Ideas for Panzer Corps 2
Moderator: Panzer Corps 2 Moderators
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- Lieutenant Colonel - Elite Panther D
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Re: Ideas for Panzer Corps 2
Encouraging High-Command Commendations... with... perhaps a 'Music-Selection' [Of your choice]... played by a Band!.
It's a kind of a 'Dry-Gratification'... to achieve or not to achieve a goal or an "Objective"... on a list of goals or "Objectives" to attain... and get no-recognition for it!.
Why-Not... instead have some representative from 'Head-Quarters' [The more that the importance of the 'Achievement is... the higher the 'Rank' of the HQ staff-member will be who will then contact you! ]... with an encouraging congratulations for a 'Job-Well-Executed!'... or alternatively... a 'disparaging-scolding' for 'Poor-Generalship' for a disagreeably 'botched-effort!.
It's a kind of a 'Dry-Gratification'... to achieve or not to achieve a goal or an "Objective"... on a list of goals or "Objectives" to attain... and get no-recognition for it!.
Why-Not... instead have some representative from 'Head-Quarters' [The more that the importance of the 'Achievement is... the higher the 'Rank' of the HQ staff-member will be who will then contact you! ]... with an encouraging congratulations for a 'Job-Well-Executed!'... or alternatively... a 'disparaging-scolding' for 'Poor-Generalship' for a disagreeably 'botched-effort!.
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- Administrative Corporal - SdKfz 232 8Rad
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Re: Ideas for Panzer Corps 2
After my revisit of the scw and ao dlc mission there are some ideas for a change
End Screen after the campaign
In scw or ao you have st the end of the campaign sometimes cp over, so I think there should be a end screen where you can use this cp to buy units or get some more prototypes or captured equipment. Or you can send some of your aux units to you core unit.
Aux units especially scw
I think there should be a small change to them.aux units should be taken to the next mission and leave you at the end of the campaign. In the later missions they are a little bit useless especially when you have new units who fight against skilled enemy's.
Capture Equipment and Protypes
Atm I don't really know how to find a little better solution for them.
For the Captured Equipment they should be given not so much prestige for capturing and they should be cheaper to buy. Actually they are not really much better (From the caches) than your standartstuff ans cost the same with the drawback that you have only limited replacement.
So I think there should be a change, like a new resource capture points and prototype points.
For capturing stuff you get an amount of capture points and the ability to buy this units with little prestige and more capture points. For replacement you have to pay prestige and capture points. The same should be for the prototypes. If you have x prototypes with change to standard units you get an amount of x prototype points. With the trait industry connection there are now 2 possibilities what can happen 1. You get a new prototype for buying or you get more prototype points.
For units like the kv or other with you get trough cp aso there should be a new unit class named special. So long you don't capture 1 of this unit in a mission they use the old system. When you capture one the unit will change to captured Equipment like the prototypes from prototypes to standard.
Change of missions
I think there should be some changes in some missions.
Warsaw
The supply hexes should be deleted and the hangars and supply Depots should get more health and there should be some bridge inf units. After destroying the supply Depots and the bridge units the part of the city shouldn't have supply if you encircle the part. Atm you destroy the Depots but have to capture the points for encircelment.
Missions with Rommel.
I think there should be some change for his units. Especially in the last mission with Rommel wen he has 1 unit Flammpanzer 2 which we get 2 years later without industry connection
Invasion of England
The second mission where you will be lose your ships. There should be a special goal for saving the units or bring them to a escape area. Maybe you can buy with the cp some submarines for support or when you kill x units of the English marine they will retreat so you units will be safe.
Stalingrad.
There should be a change in the Mission if you help with air support (air support mission), actually the only difference is that you now can control the ground units and don't to have to destroy stuff on the other side if the river.
Inf units.
There should be a overhaul of the inf units.
Actually I only use the Azul and pioneers, when needed the air landers but the others are not really needed. Maybe some times the hill brigade.
The machine-gun inf should be get the rapid fire and the soft attack support skill.
A new unit type. At inf
With the at support skill and maybe bunker cracker
Wagner
There should be a small story like "yes iam survived. Whe had small problems with our radio so I changed place with müller. When we get hit by a granate müller get killed and I eas knocked out trough the much amount of blood they thinked müller was me and I müller."
