Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

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

Post by Kiane » Fri Nov 30, 2018 11:22 am

My thoughts:

The 3D looks good, I like it. Old grognards will complain about anything.

Would it be possible to add persistent elements to the campaign layer? Recently I have been playing one of your competitor's games, Panzer Strategy, and while it is very clunky, one good thing they do is that they have secondary objectives that can impact the campaign layer. So, for instance, if you sink the Renown in the Norway scenario, it will not be present in an invasion of Britain. If you go further than the Germans did historically in Poland, you get a 10% prestige bonus for all subsequent missions. Such things can kind of sort of be put in PC as is, but requires creating separate maps and having special victory conditions to have a path to those maps, which is not ideal. In one of the dev diaries you guys state that you want all air or all naval maps; this could be a good way to make them matter to the player. If you sink convoy PQ-17 in a combined air-naval map, for instance, then the Soviet Union will not have lend-lease units available to them. If the player decides that Baku is unreachable, he may instead bomb it, making it useless to the Soviets, reducing their maximum fuel allotment for a scenario or two. If the player is ruthless in destroying Soviet airbases in Barbarossa, the Soviets will have less planes in 1941, but the player will have less airbases for himself to use. You get the picture, there's a lot of potential in that.

Multiplayer looks interesting, I might get invested in it!

Please make the animations fast! There's nothing worse than waiting ages for animations to play out. Make them the same speed as PC's, please. That is, the unit should move at the same speed as in PC (in under a second), and should rotate to enemy and display attack animation at same speed as PC (in a second or at most two). Panzer Strategy is awful with this, and you should learn a lesson from it!

Please keep in limited dice chess. I can't play without it!

That's all I can think of for now.

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

Post by Rudankort » Fri Nov 30, 2018 4:53 pm

Kiane wrote:
Fri Nov 30, 2018 11:22 am
Would it be possible to add persistent elements to the campaign layer? Recently I have been playing one of your competitor's games, Panzer Strategy, and while it is very clunky, one good thing they do is that they have secondary objectives that can impact the campaign layer. So, for instance, if you sink the Renown in the Norway scenario, it will not be present in an invasion of Britain. If you go further than the Germans did historically in Poland, you get a 10% prestige bonus for all subsequent missions. Such things can kind of sort of be put in PC as is, but requires creating separate maps and having special victory conditions to have a path to those maps, which is not ideal. In one of the dev diaries you guys state that you want all air or all naval maps; this could be a good way to make them matter to the player. If you sink convoy PQ-17 in a combined air-naval map, for instance, then the Soviet Union will not have lend-lease units available to them. If the player decides that Baku is unreachable, he may instead bomb it, making it useless to the Soviets, reducing their maximum fuel allotment for a scenario or two. If the player is ruthless in destroying Soviet airbases in Barbarossa, the Soviets will have less planes in 1941, but the player will have less airbases for himself to use. You get the picture, there's a lot of potential in that.
Panzer Corps already had some features like this, for example, a unit could be flagged as "unique" and if it is destroyed, it did not appear in subsequent missions. However, in Panzer Corps 2 this aspect will be much more developed. Basically, we are going to keep the same script environment throughout the campaign, so you can have any number of persistent variables to check.
Kiane wrote:
Fri Nov 30, 2018 11:22 am
Please make the animations fast! There's nothing worse than waiting ages for animations to play out. Make them the same speed as PC's, please. That is, the unit should move at the same speed as in PC (in under a second), and should rotate to enemy and display attack animation at same speed as PC (in a second or at most two). Panzer Strategy is awful with this, and you should learn a lesson from it!
We are on the same page regarding this, I also prefer faster animations in games like this, and Panzer Corps is serving as our reference in making the new effects.
Kiane wrote:
Fri Nov 30, 2018 11:22 am
Please keep in limited dice chess. I can't play without it!
I know some people doubted the usefulness of Chess mode, but I think that it was a useful addition, which is confirmed by this poll:
http://www.slitherine.com/forum/viewforum.php?f=121
We are not going to leave this mode out.

Thanks for feedback!

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

Post by PanzerCro » Sat Dec 01, 2018 3:21 pm

My wish is that PC gets some ideas from Hearts of Iron in terms of economical aspect of the war.

huckc
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API for Core Views

Post by huckc » Mon Dec 03, 2018 5:34 pm

Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Last edited by huckc on Mon Dec 03, 2018 5:37 pm, edited 1 time in total.

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

Post by OldFocker » Mon Dec 03, 2018 5:36 pm

While playing Panzer Corps I can't see the objectives clearly on the strategic map when units occupy them. It would be handy to have a button to highlight them all during play.

