Panzer Corps 2 - Dev Diary #5

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13obo
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Re: Panzer Corps 2 - Dev Diary #5

Post by 13obo » Fri Oct 26, 2018 11:23 am

Sequences of successful games don't get rushed out "always" because the developer can afford to stay in business. Mount and blade 2 or ufo extraterrestrials 2 are perfect examples of such games that have stayed longer in development despite constant pressure from fans to release.

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Re: Panzer Corps 2 - Dev Diary #5

Post by proline » Sun Oct 28, 2018 1:27 am

13obo wrote:
Fri Oct 26, 2018 11:23 am
Sequences of successful games don't get rushed out "always" because the developer can afford to stay in business. Mount and blade 2 or ufo extraterrestrials 2 are perfect examples of such games that have stayed longer in development despite constant pressure from fans to release.
I didn't say all games are rushed out, I said all developers start out saying the right things. Nobody every says "We'll release by Christmas even if it's total crap". But the pressure is real, and the proof of the pudding is only in the eating. We'll see what gets released with respect to PzC2. Maybe the quality will reflect PzC for PC, maybe it will reflect PzC for Mac. Time will tell.

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Re: Panzer Corps 2 - Dev Diary #5

Post by Stephen1024 » Thu Nov 01, 2018 2:18 pm

Question if your going give more for how fast maps completed. How are you going balance that as if I take 15 turns but have huge repair bill not worth doing fast if I can do same in 20 turns and no repair bill and hence have same prestige? Do I want be rewarded for behaviour like Patton or should I behave more like Rommel or Monty. Patton was jerk got lot people killed needlessly at times for his personal glory.

Over run like it in Panzer general but if you go special feature like this are you not going then get people to build heavy tank army and then have same issues as Panzer Corps? If going have over run for tanks what ability could you give other unit types so units are balanced?

I do like sound of way your going with Panzer Corps 2 just playing devils advocate as way help improve it.

I like see some behind enemy lines advantages but to do this need more then simple paras and special forces. They need not count for supply for length of time. They need the equipment to capture and hold. Anti tank weapons and arty, that will drop by glider. Need the ability resupply behind the lines army as unfair have them completely clear of supply needs but also unfair if soon as land they count as out of supply. Having the ability to use behind line warfare helps open up possibilities.

Captured units should sometimes give information about the enemy too. Intelligence wins wars. Capturing places with in a time frame should give intelligence too, not always but sometimes.

As for other countries I rarely used units from other countries in first Panzer corps because most time I couldn't buy as was on the limit for slots. Don't get reasoning for this if want add Romanian troops they are an ally then should be able to.

Also think you need to make the advantages and disadvantages of each unit more pronounced. Often in Panzer Corps was easy just buy unit that does most damage of each type.


Personally I preferred long campaigns like German GC and the American GC. Short campaigns just starting really build core and your near end already. Nice watch core grow and gain experience.

Like GC for Germans
GC for allies in Europe and one for pacific (Ability choose which allied power to be)
Japanese GC
Russian GC
For me I prefer balance of historical and what ifs when you do well enough. Not much fun win in Moscow just end up on retreat, but sometimes yeah I like be able follow historical all the way.

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Re: Panzer Corps 2 - Dev Diary #5

Post by Stephen1024 » Thu Nov 01, 2018 4:43 pm

Important question

Are you doing core slots per map or total core units allowed?

I ask because it change game dynamics a lot. If your doing per map then I am able build army any size but limited how many slots per map. I have more choice and makes more interesting. If doing total core size then I can only buy what have slots for am stuck using same units every battle. This greatly limiting as forces me to play every map in similar way, if this is so would make game rather boring after few battles.

Personally I prefer having any units I want then choosing for each battle based on slot limits for that battle. I can decide from map what I think will be better make up for that battle. This way I can adapt be flexible each battle and its less boring more choice.

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Re: Panzer Corps 2 - Dev Diary #5

Post by Kerensky » Fri Nov 02, 2018 4:10 am

Stephen1024 wrote:
Thu Nov 01, 2018 4:43 pm
Important question

Are you doing core slots per map or total core units allowed?