Special tokens
ME Token
We don't know actually what we get for this token . We should get a squad of mes in the training mission in 42 or some prototypes
Jagd tiger token
Mhh yes and no. The 100 kv are a little to much for the 15 tiger p
It feels like the t shirts " hey my brother visited xyz and I only get this fu... t shirt."
End Screen after the campaign
In scw or ao you have st the end of the campaign sometimes cp over, so I think there should be a end screen where you can use this cp to buy units or get some more prototypes or captured equipment. Or you can send some of your aux units to you core unit.
Aux units especially scw
I think there should be a small change to them.aux units should be taken to the next mission and leave you at the end of the campaign. In the later missions they are a little bit useless especially when you have new units who fight against skilled enemy's.
Capture Equipment and Protypes
Atm I don't really know how to find a little better solution for them.
For the Captured Equipment they should be given not so much prestige for capturing and they should be cheaper to buy. Actually they are not really much better (From the caches) than your standartstuff ans cost the same with the drawback that you have only limited replacement.
So I think there should be a change, like a new resource capture points and prototype points.
For capturing stuff you get an amount of capture points and the ability to buy this units with little prestige and more capture points. For replacement you have to pay prestige and capture points. The same should be for the prototypes. If you have x prototypes with change to standard units you get an amount of x prototype points. With the trait industry connection there are now 2 possibilities what can happen 1. You get a new prototype for buying or you get more prototype points.
For units like the kv or other with you get trough cp aso there should be a new unit class named special. So long you don't capture 1 of this unit in a mission they use the old system. When you capture one the unit will change to captured Equipment like the prototypes from prototypes to standard.
Change of missions
I think there should be some changes in some missions.
Warsaw
The supply hexes should be deleted and the hangars and supply Depots should get more health and there should be some bridge inf units. After destroying the supply Depots and the bridge units the part of the city shouldn't have supply if you encircle the part. Atm you destroy the Depots but have to capture the points for encircelment.
Missions with Rommel.
I think there should be some change for his units. Especially in the last mission with Rommel wen he has 1 unit Flammpanzer 2 which we get 2 years later without industry connection
Invasion of England
The second mission where you will be lose your ships. There should be a special goal for saving the units or bring them to a escape area. Maybe you can buy with the cp some submarines for support or when you kill x units of the English marine they will retreat so you units will be safe.
Stalingrad.
There should be a change in the Mission if you help with air support (air support mission), actually the only difference is that you now can control the ground units and don't to have to destroy stuff on the other side if the river.
Inf units.
There should be a overhaul of the inf units.
Actually I only use the Azul and pioneers, when needed the air landers but the others are not really needed. Maybe some times the hill brigade.
The machine-gun inf should be get the rapid fire and the soft attack support skill.
A new unit type. At inf
With the at support skill and maybe bunker cracker
Wagner
There should be a small story like "yes iam survived. Whe had small problems with our radio so I changed place with müller. When we get hit by a granate müller get killed and I eas knocked out trough the much amount of blood they thinked müller was me and I müller."
Special tokens
ME Token
We don't know actually what we get for this token . We should get a squad of mes in the training mission in 42 or some prototypes
Jagd tiger token
Mhh yes and no. The 100 kv are a little to much for the 15 tiger p
It feels like the t shirts " hey my brother visited xyz and I only get this fu... t shirt."
Re: Ideas for Panzer Corps 2
Now, I'm not sure if this was ever brought up, but I recently noticed that the Bf 110C in the Romanian equipment list is classed as a fighter, not a tactical bomber. This made me think, perhaps some planes that server this dual fighter/bomber role could switch between modes similarly to artillery? It would make them more interesting and adaptable. The difference would have to be quite subtle and it would have the issue of not really having a major visual representation difference, but maybe worth considering for some aircraft?
