Ideas for Panzer Corps 2

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

Moderator: Panzer Corps 2 Moderators

Rudankort
FlashBack Games
FlashBack Games
Posts: 2926
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

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
FlashBack Games
FlashBack Games
Posts: 2926
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

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
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 337
Joined: Wed Mar 15, 2017 7:48 pm

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
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 322
Joined: Wed Sep 16, 2015 12:34 pm

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
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 322
Joined: Wed Sep 16, 2015 12:34 pm

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
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 1
Joined: Tue Oct 16, 2018 2:49 pm

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
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 337
Joined: Wed Mar 15, 2017 7:48 pm

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
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 29
Joined: Thu Jun 01, 2017 10:32 am

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
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 393
Joined: Thu Sep 04, 2014 2:49 pm

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.
............................

Pat a Pixel Pusher

............................

Sweeper
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 2
Joined: Wed Dec 03, 2014 1:16 pm

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
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 97
Joined: Wed Dec 27, 2017 7:04 pm

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
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 73
Joined: Mon Jun 24, 2013 11:56 am

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
FlashBack Games
FlashBack Games
Posts: 2926
Joined: Sat Aug 21, 2010 2:23 pm
Contact:

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.

corneliul
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 21
Joined: Fri Jan 14, 2011 10:04 pm

Re: Ideas for Panzer Corps 2

Post by corneliul » Fri Feb 01, 2019 9:24 am

Hi. Any dev intention to create or port panzer game or turn based on blockchain like ETH for example? I'd love to have unique troops in a game like panzer and new economics of game. Thanks.

Retributarr
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 229
Joined: Wed Jun 04, 2014 7:44 pm

Re: Ideas for Panzer Corps 2

Post by Retributarr » Tue Feb 05, 2019 2:29 pm

Zoom-Feature!:
Please consider including a "Zoom-Feature-Adjustment-Tool"...for Zooming in or Zooming out!. (Poor Eye-Sight-Reason's Etc.) Sometimes I would like to be able to see the Unit's and the Action "Up-Close", instead of only having available...'a far-off Bird's-Eye-View'. The Mouse-Wheel could possibly be used for this function.

When playing some games, for example, in an Air-Combat situation...I cannot tell whether I have really destroyed an opposing Air-Craft or not?, why-not possibly also include some kind of battle-damage indicator's to help let the player know how he is progressing as far as results for battle-damage or kill's!.

To 'further illustrate'...say for Destroying an opposing Aircraft for example,...show a fiery Air-Burst indicator (W/Associated Noise) while including also perhap's a brief aircraft noise of an airplane diving out of control to a ground crash!. Then!!!...I will know for a certainty that I have eliminated my opponent. The same could go for other combat situations.

These mulling's just came to mind as I was dabbling with..."Strategic Command Classic WWII - Global Conflict Gold".

Retributarr
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 229
Joined: Wed Jun 04, 2014 7:44 pm

Operation Sealion (German: Unternehmen Seelöwe),

Post by Retributarr » Tue Feb 12, 2019 6:32 am

Operation Sealion (German: Unternehmen Seelöwe),
https://en.wikipedia.org/wiki/Operation_Sea_Lion

After looking over the web-site, can someone see if it is possible to make an 'Operation Sealion' campaign?.

Image

To make a long story short...

To make this invasion of England possible, first!..."Air-Superiority" would be absolutely necessary. and...2nd..."Control over the Channel" to a significant enough degree would also be absolutely necessary in order to make an invasion possible.

To gain air-superiority, the German's failed in this task for 2-Main Reason's!.

1. They initially attacked the 'Radar-Stations' and were in the process of destroying them, however...for some reason...the mission was never completed???. The German's must not have realized...just how vitally-important these 'Radar-Stations' would be to British 'Fighter-Command' in ensuing final victory over the 'Luftwaffe'.

Had the 'Radar-Stations' been 'neutralized/put out of commission', Fighter Command very likely would have not been able to derail Hermann Göring's Luftwaffe effort's to have sufficient/necessary control over the air-space over England in order to help ensure that the invasion could be successful!.