Rudankort
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Re: API for Core Views

Post by Rudankort » Mon Dec 03, 2018 6:00 pm

huckc wrote:
Mon Dec 03, 2018 5:34 pm
Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Well my main concern has always been that such tools could be used to cheat. E. g. get some information about the enemy which you are not supposed to get. That's the whole point to encrypt the saves in the first place. :) Doing something like this for finished games (i.e. replays) should be no problem, but for saves? Hmm... not sure.

huckc
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Re: API for Core Views

Post by huckc » Tue Dec 04, 2018 2:25 am

Rudankort wrote:
Mon Dec 03, 2018 6:00 pm
huckc wrote:
Mon Dec 03, 2018 5:34 pm
Please give us an API to extract data from the (encrypted) save files. That way the community can create fancy custom views to share information about our core with each other. What units we have, experience, prestige, awards, heroes, total core value, etc.

These views double as marketing probably. People will see all the cool units, heroes, awards thrown around and will become more interested in the game.
Well my main concern has always been that such tools could be used to cheat. E. g. get some information about the enemy which you are not supposed to get. That's the whole point to encrypt the saves in the first place. :) Doing something like this for finished games (i.e. replays) should be no problem, but for saves? Hmm... not sure.
Ah yes didn't think of the cheating aspect. Mid-scenario saves aren't really part of this use case so not including them is no problem.

Deployment saves on the other hand are ideal so perhaps they can be included.

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

Post by AndreyBacerage » Sat Dec 15, 2018 3:22 am

Would be nice to see some Officers Skills similiar to 1999 PANZER GENERAL ASSAULT 3D
I dont like the Panzer Corps and Order of Battle additions only for attack and defensive points.

Listing of All Leader Specials
-------------------------------------------
Class Specific:
The first Leader Special acquired by any officer is decided by his class.
All officers of the same class will always acquire the same first Leader
Special. Please see sections 5.2-12.2 for detailed descriptions on these
Leader Specials. These specials are rated on a scale of 1-5 stars (5 being
the best).

Infantry : Tactician (*****)
Forces all adjacent attacks by/on the infantry unit to be Hand To Hand
(close assaults). This is very powerful, you can easily turn the tide to
your advantage with this power. Usually, an infantry unit would get
decimated fighting tanks in an open field. With this power, you can actually
easily take tanks down with minimal damage to your infantry units.

Tank : Maneuver (***)
You get a +1 movement on any tank (+1 hex range). Typically, tanks have
4 movement, so this equates to a 25% increase.

Anti-Tank : Positioning (****)
When you issue an Entrenchment order, you automatically entrench to maximum
level (3). This essentially saves you 3 turns. You can easily use this
power to move into a newly captured city and defend it at maximum level in
one order. One trick I use is to use this ability offensively by moving
next to an armored target, entrenching and immediately attacking in the same
turn to drastically reduce my casualties.

Artillery : Expert Support (****)
This unit will automatically fire an additional support fire. Very useful
when defending.

Air Defense: Sharpshooter (****)
Increases attack range of this unit by +1. This helps you attack more enemy
aircraft without having to waste Action Points moving to position yourself.
This is very good if you are using towed anti-aircraft: you don't want to have
to tow your unit closer and then wasting an Action Point dismounting.

Recon : Force Recon (***)
You get +1 Sighting Range. Since Recon units typically have a 4 spotting
range, this equates to a 25% gain, which is not bad.

Fighter : Hawkeyes (**)
You get +1 Sighting Range. I don't usually use Fighter units as recon units
because their vulnerability to Anti-Aircraft and other Fighter units, but a
+1 is still a big deal.

Bomber : All Weather (****)
This ability allows you to attack in any weather. This is *very* good beause
weather is rather unpreditable in this game. Note that if weather is bad,
you will make attacks at half strength. This is bad, but still better than
not being able to attack at all.

General:
The second Leader Special acquired by any offier is completely random and
is selected from the following list at random when the officer is first
recruited. (I.e., no amount of reloading will change which medal you
obtain when you level the officer up to Rank 8.)

Aggressive Attack (***): Your attacks will be more effective. You will
inflict more damage and receive less casualties.
Though it only seems to increase your results by
a small number, every little bit helps.

Determined Defense (**): You will inflict more damage and receive less
casualties when defending. I am not a big fan of
defending, but this is still a good power
nonetheless. Though it only seems to increase your
results by a small number, every little bit helps.

Sixth Sense (***): You never get ambushed and you ignore reserve fire. This
is good when you do not have a Recon unit available or
your Recon unit got destroyed.

