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Kelly's Hero
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Re:Feature Request Log - Requests Only Please! Wed, 26 October 2011 19:19
FluffyBunny wrote on Tue, 25 October 2011 08:56

...voicing a request a second (or third) time still serves a useful purpose Smile

If a player abandons his opponent, the opponent should have the option to continue with a robot or quit the game without any costs to him.

There really should be a Time Limit for each player's turn.

Please split the Name and Rank columns in the lobby.

I'd propose Scenario Ratings based on 5 Stars.

Details of Special Rules should be accessible in the Briefing Room as to be able to familiarize yourself with them before a match.




Add my vote for these suggestions
      
Flemish_Havy
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Re:Feature Request Log - Beta-testers Only Please! Thu, 27 October 2011 21:03
I must admit i did not read all the above posts Embarassed

Rolling Eyes I would suggest to make more use off the Visibility feature. Rolling Eyes

This tacticly changes the range for units and the use off airpower and barrage fire. It shouldnt be mentioned what an impact this has on gameplay.


Since it is already in the game having a huge impact on gameplay, maybe with finetuning, this feature could have limitless possibilities. Surprised

=> Some ideas follow:

ex. Attack at dawn:

/-> visibility starts at 2-3 hex and goes up, trew turn diece or automatic on a rate off fixed turns, triggered by the stars rolled as is now.(Could change map related)
-> Could also be fixed to change only when a fixed amount off stars is rolled, say 2 or 3, so the effect stays longer.

ex. Representing Foggy Weather: (Idea off fellow player, forgot name, please enlighten me to credit you)

/-> limited visibility that clears out.
-> Same as above or fixed after an amount off turns (representing weather forecasts)
Would need a turns counter on the visibility charts Shocked

ex. Representing a hole day off fighting, turning day and night.

/-> visibility representing the cycle from night to day and/or visa versa.
-> autocycle every fixed turns. (implement a turns counter on visibility charts)
-> this cycle could differ from scenario to scenario representing the suncycle at the date off war.

ex. Implementing all kinds off weather conditions:

/-> 2 way visibility changes, running up and down.
-> this represents weather forecasts (ex. a bad weather day)
-> use flag on the turn roll to move visibility down
or if you want things not to change for the worse to fast, say the turn roll has to hit a fixed amount off flags ex. say 2 or 3
Surprised

/-> Weather forcasts: rain ... snow, ... dropping the visibility.
This could be scenario fixed to trigger the event, and visa versa. Stays on for a fixed amount off turns or may only happen 1 time a scenario or could be a cycle lasting a fixed turns ... .

/-> Making use off day/ night cycle and weather forecasts all together Cool Laughing

As you see, the possibilities are endless and the impact would be huge !


For more ideas contact me freely Razz

Just trying to help toward FUN GAMING !

[Aktualisiert am: Thu, 27 October 2011 21:04]

      
FluffyBunny
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Re:Feature Request Log - Beta-testers Only Please! Thu, 27 October 2011 22:18
Flemish_Havy wrote on Thu, 27 October 2011 21:03

I I would suggest to make more use off the Visibility feature.


I like it, especially as this can be easily done with a computer game, contrary to a board game. But as this is a straight adaptation of a board game I guess we won't see this any time soon. Would be a cool option for expert scenarios, though Smile
      
rasmussen81
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Re:Feature Request Log - Beta-testers Only Please! Fri, 28 October 2011 05:57
FluffyBunny wrote on Fri, 28 October 2011 00:18

Flemish_Havy wrote on Thu, 27 October 2011 21:03

I I would suggest to make more use off the Visibility feature.


I like it, especially as this can be easily done with a computer game, contrary to a board game. But as this is a straight adaptation of a board game I guess we won't see this any time soon. Would be a cool option for expert scenarios, though Smile


Like FluffyBunny said, Memoir '44 Online is a straight adaptation and all of the rules are official. So even though those are interesting House Rule ideas, they won't be implemented into the Online game.

Now if you owned the Board Game, you could put these rules into place for any of your battles and enjoyed the excitement of maneuvering your troop around in poor weather! Cool

Expert Mode will reflect the official rules, so the only visibility problems that will be available for scenarios you design are Night Attack rules and eventually Smoke Screens. But who knows, maybe some day DoW will allow people to select some 'approved' House Rules into their Expert Mode games. Smile
      
Kelly's Hero
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Re:Feature Request Log - Requests Only Please! Fri, 28 October 2011 19:32
I love being able to replay games in v 1.2, but how about seeing the final dice roll % for these battles as well?
      
Phread
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Re:Feature Request Log - Requests Only Please! Sat, 29 October 2011 05:53
In replay it would be helpful to be able to see the card under the commissar's chip.
      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Fri, 04 November 2011 11:40
Wouldnt it be great if we could speak to fellow players on the game and especialy to the one we are playing against ? Rolling Eyes

I gess DoW could provide us with a server like for ex. Teamspeak.