2. At the outset the Luftwaffe 'Bombed and Strafed' the British Airfields, destroying aircraft on the ground as well as 'Pot-Holing' the airfield landing surface so intensely so as to make the airfield landing strips unusable for take-off or landing.

Then due to a 'Bomber-Groups' unintentional bombing of a British coastal harbour and town during the dark of night (They got lost!), British Bomber-Command then dispatched an air-fleet of bombers to bomb Berlin in retaliation!. Hitler got horribly upset, got his 'ire' up,...and then commanded the 'Luftwaffe' to bomb London as a priority instead of the airfields to get his revenge for the bombing of Berlin!. The British were now able to repair and keep their air-fields in repair to permit the Hurricane and Spitfire aircraft to continue their efforts to oppose the Luftwaffe'.

Had the 'Luftwaffe' instead have maintained a continual effort to make the British Airfields unusable, 'Fighter-Command' would not have been able to make any further realistic air-challenges to the German air-force!. Finally, at last..now...'Air-Superiority' would have been established!!!. The scheduled/planned invasion could now be attempted or put-off until the following spring after more intensive preparations would have been initiated.

PeteMitchell_2
Lieutenant Colonel - Panther D
Lieutenant Colonel - Panther D
Posts: 1211
Joined: Tue Jul 10, 2018 1:18 pm

Re: Ideas for Panzer Corps 2

Post by PeteMitchell_2 » Tue Feb 12, 2019 7:19 am

Well, what about the (Home Fleet of the) Royal Navy? Dönitz wasn't too convinced of the idea... :wink:

By the way, I am sure you know this one: http://www.slitherine.com/products/585/ ... n.Sea.Lion
Sea Lion Campaign Tree.jpg
Sea Lion Campaign Tree.jpg (566.21 KiB) Viewed 1377 times

Retributarr
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 229
Joined: Wed Jun 04, 2014 7:44 pm

Re: Ideas for Panzer Corps 2

Post by Retributarr » Tue Feb 12, 2019 7:48 am

PeteMitchell_2 post_id=768929 time=1549955943 user_id=203901]
Well, what about the (Home Fleet of the) Royal Navy? Dönitz wasn't too convinced of the idea... :wink:

From the above previous post: https://en.wikipedia.org/wiki/Operation_Sea_Lion

Although the Royal Navy could not bring the whole of its naval superiority to bear—as most of the fleet was engaged in the Atlantic and Mediterranean—the British Home Fleet still had a very large advantage in numbers.

Yes!, the British still had a powerful presence in the selected invasion area, however,...the better...greater portion of their fleet were occupied in other regions. Not the whole Royal Navy was on the British south coast. At least, this situation was more manageable for this German enterprise!.

I have played the game_ "SeaLion"... however, what im trying to say this time, is to make it more historically realistic as well as provide an opportunity to play the British side in this effort. More realistic, much closer to what the Web-Site describes.

dmwban
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 21
Joined: Sat Oct 22, 2016 7:48 pm

Re: Ideas for Panzer Corps 2

Post by dmwban » Thu Feb 21, 2019 12:33 pm

Personally I'm very happy with the news announced so far.

New ideas are very good, but a working and stable game with good and stable key features like multiplayer is much more important in my opinion.

DLCs and Add-ons can bring more details, but there are key features that should work well from the start, like multiplayer.

I hope the devs do not underestimate this in terms of concept, coding effort, reliability and value for the players.

The multiplayer feature has the potential to attract a bunch of new players, who were put off by pbem. Pbem is also a big security risk.

Edit: Is somewhere a list of suggestions we can vote on?

maguro
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 256
Joined: Thu Oct 23, 2014 3:14 pm

Re: Ideas for Panzer Corps 2

Post by maguro » Mon Mar 18, 2019 5:04 am

I don't remember if this has been considered so I apologize if it has already been discussed. Since naval aspects of the game are being overhauled for PzC 2, I think in some scenarios, having ports that can accommodate up to varying sizes/classes of ship could be an interesting feature. In naval heavy scenarios, especially larger ones, this could add an extra strategic element to the game. As one who enjoys building custom scenarios, I could see this feature having a lot of value but I'd like to know what others think about it.

Post Reply

Return to “Panzer Corps 2”