by verstaubtgesicht »

Rudankort wrote: Sun Sep 02, 2018 12:23 am Well, this is an interesting question. The thing is, the AI in Panzer Corps is programmed to choose different strategy in different playthroughs. For example, at the beginning of a scenario it chooses its level of aggressiveness randomly, and also picks random order in which to fortify his objectives and cities. So, it can definitely play differently when you play the same scenario a few times. The question is, how many people noticed this difference in AI behavior? :) In Panzer Corps 2 we of course use the same approach. The AI is not deterministic and can play differently. But will this be enough to create a noticeably different gameplay experience? That is the question.
My skill level might be low, but I have not seen a noticeable difference in AI strategy and tactics between playthroughs. Usually, attacks and orders to hold came at predetermined/scripted times.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Intenso82 »

Rudankort wrote: Thu Aug 30, 2018 7:13 pm
Intenso82 wrote: 30 Aug 2018 13:01
Oh, there will be no more Series this is sad.
Well there are two things. First, as I said, the effect of series which existed in Panzer Corps is no longer actual in Panzer Corps 2. WE would need to replace it with something else. Do you have any suggestions what to replace it with? Second, this feature was designed in the base game with Germany in mind. Germany has several very distinctive series, like Panzer III and IV and Bf109. It is much less clear cut with many other nations, and so ultimately this feature looked somewhat one-sided. Why do you think it is important to keep? How exactly does it benefit the gameplay?
It is difficult to speak now without seeing the full picture.
Intenso82 wrote: Thu Aug 30, 2018 1:01 pm In Panzer Corps 2 series mechanic is kinda obsolete, because all upgrades cost the difference between old and new unit. But what you describe should be easily doable with traits.
I correctly understood that in PZC2 all upgrades will be considered as the difference in cost between the two units?

I can only say that I do not like to use the Series in my mod.
I prefer an upgrade for the full cost. But this is my decision for mod. I could choose this.
And I use Series only for some units, as well as for infantry 41 years, 42 years, etc.
But if the mod was for Germany's side, then I would like to use the Series more actively.

If all this or reverse version of Series can also be replaced with parametrized traits then ok.

Also I hope that having such a large amount of traits the game will not look like a fantasy rpg :)
Traits will have hidden properties or will they all be visible in the UI?

In any case, it's better to come back to this later, on beta :)
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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Re: Panzer Corps 2 - Dev Diary #3

Post by Erasermarek »

just one thing... in next GC please focus on main battle and focus on eastern front. I still believe we dont get another vanilla campaign with one map for Kursk, one map for Stalingrad and one map for Moscow (only with year modification). Moscow, Stalingrad or Kursk deserve maybe 5-6 scenario or even more. 1 month fight in Poland you can create 11 scenarios... so i think this decisive battle deserves even more. I say now - if we get another small vanilla campaign with Poland-France-Barbarossa-Moscow in 7 scenarios i dont care about PzC 2, till we get something similiar to GC.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

Intenso82 wrote: Mon Sep 03, 2018 1:37 pm Traits will have hidden properties or will they all be visible in the UI?
Yes, any trait can be marked as visible and hidden, but we'll probably use "hidden" on rare occasions only, because the players need to understand what is going on.
Erasermarek wrote: Tue Sep 04, 2018 10:16 am just one thing... in next GC please focus on main battle and focus on eastern front. I still believe we dont get another vanilla campaign with one map for Kursk, one map for Stalingrad and one map for Moscow (only with year modification). Moscow, Stalingrad or Kursk deserve maybe 5-6 scenario or even more. 1 month fight in Poland you can create 11 scenarios... so i think this decisive battle deserves even more. I say now - if we get another small vanilla campaign with Poland-France-Barbarossa-Moscow in 7 scenarios i dont care about PzC 2, till we get something similiar to GC.
As I mentioned in dev diary #2, the new campaign will be a middle ground between the old PzC vanilla and GC in terms of size. I don't think it is realistic to split any single battle into 5-6 scenarios in the base game, but we'll see what we can do. :)
ElvinStrawhat wrote: Tue Sep 04, 2018 1:13 pm I really like this game and the graphics is really great.
Welcome to the forum!
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Re: Panzer Corps 2 - Dev Diary #3