First Strike (****): You always strike first in battle, unless the enemy
officer has the same special. Enough said.

Resilience (****): Your unit received less casualties and your firing/move
attributes are more difficult to damage. Well, since you
will almost always be taking some form of damage in each
mission, this power will definately come in handy.

Influence (****): Your unit has more strength than normally (i.e., you have
more troops in your unit). This means that you can deal
more damage and receive more damage before your unit is
destroyed.

Fire Discipline (***): You use up ammunition at half the normal rate. This is
good for units like Artillery who normally have very
few shots and their veteran orders cost even more ammo.

Ground Taker (*): Your unit will cause more retreats than usual. This is a
horrible power since as long as you are in an adjacent hex
to an enemy, he cannot repair and resupply. If you cause a
retreat and you cannot chase after him, on his turn he will
repair and come back to full strength!

Mountaineer (**): This ability reduces the penalties for moving through bad
terrain. It also gives you a bonus for fighting uphill
battles (normally, you would get a penalty).

Blizter (***): Gives the unit the ability to Overrun (as per Tank units).
Basically allows you to destroy weak units without using any
Action Points.

Assaulter (**): Units acts as if it were Close Supported by infantry (i.e.,
when an infantry unit is beside it). Basically allows the
unit to ignore Hand To Hand combat, where more units are
penalized.

Maneuver (**): Increases unit's movement rate by 1. Every bit helps.

Skilled Recon (*): Increases spotting range.

Recon Move (****): First move is free (at no Action Point cost). Useful for
Bomber and Artillery units.

Tank Hunter (**): Boost attack and defense of the unit when fighting Tanks.
(For air units only)

Street Fighter (**): Increases unit's effectiveness in Hand To Hand combat.

Overwhelming Attack (***): Any suppression damage dealt by this unit causes
equipment damage.

Infiltrator (***): Unit ignores enemy zones of control. (I.e., comlete
freedome of movement.) Useful for agility, circling and
flanking.

Camouflage Expert (*): Makes unit harder to spot.

Ferocious Defender (**): Unit automatically entrenches to maximum level in a
single Entrench order. Useful for Infantry.

Overwatch (****): This Leader's Unit will always provide support fire for any
friendly adjacent unit (if the enemy is within range).

Devastating Fire (*****): Each of this Leader's attacks are at full effect.
(Normally, each shot after the first loses 25%
effectiveness.)

River Assaulter (**): No penalty for attacking from a river and reduced
movement cost to traverse a river.

Shock Tactics (**): Unit does long term suppression as Artillery. (I.e., any
suppression caused by unit will remain until end of turn.)

Quartermaster (**): Your Strength attribute does not decrease by one for every
refit command issued after the first. If you play with
the Enhanced Refit difficulty setting, this Leader Special
is rather useless, very useful otherwise.

Sharpshooter (*****): All this Leader's attacks are considered long range (like
Artillery) and his ranged attacks are at full Strength
(not at the usual half Strength). I never got this Leader
Special, but if it's as good as it sounds, it basically
means that the enemy will never retaliate against this
unit when it attacks.

Smart Gambler (***): Battle estimates will never be wrong: you will either
do/receive that much damage or you may even do better than
the battle projections.

Skirmisher (***): Reduces the overall effectiveness of enemy fire.

Fast Assaulter (***): Allows this Infantry unit to avoid support fire. (Immune
to support fire from Artillery and all other support
orders/units.) Very good for taking cities, even if they
are defended with Artillery.

Liberator (*): Kinda hopeless. You only get double the victory points if this
Leader captures a city. I don't know what victory points are
used for other than high scores.

Supply Training (**): +4 ammo is definately useful for low ammo count units
like Artillery. But then again, if you play with the
Unlimited Ammo difficulty setting, this Leader Special
is rather useless.

Survivor (**): Guarantees that if your Leader's unit is destroyed, the Leader
will return to your headquarters at the beginning of the next
mission.

Night Drop (**): Paradropping Infantry cannot be fired upon by enemy ground
units in transit.

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

Post by AndreyBacerage » Sat Dec 15, 2018 3:23 am

The map terrain design looks not much better like the old PANZER GENERAL ASSAULT series. The streets and rivers have no details - I see only a change between forest and base ground terrains - the citys needs more realistic WW2 details and where are the small citys, villages and industrial regions ? I can recognize the biggest problem is the terrain Ups and downs - this is an example for realistic hills:
Image
and deepened river valleys together with more details like different ground colours, plantations, paths, doubled high ways.

Hopefully they work outh more on this game - for now its nothing outstanding !