Re: Ideas for Panzer Corps 2
The Bf110 was a fighter.Tassadar wrote: ↑Fri Sep 17, 2021 4:21 pm Now, I'm not sure if this was ever brought up, but I recently noticed that the Bf 110C in the Romanian equipment list is classed as a fighter, not a tactical bomber. This made me think, perhaps some planes that server this dual fighter/bomber role could switch between modes similarly to artillery? It would make them more interesting and adaptable. The difference would have to be quite subtle and it would have the issue of not really having a major visual representation difference, but maybe worth considering for some aircraft?
In the Battle of Britain against the Spitfire it underperformed, and was relegated to ground attack and home defense [attacking allied bombers].
In PzC2 the only difference between TB and a Fighter is FighterSupport trait.
In PzC1 fighters got AA and Init boosts with experience, they don't in PzC2.
There switching to fighter mode makes a big difference, here not much.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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- Staff Sergeant - StuG IIIF
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- Joined: Mon Sep 07, 2020 1:38 am
Re: Ideas for Panzer Corps 2
I believe the Beutepanzers are fairly well implemented with the Capturing Equipment mechanics. The more you capture, the more you can use.uzbek2012 wrote: ↑Sat Sep 18, 2021 9:10 am Will the trophies be used en masse ?
http://beutepanzer.ru/Beutepanzer/main.htm
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- Lieutenant Colonel - Elite Panther D
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- Joined: Wed Jun 04, 2014 7:44 pm
Re: Ideas for Panzer Corps 2
"Selectable Option for 'Active-Player' to have their National Music to be played during their turn!":
It occurred to me not long ago... to instead have and listen to a 'Generalized-Musik' selection playing throughout the Game turns... that the player could instead 'Select' to instead opt for the various Major participating combatants to have their particular 'National Music' playing during their 'Active-Turn'. Of course... in this instance... the player could also choose what 'Music' that they would prefer to listen to... and as well... whether it be a 'Single-Stance'... or 'Multiple-Selections' to be played... sequentially and in what-ever order... one after the other!.
It occurred to me not long ago... to instead have and listen to a 'Generalized-Musik' selection playing throughout the Game turns... that the player could instead 'Select' to instead opt for the various Major participating combatants to have their particular 'National Music' playing during their 'Active-Turn'. Of course... in this instance... the player could also choose what 'Music' that they would prefer to listen to... and as well... whether it be a 'Single-Stance'... or 'Multiple-Selections' to be played... sequentially and in what-ever order... one after the other!.
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- Lieutenant Colonel - Elite Panther D
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- Joined: Wed Jun 04, 2014 7:44 pm
Re: Ideas for Panzer Corps 2
'MISSION-DEFINITION':
The Campaigns as well as Scenarios... I think have been lacking a greater-depth of explanation for the reason for why they are being undertaken... such as... for example... an explanation as to why the task or operation is being undertaken in the first place... or for why...at all!... and as well as to what is it that is hopefully desired to be achieved or accomplished!.
To a degree!... this is already being done, however a more in-depth intelligence briefing would be a more welcomed consideration [For those who want to know more... or the Player can otherwise alternatively choose to ignore or bypass it so as to continue on with playing the Game instead.]... to give more clarity as to why 'particular decision-making criterion' has determined this course of action to be necessary... or from even other 'Events' from within or without...that has now brought the 'Player' to this next situation.
The Campaigns as well as Scenarios... I think have been lacking a greater-depth of explanation for the reason for why they are being undertaken... such as... for example... an explanation as to why the task or operation is being undertaken in the first place... or for why...at all!... and as well as to what is it that is hopefully desired to be achieved or accomplished!.
To a degree!... this is already being done, however a more in-depth intelligence briefing would be a more welcomed consideration [For those who want to know more... or the Player can otherwise alternatively choose to ignore or bypass it so as to continue on with playing the Game instead.]... to give more clarity as to why 'particular decision-making criterion' has determined this course of action to be necessary... or from even other 'Events' from within or without...that has now brought the 'Player' to this next situation.
Re: Ideas for Panzer Corps 2
Multiplayer challenge creation option request: Disable Commander Traits
I would really prefer to be able to set up open challenges that disallow the use of commander trait points.
I would really prefer to be able to set up open challenges that disallow the use of commander trait points.
Re: Ideas for Panzer Corps 2
A warning when disbanding an experienced unit would be very nice.
