CS Wishlist - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Campaign Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=8) +--- Thread: CS Wishlist (/showthread.php?tid=69691) |
RE: CS Wishlist - Outlaw Josey Wales - 06-10-2016 Tank riders can be a toss up. Many times I have read where infantry riding the tanks specially for transport and support on the battlefield where they dismounted. But many is the time I have also read where the riders clung on while the tanks rushed to breakthrough a roadblock or retreat through a perilous area and the only infantry dismounts were the dead and the wounded who could no longer hold on. RE: CS Wishlist - Scud - 06-10-2016 Aircraft shot down should count for something. If a bicycle has a value, shouldn't the destruction of an enemy aircraft and a killed or captured pilot? db RE: CS Wishlist - Crossroads - 06-10-2016 (06-10-2016, 01:39 AM)Scud Wrote: Aircraft shot down should count for something. If a bicycle has a value, shouldn't the destruction of an enemy aircraft and a killed or captured pilot? I don't know if you're aware, but as of CS:ME a downed Airstrike, if the friendly AA destroys all its SPs, counts as kills and Victory Points RE: CS Wishlist - Scud - 06-10-2016 (06-10-2016, 01:42 AM)Battle Kat Wrote:(06-10-2016, 01:39 AM)Scud Wrote: Aircraft shot down should count for something. If a bicycle has a value, shouldn't the destruction of an enemy aircraft and a killed or captured pilot? Well then...nevermind. RE: CS Wishlist - Crossroads - 06-10-2016 (06-10-2016, 12:24 AM)Scud Wrote: I assume we're talking a lot of time? Time is relative ? RE: CS Wishlist - Big Ivan - 06-20-2016 (06-09-2016, 02:03 PM)Schwerpunkt75 Wrote:(06-07-2016, 11:51 PM)Herr Straße Laufer Wrote:(06-07-2016, 07:42 PM)Ivan The Big Wrote: For EF/WF/RS RE: CS Wishlist - Herr Straße Laufer - 06-20-2016 Counter battery fire in this scale? Uh, not for me. Just fire where you you think they are? Or, if off board ... really? Splitting units? Also a no go. Why in a platoon scaled game where "the team" already added scout squads would you want more than the scenario designer put in? Any scenario designer could make units into squads, with a little work? I just don't see making Squad Battles out of CS. If to combine two weaker units, then you throw out unit cohesion? Morale? The ripple effect seems to open Pandora's box, IMO. HSL RE: CS Wishlist - Dan Caviness - 06-25-2016 Some great points and ideas here guys. I will cease and desist from my Haiku Corner threads as this is exactly that. A quick preface. All changes should be evaluated not only as to how they effect us going forward but as to how they effect the considerable amount of work put into many of our old favorite scenarios. I'll add a few points to consider. There are of course "IMO" so let's keep it civil... Let me start with the ideas proponed above. Bridge Blowing of Full Hex (or longer) bridges: There are a lot of scenarios out there that have been designed using the fact that you can blow a hexside bridge and you can't blow a full hex bridge. If you open it up to full hex bridges many of those will be fundamentally changed, and in some cases ruined. My Longest Day being one example. I used the full hex bridges over the inland canals in order to prevent the Axis from sealing off entire areas of the map. Should we decide to incorporate blowing full hex bridges I would ask we at least incorporate the ability to build them, using the Bridge Engineers of course. I think it opens a can of worms, but if I can at least go back and modify an existing scenario to preserve it, I can live with it. OP Fire Setting/Keyboard Strokes: Point well made. The old way was to hit the "D". Then, in a fit of inspired and self delusional improvement it was "improved" to become "CTRL P"?... Next Available Unit: Can we make it so that you can click on ANY unit and start moving to the "next available" or "last available" (reverse key) rather than having to plow through EVERY unit on the mapboard from the right edge to the left? In the massive scenarios you risk carpal tunnel syndrome prior to hitting that damned button 4,987 times... Color Coordinated Command: Awesome idea. Elimination of ON MAP Air: I'm ambivalent here...but it raises a lot of hackles...so...let's just get rid of it? I believe this could be done without effecting most if not all of the scenarios out there that have included it. Rubble Creation: I totally agree on this one. It seems...way back when...the original version of the game did this. I seem to recall city hexes slowly becoming rubble after repeated artillery strikes? That was cool. It also seems the game even tracked the height of said rubble, as in a village became 2 meter high rubble and city became 10 meter high rubble. Not exact on the numbers, but I believe the old tables included rubble height/effect on visibility? Blowing Bunkers and Pillboxes: Again, awesome idea IMO. It gives us a choice, do we want to keep/save that bunker because it may be of use to our side later, or should we just eliminate it? I would suggest engineers could also be allowed to blow LOW stone walls, and even BOCAGE. Armor Facing and the Retreat: Let me say this...I love AF. I see it as a subtlety that allows a good tactician to gain an advantage. I think the strategic thinkers in our group tend to feel otherwise, but as a tactical guy who lacks the capacity for strategic thinking of any sort, I love it. I don't love the way it works for retreat however. I see a growing trend towards playing with AF off which I find disheartening. I think it's the retreat thing that they really don't like. I get it. Guys, for me, and many others, the