JaM2013
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by JaM2013 » Wed Dec 26, 2018 11:27 am

My personal top 1 wish for Panzer Corps 2 is to have tactical bombers have same effect on target as artillery - so they would cause suppression on target, instead of just kills. After all, Tactical bombers were not that effective against tanks but were excellent at reducing combat readiness by destroying their support vehicles, which suppression mechanics portrays good enough..
Image

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

Post by PanzerCro » Sat Dec 29, 2018 2:56 pm

I would like to have minor nation campaigns, like French resistance, Ustase vs. Partisans war (which would include Croatia and Communist Yugoslavia), Finland, etc... :)

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

Post by Retributarr » Sat Mar 02, 2019 9:19 pm

Revealing Masked/Transitioned Units:

When unit's have been loaded onto Naval-Transport's or onto Vehicular-Transport's, their true-identity is now hidden/masked!

It would be convenient to have a 'Tab' that could be pressed to reconvert/reveal these transposed unit's to their actual true nature, so that one can then see who and what they are to then better determine how to deploy them or to as how they will designate them as to where their destination will be.

Once satisfied as to what you now have and as to what you will do with your unit's...press the 'Tab' again to revert to your original status screen.
----------------------
Edited Addition:
While the 'hidden-units' are temporarily being presently revealed...why-not have an on-screen-indicator transparent-overlay-color (EG: Transparent light=blue for Naval-Transport & Lime-Green or Yellow for Ground-Transport) and transport-identifier-marker (Naval Transport Symbol and also Truck/Train-Symbol marker) on them so that the player will know what transportation system is being utilized for each particular unit and still while in this screen-mode...then being able to continue moving his unit's until the player wishes to otherwise revert back to the original game screen.

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

Post by Retributarr » Wed Mar 06, 2019 7:01 am

Panzer Corps 2

Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Adjustment's & Conveniences!:

> I don't know how or if PzCrp2 game unit's on the screen will obstruct one's view of installed infrastructure emplaced on the game-map, if this is not an issue, then ignore this petition...otherwise, please have a button/tab to access...in order to have the visual emplaced game unit's being able to be temporarily turned-off/removed so that the player then can clearly see what is on the landscape.

> At the beginning of a new-game, the Player's forces " Basic-Capability-Parameter's " for all inclusive unit's for the player's side are set. So now...'Why-Not' perhap's include an..."on-the-fly"...'Adjustment-Tool'.

This 'Adjustment-Tool' would be used for adjusting unit combat capability spec's...after the game has started...for one's own personal interest, to see how these changes/adjustment's will then affect game-play-result's...or for 'Situations of Frustrations' like the one below!.

The player could 'Adjust' each and every category (Infantry, Armor, Aircraft, Artillery...Etc.) separately versus' an over-all general adjustment until one is satisfied.
----------------------------------------------------------------
Trying to understand Panzer General 2
Post by NBAR8265 » Mon Feb 18, 2019 9:27 am
Hi

So trying to figure out these issues, playing a German forces in East
1/why is my artillery so useless, 8" shell should decimate any Infantry in open and at least damage most tanks ( plunging shot weak armour on top ) lucky if I get a -1
2/ Russian Infantry taking out Tiger Tanks in open, come on no way could that happen must have had some pretty awesome anti tank missiles
3/ Cavalry defeat tank yea right man on horse defeats man in tank
4/ Radar how do the Russians keep finding my damaged units when I take to rear they shouldn't be able to see them
5/ T34/76 taking small hits from Tiger Tank really

I,m thinking next time I play this just have lots of cavalry & base infantry , no wait if I use my Panzer Grenadiers against a Russian tank they die

Is this game rigged so you can't win ?

Also... by NBAR8265 » Wed Mar 06, 2019 5:49 am
Sorry Peter
Panzer Corps 2
Just doing Seelow Heights, frustrating when a Tiger at 6 gets destroyed by Infantry even after being hit by arty. I usually keep arty just behind my tanks but this is becoming redicules when Russian Infantry in open can badly damage or destroy tank. I have tried same with Panzer Grenadier and they get smashed,
Arty with Inf in open especially the 21Cm should decimate any Inf in open & even do damage to tanks. At moment my Art seems to be a waste of space

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

Post by Retributarr » Fri Mar 08, 2019 7:53 pm

Engineers, Construction Battaliions (C.B.s) and for the German's...the "Todt" construction group.

Constructing 'Air-Fields', Bridges, blowing up Bridges has been covered, Now I'm not so sure about 'Mine-Fields' but am quite sure that construction of 'Fortifications' has not been covered.