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- Lance Corporal - SdKfz 222
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- Joined: Sun Jun 09, 2019 1:19 pm
Re: Ideas for Panzer Corps 2
When reviewing captured equipment, it would be nice to see the nation it was captured from. When Poland capitulates, for example, it would be nice to which equipment was captured from them so we know that there will be no more to capture for repairs.
Another suggestion is that the same equipment from multiple countries could be combined, such as the T-26s, BT-5s, and others from the SCW campaign and from Russia.
Another suggestion is that the same equipment from multiple countries could be combined, such as the T-26s, BT-5s, and others from the SCW campaign and from Russia.
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- Major - Jagdpanther
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Re: Ideas for Panzer Corps 2
Same equipment from different countries are seperated for the available date reason, as not every country get these equipments at the same time.maczathras wrote: ↑Fri Oct 15, 2021 11:12 pm When reviewing captured equipment, it would be nice to see the nation it was captured from. When Poland capitulates, for example, it would be nice to which equipment was captured from them so we know that there will be no more to capture for repairs.
Another suggestion is that the same equipment from multiple countries could be combined, such as the T-26s, BT-5s, and others from the SCW campaign and from Russia.
Re: Ideas for Panzer Corps 2
It could be nice if we had the ability to see our chosen skills in our avatar - I for example have completely forgotten what I choosed at the start of my career in SCW and careed over in the following DLC's
Re: Ideas for Panzer Corps 2
How about simulating the devastating effect of being attacked from the flanks and from the rear? Right now unit are receiving attacks from all six sides as the same. Mass attack bouns required more than one attack units adjacent to the target unit.
It's how flanks or rear attack works:
facing one of the six sides, with the two adjacent sides, these three are counted as the frontal, then the two sides right after the beam are considered to be the flanks, and the back is, of course, the rear.
When opponent attacked from the flanks, even without another friendly unit adjacent to the target, they got 1.1~1.5 attack bonus, and from the rear the bonus became 1.5~2. The bonus could be adjusted before starting the scenario or campaign. And how this bonus affects the combat formula is opened to discussion.
When unit had movement point left, we could choose which way it faced until it's our turn again. If no more mp left, then the direction it faced would be the direction that it moved to that position, or the direction it did its final attack. An directional arrow maybe required to indicate where the unit was facing.
Entrenchment could minimise the effect of being flanked or reared, just like all other attacks. However, another formula maybe required now.
Some more heroes are possible: flank attack hero (1.1~1.5 attack bonus, frontal attack count as flank attack); rear attack hero (similar to the previous one); well prepared hero (always well prepared, even being attacked from flanks or rear, the unit handle it as a normal frontal attack, i.e. nullify the effects of flank or rear attack), etc.
It's how flanks or rear attack works:
facing one of the six sides, with the two adjacent sides, these three are counted as the frontal, then the two sides right after the beam are considered to be the flanks, and the back is, of course, the rear.
When opponent attacked from the flanks, even without another friendly unit adjacent to the target, they got 1.1~1.5 attack bonus, and from the rear the bonus became 1.5~2. The bonus could be adjusted before starting the scenario or campaign. And how this bonus affects the combat formula is opened to discussion.
When unit had movement point left, we could choose which way it faced until it's our turn again. If no more mp left, then the direction it faced would be the direction that it moved to that position, or the direction it did its final attack. An directional arrow maybe required to indicate where the unit was facing.
Entrenchment could minimise the effect of being flanked or reared, just like all other attacks. However, another formula maybe required now.
Some more heroes are possible: flank attack hero (1.1~1.5 attack bonus, frontal attack count as flank attack); rear attack hero (similar to the previous one); well prepared hero (always well prepared, even being attacked from flanks or rear, the unit handle it as a normal frontal attack, i.e. nullify the effects of flank or rear attack), etc.
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- Sergeant - Panzer IIC
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Re: Ideas for Panzer Corps 2
You can already check that during every single mission. I have forgotten what exact place you have to hover your mouse over, but it is somewhere in the top right corner.