I ask because it change game dynamics a lot. If your doing per map then I am able build army any size but limited how many slots per map. I have more choice and makes more interesting. If doing total core size then I can only buy what have slots for am stuck using same units every battle. This greatly limiting as forces me to play every map in similar way, if this is so would make game rather boring after few battles.

Personally I prefer having any units I want then choosing for each battle based on slot limits for that battle. I can decide from map what I think will be better make up for that battle. This way I can adapt be flexible each battle and its less boring more choice.
I'm not sure I understand, can you clarify?

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Re: Panzer Corps 2 - Dev Diary #5

Post by Stephen1024 » Fri Nov 02, 2018 5:17 am

Kerensky wrote:
Fri Nov 02, 2018 4:10 am
Stephen1024 wrote:
Thu Nov 01, 2018 4:43 pm
Important question

Are you doing core slots per map or total core units allowed?

I ask because it change game dynamics a lot. If your doing per map then I am able build army any size but limited how many slots per map. I have more choice and makes more interesting. If doing total core size then I can only buy what have slots for am stuck using same units every battle. This greatly limiting as forces me to play every map in similar way, if this is so would make game rather boring after few battles.

Personally I prefer having any units I want then choosing for each battle based on slot limits for that battle. I can decide from map what I think will be better make up for that battle. This way I can adapt be flexible each battle and its less boring more choice.
I'm not sure I understand, can you clarify?
Hi Kerensky
My question relates to how are you going to use core slots are they per mission or total allowed?
Per map enables a player buy more then the slots allowed like in Panzer corps but at mission start have choose from all reserves. In this way I am free use more 88 on defensive map and not use all those 88 others times.

or

Are core slots locked in so if game says 10 slots that maxium space I have to buy my core, I can't have reserve of units. Doing this locks in what person can use for each map. In this way if I bought 4 88s for defensive map I have sell those to be able change my core for another map or I continue use 4 88s every map.


I ask because as said changes dynamics of the game. I not talking about core slot growth that different I expect size of core force grow over time from beginning to end of a campaign. Simplist way to put it is will we be allowed reserve which we choose from each map?

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Re: Panzer Corps 2 - Dev Diary #5

Post by Kerensky » Fri Nov 02, 2018 9:54 am

I would assume there is a reverse just like Panzer Corps had it, but I don't think it's confirmed yet.

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Re: Panzer Corps 2 - Dev Diary #5

Post by wahidovic » Fri Nov 02, 2018 10:09 pm

Stephen1024 wrote:
Fri Nov 02, 2018 5:17 am
Kerensky wrote:
Fri Nov 02, 2018 4:10 am
Stephen1024 wrote:
Thu Nov 01, 2018 4:43 pm
Important question

Are you doing core slots per map or total core units allowed?

I ask because it change game dynamics a lot. If your doing per map then I am able build army any size but limited how many slots per map. I have more choice and makes more interesting. If doing total core size then I can only buy what have slots for am stuck using same units every battle. This greatly limiting as forces me to play every map in similar way, if this is so would make game rather boring after few battles.

Personally I prefer having any units I want then choosing for each battle based on slot limits for that battle. I can decide from map what I think will be better make up for that battle. This way I can adapt be flexible each battle and its less boring more choice.
I'm not sure I understand, can you clarify?

Hi Kerensky
My question relates to how are you going to use core slots are they per mission or total allowed?
Per map enables a player buy more then the slots allowed like in Panzer corps but at mission start have choose from all reserves. In this way I am free use more 88 on defensive map and not use all those 88 others times.

or

Are core slots locked in so if game says 10 slots that maxium space I have to buy my core, I can't have reserve of units. Doing this locks in what person can use for each map. In this way if I bought 4 88s for defensive map I have sell those to be able change my core for another map or I continue use 4 88s every map.




I ask because as said changes dynamics of the game. I not talking about core slot growth that different I expect size of core force grow over time from beginning to end of a campaign. Simplist way to put it is will we be allowed reserve which we choose from each map?