For the main game, most or all of the additional suggestion's presented will likely not be able to be utilized. However, for something like the random scenario missions, perhap's these suggestion's could be factored in or taken into account?. It might make the brief scenario situations a little more interesting?.

PeteMitchell_2
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Re: Suggestions, wishlist and ideas for Panzer Corps 2 gameplay

Post by PeteMitchell_2 » Fri Mar 08, 2019 8:08 pm

Retributarr wrote:
Fri Mar 08, 2019 7:53 pm
Now I'm not so sure about 'Mine-Fields' but am quite sure that construction of 'Fortifications' has not been covered.
Both are currently available in McGuba's Battlefield Europe mod...

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

Post by Retributarr » Fri Mar 08, 2019 9:45 pm

PeteMitchell_2 wrote:
Fri Mar 08, 2019 8:08 pm
Retributarr wrote:
Fri Mar 08, 2019 7:53 pm
Now I'm not so sure about 'Mine-Fields' but am quite sure that construction of 'Fortifications' has not been covered.
Both are currently available in McGuba's Battlefield Europe mod...
EgZaK-Tacally!!!...if these feature's are available on "McGuba's Battlefield Europe mod", should they not also be available for use in "PzCr2"?.

Depending on how this "PzCr2" game develops in the future, we might even be able to include hundreds of kilometers (In condensed usable form of course) of underground factories, assembly plants & V-2 rocket sites which actually existed. At this stage, those concepts are just a 'What-If' fantasy, and are best left for later down the road dillusions.

Never the less, we can still try to follow "The 7 P's". Precise. Perfect. Planning. Prevents. 'Pizz'. Poor. Performance!.

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

Post by Retributarr » Fri Mar 08, 2019 9:59 pm

PeteMitchell_2 wrote:
Fri Mar 08, 2019 8:08 pm
Retributarr wrote:
Fri Mar 08, 2019 7:53 pm
Now I'm not so sure about 'Mine-Fields' but am quite sure that construction of 'Fortifications' has not been covered.


Both are currently available in McGuba's Battlefield Europe mod...

-------------------------------------------------------------------------------------------------------------------------------


EgZaK-Tacally!!!...if these feature's are available on "McGuba's Battlefield Europe mod" , should they not also be available for use in "PzCr2"?.

Depending on how this "PzCr2" game develops in the future, we might even be able to include hundreds of kilometers (In condensed usable form of course) of underground factories, assembly plants & V-2 rocket sites which actually existed. At this stage, those concepts are just a 'What-If' fantasy, and are best left for later down the road dillusions.

Never the less, we can still try to follow "The 7 P's" . Precise.-Perfect. -Planning. -Prevents. -'Pizz'. -Poor. -Performance!.

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

Post by Retributarr » Sun Mar 10, 2019 10:55 pm

"Historical History" Versus "Potential Historical Possibilities":

What is so interesting or exciting in a game that is going to play out in a 'pre-determined' engineered final outcome?.
Not nearly so interesting or fascinating for someone like me!.

What-about including some mystery into the game, so that the player will never know how his game outcome is going to finally be!. I have played games, where the outcome is "Exactly" the same repeatable boring uninteresting conclusion every-time. What good is that for the strength, longevity, and/or mesmerizing interest that could alternatively be such in a game,...lot's of 'uncertainty' would be a welcome change and relief!.

Instead of forcing strict History to take place every single time, would it hurt to try to include other various variables that could re-direct the game into the path of the unforeseen or unknown. If someone want's a pre-engineered guraranteed Historical realization, then let them have it!,...but for others, perhap's include a button option choice to have or to include in the game an interjection of unknown variables or alternate historical possibilities,

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

Post by maguro » Mon Mar 11, 2019 8:10 am

I'm not if this has been brought up yet and anyway I might be a little late, but I would like to have the option to add short videos or audio clips to mission briefings. I don't think it's a hugely important feature but It could help to add some interest to mission briefings.

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

Post by Retributarr » Mon Mar 11, 2019 8:25 am

maguro wrote:
Mon Mar 11, 2019 8:10 am
I'm not if this has been brought up yet and anyway I might be a little late, but I would like to have the option to add short videos or audio clips to mission briefings. I don't think it's a hugely important feature but It could help to add some interest to mission briefings.
I like it!, you have a "Terrific-Suggestion", I can just barely recall...I think, that the Old PzGen games had that feature, I really liked it a lot.

The 'Developers' have a lot on their plate already...I should think, so we'll wait and see what they can manage to squeeze into this game. We are expecting a lot, I hope that they can deliver on some of the many seemingly hundresds of suggestions.

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