I really don't think that there is any way to create such a thing in any decent fashion. You'd have to clarify for every single unit which way it is facing, which is way too much of a hassle, and is very likely to be even worse for the AI.gadflyjs wrote: ↑Mon Oct 18, 2021 2:34 pm How about simulating the devastating effect of being attacked from the flanks and from the rear? Right now unit are receiving attacks from all six sides as the same. Mass attack bouns required more than one attack units adjacent to the target unit.
It's how flanks or rear attack works:
facing one of the six sides, with the two adjacent sides, these three are counted as the frontal, then the two sides right after the beam are considered to be the flanks, and the back is, of course, the rear.
When opponent attacked from the flanks, even without another friendly unit adjacent to the target, they got 1.1~1.5 attack bonus, and from the rear the bonus became 1.5~2. The bonus could be adjusted before starting the scenario or campaign. And how this bonus affects the combat formula is opened to discussion.
When unit had movement point left, we could choose which way it faced until it's our turn again. If no more mp left, then the direction it faced would be the direction that it moved to that position, or the direction it did its final attack. An directional arrow maybe required to indicate where the unit was facing.
Entrenchment could minimise the effect of being flanked or reared, just like all other attacks. However, another formula maybe required now.
Some more heroes are possible: flank attack hero (1.1~1.5 attack bonus, frontal attack count as flank attack); rear attack hero (similar to the previous one); well prepared hero (always well prepared, even being attacked from flanks or rear, the unit handle it as a normal frontal attack, i.e. nullify the effects of flank or rear attack), etc.
Not to mention that the game represents different scales in different missions. In some of them you have a unit bunkered down in a specific spot, facing all directions. The the old Panzer General mission dealing with the Battle of he Bulge, with the paratroopers sitting in Bastogne. Or the way the Germans set up their defenses in late 1941. There was no real backside, instead it was a system of individual strongpoints that were facing in all directions. There is no front or back in such a case. It would be impossible to have this and a front and back at the same time, or to clarify when one case is happening and when the other.
Re: Ideas for Panzer Corps 2
Since those were special locations/missions, Escarpment would be the solution. Not sure if that equals to fort or not, but it provides a lot of entrenchment and protection. Just make that any unit in the escarpment/fort, they're considered all "well prepared".I really don't think that there is any way to create such a thing in any decent fashion. You'd have to clarify for every single unit which way it is facing, which is way too much of a hassle, and is very likely to be even worse for the AI.
Not to mention that the game represents different scales in different missions. In some of them you have a unit bunkered down in a specific spot, facing all directions. The the old Panzer General mission dealing with the Battle of he Bulge, with the paratroopers sitting in Bastogne. Or the way the Germans set up their defenses in late 1941. There was no real backside, instead it was a system of individual strongpoints that were facing in all directions. There is no front or back in such a case. It would be impossible to have this and a front and back at the same time, or to clarify when one case is happening and when the other.
For every scenario, player usually could have 40 ~ 50 units(or more?), but not necessarily have to appoint all their facing direction as lot of them are out of mp, so no more direction selection.
About how to make it happen, we move the unit to the desired position, then we could turn the unit to the desired direction and click, and done. Who am I to propose such naive idea about how to make it works, they are the developers, they will come up with something. I don't worry.
It is just seeing a unit the turn 360 degree to deal with the attacks all round but without much difference seems funny to me. And right now, the game doesn't reflect the importance of flank or rear attack, although only talking about individual unit here.
I assume AI will be a real problem. The support units not always attack first before the melee unit attack to soften enemy, and many other issues. We all wish better ai behaviour, so why not one more to hope for?
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- Sergeant - Panzer IIC
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Re: Ideas for Panzer Corps 2
That isn't really a fit for all those situations though. In many of those cases the units acted in all directions. It is impossible to clarify a frontal position in such a case, and not all of them can sit in a fort either. Many of these situations centerred around villages, and you can't have city hexes and forts in the same place.gadflyjs wrote: ↑Fri Oct 22, 2021 10:04 amSince those were special locations/missions, Escarpment would be the solution. Not sure if that equals to fort or not, but it provides a lot of entrenchment and protection. Just make that any unit in the escarpment/fort, they're considered all "well prepared".