subtlety involved in getting a flank shot is a great part of the game and I'd hate to see that go away. I think of it like playing chess for years, getting good at it, and suddenly I'm playing checkers. Still, I totally agree tanks should not automatically retreat by turning 180 degrees and showing their ass while they run. What I'd like to do is find a way to improve that aspect without simply resorting to turning AF off. Tanks have sides, tanks have rear ends, and in my case a rear end is actually in charge of the tank...but shots taken from the sides and rear should get better results based on the targets (well thought out and researched) side and rear armor thicknesses vs. their frontal values. If Bill/Askari chimes in on this thread...he developed some excellent ideas about how to improve the stupid retreat regimen which could help us preserve Armor Facing by removing that problem area. Not to say some tanks didn't run and show their rears...it should be a probability...perhaps effected by the morale/skill level of the tankers? Clearing Minefields: In cases where you run into multiple strength minefields (YES JASON I'M TALKING ABOUT YOU... ) it would be nice if you could run multiple engineers into the hex and clear more than one strength level of mines out per turn? Not sure about this, just an idea. Most scenarios, a one strength minefield is all you'll run into but some of the sneaky devil designers... Modify the Unit Display Window: The right hand of the screen is our friend. Nice to see those units. In some cases the text that describes the hex itself, like CITY/BLOCKED/MINEFIELD 2, the text gets garbled and overwritten so it's hard to tell what that hex really is about. Possibly enlarge that area so the text can be viewed clearly? OP Fire Setting: In some cases you can set an indirect firing unit with CTRL P, in others you have to use the dropdown to set indirect firing units. It would be nice if you could set them all using CTRL P, or even better, using the old single key shortcut D. Double Time for Bicycles: Please correct me if I have this wrong but I don't believe I can double time my bicycle units. We can go to the whip for foot soldiers and go to the whip on our horses but the bicycle guys can't peddle harder?... Commanders being carried: Not sure why it takes a 5 strength jeep to carry a 5 strength commander. I realize their egos get larger with their rating but not sure that carries weight?... Great forum thread here. Love to see us hashing this about. In general I'd like to say that you have two types of changes. Those that everyone loves, and those that everyone hates. Let's try to remember in some cases we've actually grown to embrace and enjoy some changes that initially proved frustrating to some. EA being a good example. I ranted against it for some time until Eric the Hawk schooled me. He was right. It's simply another way to look at it and once you learn how to work within the structure of the new EA, it's fine. I was happy with it as it was, but now I swing both ways. Regards, Dan RE: CS Wishlist - Big Ivan - 06-26-2016 Yes Commanders being carried, I like Patton and Zhukov a lot but they shouldn't need 5 jeeps to carry their fanny's around. Whether or not you think of weather remains to be seen in some circles. For an East Front guy like me I'd like to see something done with weather. Lets face it, about half the battles on the eastern front were fought in snow and horrible winter conditions. When that fluffy white stuff starts piling up, things like trucks and cars stop moving. When it gets deep enough even 4WD is useless. I've lived this in good 'ole Syracuse, NY for a time and seen this. Never rode a tank in the deep snow but someone told me long ago even they can get stuck if the snow is deep enough. Right now in the game snow is snow. Its not light or deep just one depth. Maybe we could have two depths light as it is now-default (so we won't affect the 1000 existing scenarios) and deep as a design option when movement is seriously hampered to like 50 action points per hex. Finally does lousy snowy frozen weather affect troop morale? Yeah, kind of but I guess you can pre-determine that in scenario design. The deep freeze of it all. Does all the water have to freeze or maybe just the stream and minor rivers but major rivers remain open?!. Speaking of frozen major rivers, how much artillery bombardment is needed to break the ice? As it sits now ice can't break. Clearing minefields, good point. Also, Did artillery have an affect on minefield density in WWII. Thought I read somewhere it did maybe I'm wrong. Cheers! RE: CS Wishlist - Herr Straße Laufer - 06-26-2016 Dan, Bridge Blowing of Full Hex (or longer) bridges: Good point OP Fire Setting/Keyboard Strokes: LOL! Team team team! Next Available Unit: Like this idea Color Coordinated Command: Play Panzer Battles? Elimination of ON MAP Air: Yup. Rubble Creation: Remember it the way that you do. Armor Facing and the Retreat: I'd like to see what they can do. Clearing Minefields: Interesting, but for me it would add to the surreal. Modify the Unit Display Window: OK OP Fire Setting: I set opt fire individually Double Time for Bicycles: Yes, they should. But, I do not think they can. Commanders being carried: Commanders represent more than just themselves. They have staffs. In general I'd like to say that you have two types of changes. Those that everyone loves, and those that everyone hates. Let's try to remember in some cases we've actually grown to embrace and enjoy some changes that initially proved frustrating to some. EA being a good example. I still hate EA, optional or otherwise. I'm just a hater. HSL |