RE: Panzer Campaigns update
Hi
I´m new to this site, but feel like sharing my opinion on the "upgrading" of PzC.
I´ve been playing PzC for about 10 years now, and before that I used to play the PC game World af War Stalingrad and Operation Crusader.
It sounds very interesting that you are going to make some updates, and I´m looking forward to see what you come up with. But until that happens, I´m having some suggestions that I feel will make PzC a true “Gold series”
To me the perfect PzC game would be, if you adopted some of the features from the World at War series into the PzC series
1) Lets face it – the AI divisional movement in PzC simply does not work. Make it work – or even better – just get rid of it.
Instead you should add a feature where you can give open orders to individual units – just like in WaW.
i.e. order a unit to go from A to B using a certain route, (use transportation mode here and tactical mode there). The unit will execute the orders over the next many turns, and report to you when they are done. The unit will only terminate its orders if contact with enemy units is established.
I´m currently playing the Moscow 42 campaign scenario, and its taking the fun out of the game, that I´m having to move every god damn German unit, each and every turn – especially when the weather is bad, and they can only move a couple of hexes per turn……
2) Like in WaW it should also be made possible to attach individual units to a divisional HQ.
i.e. I want to attach a corp Nebelwerfer directly to a Panzer Division, but I cannot do that without attaching a bunch of other corp units at the same time.
3) Bunkers, pillboxes, trenches, etc, should have a certain defensive value when attacked frontally, but a reduced defensive value when attacked in the flank or from the rear. Anyway – a bunker´s defensive value should be reduced when hit a certain number of time by artillery or FLAK. Today bunkers have a fixed defensive value.
4) I agree with Fhil that it should be possible to destroy bridges by aircraft of artillery attacks – it makes the game much more realistic
5) But most of all – you have to make the computer play a better game. “Cosmetic surgery” is fine, but doesn´t make it alone
a) Much to often the computer allows itself to be surrounded without trying too break out and return to its own lines. And units outside the encirclement ring don´t try to relieve their comrades.
b) The Soviet artillery (which is formidable) is too passive – it should pound every German unit in the open in sight, but usually does nothing. The artillery is also very easy to trick – a single shootout between two individual units will make the AI spend all the artillery firepower at once, after which I can start the main attack without being shelled.
c) Partisans are much to passive. Most of the time they are just remaining in their starting positions, doing nothing. They should dig in along the roads and wait in ambush for the Germans – making it difficult for them to bring their reinforcements forward in time.
d) In Moscow 42 some well entrenched soviet unit are leaving their bunkers for no reason at all – making them easy prey for my artillery.
It would be very interesting to hear if any of you have similar ideas, or any comments to my suggestions
Kind regards
Bo (from Denmark)
|