For every scenario, player usually could have 40 ~ 50 units(or more?), but not necessarily have to appoint all their facing direction as lot of them are out of mp, so no more direction selection.
About how to make it happen, we move the unit to the desired position, then we could turn the unit to the desired direction and click, and done. Who am I to propose such naive idea about how to make it works, they are the developers, they will come up with something. I don't worry.
It is just seeing a unit the turn 360 degree to deal with the attacks all round but without much difference seems funny to me. And right now, the game doesn't reflect the importance of flank or rear attack, although only talking about individual unit here.
I assume AI will be a real problem. The support units not always attack first before the melee unit attack to soften enemy, and many other issues. We all wish better ai behaviour, so why not one more to hope for?
The game consideres flank attacks just fine, just on a differen scale than you think of. Individual units don't have a flank, multiple units represent the flank of a possible frontline. An attack against a weaker flank, or the rear, allows you to encircle positions and take shots at vulnerable units. For individual units, the mass attack bonus already deals with any situation that could be considered to be like that, as flank attacks generally require the attention to be split. It's not perfect, but somehow I doubt the effect your desire - which already has issues under certain circumstances, like I mentioned above - would be worth the effort needed to create this system, as that's not asking for the AI to be better, that's asking for the AI to do something completely disconnected from what it is doing right now. That's not something you just add like that, it would take a ton of resources.
While the idea would have its advantages under some circumstances, there are other circumstances in which it would weaken the game. Considering that PC varies drastically in the scale and types of its mission, it's not easy to have one defined ruleset for something like that.
As for which unit acts when, there never is a perfect order to do this. If you let all the support fire first, the AI might throw away opportunities it would have had if it had kept some firepower for later. You never know which order would be the best for each round.
Re: Ideas for Panzer Corps 2
With DLC 1943 and/or Pacific coming to us, it would be very nice the developers implement hero/hero traits for the naval story. 1943: turning point Atlantic submarine war, Pacific: main naval based activities...asuser wrote: ↑Tue Apr 20, 2021 4:47 am
New ideas, hero traits for ships:
-SilentMove (Subs are nearly undetected)
-SubKiller (Destroyer detects easily subs)
-ZigZag (Destroyer with convoy have better defence values against subs)
-BeachMaster (Landing ships are not so vulnerable on landing operations)
-FlakDevil (Ships within a convoy have better defence values against bomber)
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- Administrative Corporal - SdKfz 251/1
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Re: Ideas for Panzer Corps 2
Dear devs, please add 'generic' infantry units with no national prefixes in their names. You could use any existing model which looks 'generic' enough. It's very sad that you can't give infantry to the factions that currently don't have it (Turkey, Finland etc.) in the editor. The only way to solve it right now is to use Soviet "conscripts" or "regulars" (which have no national prefix for some strange reason). If there are generic light cruisers, battleships, trucks etc. why not to add units which are called "infantry", "heavy infantry", "mountaineers" etc. I know it's quite easy to do so via modding, but I do think that this option should exist in the base game as well.
Re: Ideas for Panzer Corps 2
I second the suggestion to add some generic units for more factions that currently do not have any - especially infantry and indeed they can just be basic clones of existing units. It's something that can be modded of course, but would be nice to have it official.Khancotlette wrote: ↑Fri Nov 26, 2021 7:51 am Dear devs, please add 'generic' infantry units with no national prefixes in their names. You could use any existing model which looks 'generic' enough. It's very sad that you can't give infantry to the factions that currently don't have it (Turkey, Finland etc.) in the editor. The only way to solve it right now is to use Soviet "conscripts" or "regulars" (which have no national prefix for some strange reason). If there are generic light cruisers, battleships, trucks etc. why not to add units which are called "infantry", "heavy infantry", "mountaineers" etc. I know it's quite easy to do so via modding, but I do think that this option should exist in the base game as well.
That said, the "Pacific General" DLC should greatly expand the existing unit roster and that's probably going to be the primary focus - Japan, probably China and Thailand as well. It's true however that some of the minor powers still got the short end of the stick and poor Finland is in the worst situation with basically an empty list aside from I think a few transports.