Post by Kerensky »

Rudankort wrote: Mon Sep 10, 2018 10:11 am
As I mentioned in dev diary #2, the new campaign will be a middle ground between the old PzC vanilla and GC in terms of size. I don't think it is realistic to split any single battle into 5-6 scenarios in the base game, but we'll see what we can do. :)
Well that seems to be a very telling comment. It sounds like the campaign hasn't entered production, because its planning isn't even complete. I'd definitely write off the 2018 release on that alone, but that's fine, there's just not much 2018 left except the overcrowded holiday season anyways.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

Kerensky wrote: Mon Sep 10, 2018 9:23 pm Well that seems to be a very telling comment. It sounds like the campaign hasn't entered production, because its planning isn't even complete. I'd definitely write off the 2018 release on that alone, but that's fine, there's just not much 2018 left except the overcrowded holiday season anyways.
Interesting comment from someone who expanded USA from one scenario to three in the vanilla campaign, after it was already planned and produced. ;)

But of course, in a game like this, where campaign can only be created after many other aspects of the game are finalized, you guess correctly that campaign is one of the things running behind schedule.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Kerensky »

Rudankort wrote: Tue Sep 11, 2018 2:14 amInteresting comment from someone who expanded USA from one scenario to three in the vanilla campaign, after it was already planned and produced. ;)

But of course, in a game like this, where campaign can only be created after many other aspects of the game are finalized, you guess correctly that campaign is one of the things running behind schedule.
What you say is true, but I have to point out the very large difference between adding something to the end of a campaign as opposed to modifying the middle of it to stretch or shrink. I don't think any campaign planning documents have been publicly announced yet, so that only leaves speculating. Better to just wait and see how it takes shape.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Sid Meier »

It is very amusing to read conversations between Content Designer and FlashBack Games.
LoL.
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Re: Panzer Corps 2 - Dev Diary #3

Post by Rudankort »

Sid Meier wrote: Tue Sep 11, 2018 6:46 pm It is very amusing to read conversations between Content Designer and FlashBack Games.
LoL.
Welcome to the forum. It is an honor to have you here with us. :)
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Re: Panzer Corps 2 - Dev Diary #3

Post by 13obo »

Haha. Now all we need is Garry Grigsby to make it full house.
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Re: Panzer Corps 2 - Dev Diary #3

Post by bebro »

Wow. The only question is now if Sid Meier was hired by Slitherine or if he's the new owner...;)
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Re: Panzer Corps 2 - Dev Diary #3

Post by Erasermarek »

I think creation campaign will take less time like to create mechanics, graphics etc... yes its not 1 week work but still i think its easy create something to functional game like when you just planned add something to something who dont even work properly... so im not scared about time we have before XMAS and i still believe we can start play beta before XMAS. Split USA to 3 parts was good point! and Grand Campaign make this game great again. :) Just remember... quality, quality... testing, testing... than we can spend money and devs have some holidays. (sry again for my poor english)

I don't think it is realistic to split any single battle into 5-6 scenarios in the base game, but we'll see what we can do. :)

Just focus on 3 main battle - Moscow, Kursk, Stalingrad... i better spend hours in ruins of Stalingrad like play 3 maps in "nowhere"...
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Re: Panzer Corps 2 - Dev Diary #3

Post by ptje63 »

I will surely try out PC2, but my doubts about combining this wonderful board game with a 3D environment remain. The units stand out (on purpose) to recognize them instantly, but a 3D environment IMHO expects units to be (somewhat) hidden, as camo would arrange for. A 3D environment would expect units to become part of the view, blending in, instead of standing out. It is combining two elements that in themselves are best when treating them as two seperate ways of considering and playing a game.
COH was my first experience of what one would expect from a 3D environment. For me, PC2's approach is still too similar looking like PG3D. Will SURELY buy it, no doubt, but then I guess the changes/improvements in rules, etc as main reason. Modernisation does not always imply improvement - wish you would issue a PC1 update, with PC2's improvements in rules, etc. ;-). :-)
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