Personally, I do not expect the volume of core strength to grow over time from start to end.
Last edited by VPaulus on Thu Nov 08, 2018 10:27 am, edited 1 time in total.
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Re: Panzer Corps 2 - Dev Diary #5

Post by Gwaylare » Sun Nov 04, 2018 10:42 am

Before there was a discussion about special excape hexes to retreat with a core unit from battlefield to replace it with another core unit. I think this is not confirmed either, but the discussion itself does absolutely make no sense, if there is an overall core limit insteed of a core limit per map, because there is no reserve available.

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Re: Panzer Corps 2 - Dev Diary #5

Post by dalfrede » Sun Nov 04, 2018 6:47 pm

Stephen1024 wrote:
Thu Nov 01, 2018 4:43 pm
Important question
Are you doing core slots per map or total core units allowed?
One of the key differences between PzC and PG [& OG] is the limiting of core slots per scenario, not campaign. This is not likely to change.
The goal is to give content creators the maximum flexibility.
Forcing a campaign to have every scenario the same size is crazy.
The developers may have not bothered to answer this question because this issue was solved in PzC .
One can assume it will stay solved in PzC2.

There has been mention of additional options for content creators, never less.

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Re: Panzer Corps 2 - Dev Diary #5

Post by Stephen1024 » Sun Nov 04, 2018 9:36 pm

dalfrede wrote:
Sun Nov 04, 2018 6:47 pm
Stephen1024 wrote:
Thu Nov 01, 2018 4:43 pm
Important question
Are you doing core slots per map or total core units allowed?
One of the key differences between PzC and PG [& OG] is the limiting of core slots per scenario, not campaign. This is not likely to change.
The goal is to give content creators the maximum flexibility.
Forcing a campaign to have every scenario the same size is crazy.
The developers may have not bothered to answer this question because this issue was solved in PzC .
One can assume it will stay solved in PzC2.

There has been mention of additional options for content creators, never less.
You misunderstood my question!

Games always going get more core slots as you move through it. My point and question is are we allowed reserve as we did in first game or will we be allowed only set number core slots for each map. Having reserves changes dynamics and gives more freedom to each map. For defensive map might have more 88s, for city fight I use more infantry etc, this only possible if we are allowed a reserve. If you have fixed core size and no reserves I can't use extra infantry as I would be stuck with them or I have to sell some.

You could have it similar to panzer assult 3d where choose equipment for each map. That game didn't use experience like Panzer Corps did.

Personally I hope we will be allowed a reserve as we did in Panzer Corps.

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Re: Panzer Corps 2 - Dev Diary #5

Post by dalfrede » Sun Nov 04, 2018 11:44 pm

Stephen1024 wrote:
Sun Nov 04, 2018 9:36 pm
Games always going get more core slots as you move through it.
No they don't.

The main campaigns Wehrmacht, AC, and AK may, the DLCs don't.

GC42 cuts core slots to 9, and eliminates your reserve.
The number of core slots peaks in GC43 and declines through GC45.
There is thread in the PxC forum that lists the core slots per scenario, but Slitherine is slow now so my search for it is taking too long.

US Corps has scenarios that don't allow aircraft.
AlbertoC wrote: Splitting units. In Panzer Corps 2 any unit can be split into two equal halves (of course, at a cost of additional unit slots) which will act on the battlefield as two independent units. Splitting has countless tactical uses, especially in combination with encirclements as described above. Certain unit classes can especially benefit from it, like recon.
AlbertoC wrote: Unit slots determine how many units the player can have in the core force, which travel from scenario to scenario in a campaign. In Panzer Corps, every unit occupied a single core slot. In Panzer Corps 2 this will change so that a unit can occupy one or several slots. More powerful units will take more slots.
The two above quotes require a reserve pool to make sense. If PzC is screwed up it will not be from not allowing a reserve.
They may be fools, but they are not stupid. :)

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Re: Panzer Corps 2 - Dev Diary #5

Post by Stephen1024 » Mon Nov 05, 2018 8:27 am

Neither quote states there will be reserve. I agree if they change the ability for having reserve it would mess things up. Panzer assault 3d had core slots and units could take lot slots (3 core slots max size a unit) game also had no reserve. Unit commander gained not unit itself in 3d and you could repick units and commanders every map. Actually non of the Panzer General series had reserve.

