Feature requests - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Panzer Battles (https://www.theblitz.club/message_boards/forumdisplay.php?fid=280) +--- Thread: Feature requests (/showthread.php?tid=68968) |
RE: Feature requests - wiggum - 01-04-2016 (01-03-2016, 11:42 PM)Strela Wrote: If I was going to adjust the Broken and Disrupted symbology (after including Disrupted), I'd probably put the state indicator below the counter as that is still obvious in a stack and won't get confused with the unit type on the left hand side. Good idea, would like to see that ingame ! RE: Feature requests - Volcano Man - 01-05-2016 FWIW, the Place All feature in FWWC does work with opportunity fire. If something gets shot at, then it executes the fire, and proceeds onward with the placement of all units. What it really does is just quickly put out all the units by skipping the clicking, but it is really do different than if you were clicking the dialog on each unit every nanosecond. I am not advocating one way or another here, just saying the Place All does not skip opportunity fire. :) RE: Feature requests - ComradeP - 01-14-2016 Quote:s I think I may know what is causing this. I've had another instance where an artillery unit that I specifically told not to fire, fired during the enemy turn, and it didn't involve recon spotting. The unit was spotted by counterbattery fire, so maybe that matters, but it's very annoying to have artillery expose themselves to counterbattery fire spotting when you tell them not to fire. Some scenarios have defending artillery units close to the frontline for unclear reasons, like in the Operation Epsom Day 1 game I'm currently playing, and it increases losses from counterbattery fire. It could be that the positions are historical, I just find it odd that the Nebelwerfers and even the howitzers are located just ~3 kilometres from the initial frontline. With interdiction at 15%, it's costly to move them and with high counterbattery spotting chances due to how close they are to enemy units, it's costly for them to fire. Without being able to tell them not to fire in a way that "sticks", the units will take severe losses even more quickly. RE: Feature requests - chrisp - 01-15-2016 Myself, my needs are more mundane... More hot keys! I'd like to see keys for Recon spotting, move to top of stack, move to bottom of stack, and a few more if you give me a minute. I'd like a "HQ's on top" selection. I'd like mines and obstacles to remain on the map when you turn off units (like they do in PzC). This makes it easier to see which hexes have these features and which don't. There's more, but I forgot it... RE: Feature requests - Pepe Botijo - 01-15-2016 I´d like to see the hotkeys indicated in every button of the toolbar. Also make usable all the functions of the help menu (user manual, general help...). RE: Feature requests - Outlaw Josey Wales - 01-15-2016 We get a note on the engineers that are clearing mines. How about a marker for the hex that says cleared when they are done and move on? RE: Feature requests - chrisp - 01-15-2016 (01-03-2016, 10:10 PM)wiggum Wrote: Another idea for a UI improvement: Great idea! RE: Feature requests - chrisp - 01-17-2016 Ooo, another hot key -- Save Movement Costs. Such a valuable function. RE: Feature requests - chrisp - 01-17-2016 And another: How 'bout listing deleted units? You list removed units. but it would save some searching time if you also listed deleted units. RE: Feature requests - Plain Ian - 01-18-2016 (01-15-2016, 12:22 AM)chrisp Wrote: Myself, my needs are more mundane... Does switching units to the top of a hex make any real game differences or is it just for display purposes? In my pbem game I usually have two identical units from the same Division stacked and he has targeted one of them and fatigued it badly but not disrupted it during his turn. I usually switch them around in my turn in the hope that he continues to select the top unit or whatever one he selected last turn, and thus spread out my losses between the two units. I also stack non artillery units (HQ's usually or A/A) with my artillery and make sure they are the top units in the belief/hope that counterbattery fire hits the top unit first.......maybe this is a PzC myth? |