No I don't take it they will keep it same. Panzer assault 3d changed how core slots were used. Game Devs often change things up as often no changes make for complaints. Change can be good thing, but somethings should remain same.

GC42/43 west is odd ball which is understandable. There wasn't lot for Germans to do in west in 42. Afrika Corps never made it out.

Main GC east grows till you hit 50 core slots. Then it decreases some what. Off the top my head not sure how big core got in GC west.

DLCs always free to move away from core game rules. Core concept is growing army. a map may change things up here and there and as said DLCs free from core concepts. Most people wouldn't buy game if army didn't grow.

Yes during parts day this forum is very hard to do anything in and yet for me quiet hours night it runs much faster. Maybe someone ddos attacking slitherine? It is linked to its store so wouldn't be surprised if someone is trying hack that. If not that then don't understand why so slow for good part day. Wasn't like this few years back. Shame forum so slow there lot useful info in it.

They have said they will include day and night cycle, this going change things up some what. Curious how they work that as night time requires night fighters, night fighters no good in day time. Each fighter would require core slots. Also only night time fighting often done by specialist troops para drops etc. Most battles didn't fight at night as to easy for blue on blue. Might get patrol duty for prisoners. So far the limited info we have makes for lot questions but don't think we get some answers till they are more ready. Fact Panzer strategy out on open access, I do wonder how much that will change things too.

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Re: Panzer Corps 2 - Dev Diary #5

Post by koopanique » Tue Nov 06, 2018 9:10 am

Panzer Strategy looks far less moddable and potentially more clunky than PzC2, so I think it will not take too much room from PzC2

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Re: Panzer Corps 2 - Dev Diary #5

Post by Erasermarek » Thu Nov 08, 2018 1:23 pm

Panzer Strategy is trash.. i refund game.

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Re: Panzer Corps 2 - Dev Diary #5

Post by Flynnstone03 » Fri Nov 09, 2018 7:34 pm

I just have a quick question for the devs. In one of the previous Dev Diaries it said the rosters of more minor nations would be expanded. How much does this apply to France? Will we see tanks like the ARL44 in the game? I'm asking because I like to design campaigns where it's possible for the allies to hold onto France. With that in mind it would be great if France had access to more advanced equipment so they can still play a active role in the scenarios after 1940 when all their tanks start to become obsolete.

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Re: Panzer Corps 2 - Dev Diary #5

Post by goose_2 » Fri Nov 09, 2018 9:16 pm

Flynnstone03 wrote:
Fri Nov 09, 2018 7:34 pm
I just have a quick question for the devs. In one of the previous Dev Diaries it said the rosters of more minor nations would be expanded. How much does this apply to France? Will we see tanks like the ARL44 in the game? I'm asking because I like to design campaigns where it's possible for the allies to hold onto France. With that in mind it would be great if France had access to more advanced equipment so they can still play a active role in the scenarios after 1940 when all their tanks start to become obsolete.
+1
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Re: Panzer Corps 2 - Dev Diary #5

Post by Erasermarek » Tue Nov 13, 2018 8:25 am

ARL44, BDR 1 G1, AMX M4, Lorraine 40t, AMX 50....

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Re: Panzer Corps 2 - Dev Diary #5

Post by ajknye_slith » Wed Nov 14, 2018 1:43 am

Looks great, any idea on a possible release date?

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Re: Panzer Corps 2 - Dev Diary #5

Post by Teku » Wed Nov 14, 2018 8:44 am

I love the changes to make everything cleaner and more efficient. But a question for the devs, will capture-able units remain a thing and if so will the be a wider variety of units to capture? i know it was a kinda niche thing in panzer corps but it was a mechanic that i thought was a nice touch and i enjoyed the challenge of seeing how far i could make in the game with them without changing it. So again, will they remain a thing or will it just be discarded?

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