Players could jump into, or be automaticly tranfered to a channel when starting there game ! Cool
      
stevens
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Re:Feature Request Log - Requests Only Please! Fri, 04 November 2011 12:53
Flemish_Havy wrote on Fri, 04 November 2011 06:40

Wouldnt it be great if we could speak to fellow players on the game and especialy to the one we are playing against ? Rolling Eyes

I gess DoW could provide us with a server like for ex. Teamspeak.

Players could jump into, or be automaticly tranfered to a channel when starting there game ! Cool


I know that some players have a skpe program running simultaneously with their BUDDIES. Something you might want to consider.
      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Sun, 13 November 2011 01:01
Could you guys at DoW make a deal with Steam to let us purchase the big MAJOR pack off 60 Euro ? Rolling Eyes

(I must be mistaken if it available)

Thanks in advance, come shop again ! Razz

Please implement the REPLAY for EXPERT battles ! Thx Rolling Eyes

[Aktualisiert am: Mon, 14 November 2011 11:45]

      
bikini
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 01:52
There needs to be a warning if you have not moved or battled with a selected units - the same as when you are ordering units.

Allow the alert window and card choice to be moved or at least make it semi transparent so we can see the units and field below.

Allow text responses when you decline an invite - I feel rude just refusing sometimes.

Show a detailed personal win loss ratio for battles played - I would like to see what my success is on each battle (as both Axis and Allies)

Distance measure. Like the range finding option (shift click?). It would be nice to be able to see how far a unit could move too.

Note: I accidentally created a new post, and so this is a repeat of that previous log.
      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 09:00
Please implement a tool to see if you have line off sight ! Rolling Eyes

This can be very simple.

Hit a botton, that gives you a line that you can draw from the middle off a hex toward the target hex.
Hit button again or auto-delete when your finished.

Attention: the opponent should not see if you are doing it, since so you could use it while plotting strategic moves.

Thx DOW Razz
      
Phread
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 09:08
The LOS functionality won't be hard to implement Shocked Very Happy Shocked as it already exists.

Memoir 44 Online Manual

Shift-Click on Units to See their Threat Zone
Shift-clicking on a unit will temporarily reveal that unit's firing "threat zone", using color-coded hexes to show the number of dice that will be rolled against a target in these hexes.

Hexagons where you roll 3 dice will be colored in red. Those with 2 dice in orange, and those with a single die in yellow. The computer automatically takes into account the rules regarding line of sights when computing this threat zone, so a target in a hex that is out of sight will remain uncolored. This threat zone display will prove especially useful if you do not remember your unit's firing capabilities or terrain rules too well; it is a boon for beginners. So do not hesitate to use it; maximizing the number of dice you roll can often be
the difference between a glorious win or a painful defeat!

[Aktualisiert am: Sat, 19 November 2011 02:31]

      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 10:24
THX FOR THE INFO Smile It is a handy tool yes, but to late for me tacticly.

Is there also a tool to see that from hex to hex, BEFORE you are on the spot with a unit ? Rolling Eyes

[Aktualisiert am: Fri, 18 November 2011 10:28]

      
Helcat
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 10:59
Good Idea
      
Eraser_SK
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 15:25
More "zero" cost map.

Some new units:

Conscript(5-figures)-May move up to 2 hexes and battle
May battle any enemy target 2 or
fewer hexes away. It rolls 1 dice in
Close Assault and 1 die against a target
at 2 hexes
May retreat up to 3 hexes instead of the
standard 1 on any retreat flag rolled.

Volkgrenadiere(5) - see Conscript

Partisans (3) - see French Resistance

Spion(Saboteur)(1) -May move up to 4 hexes and battle
May battle only enemy target in
Close Assault (roll 3 dice ).
A Spion may be targeted as normal but
only a Grenade symbol will score a hit.
The Spion is removed when hit and does not
count as a medal.
May retreat up to 3 hexes instead of the
standard 1 on any retreat flag rolled.

[Aktualisiert am: Fri, 18 November 2011 15:26]

      
rasmussen81
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 19:42
Eraser_SK wrote on Fri, 18 November 2011 18:25

More "zero" cost map.

Some new units:

Conscript(5-figures)-May move up to 2 hexes and battle
May battle any enemy target 2 or
fewer hexes away. It rolls 1 dice in
Close Assault and 1 die against a target
at 2 hexes
May retreat up to 3 hexes instead of the
standard 1 on any retreat flag rolled.

Volkgrenadiere(5) - see Conscript

Partisans (3) - see French Resistance

Spion(Saboteur)(1) -May move up to 4 hexes and battle
May battle only enemy target in
Close Assault (roll 3 dice ).
A Spion may be targeted as normal but
only a Grenade symbol will score a hit.
The Spion is removed when hit and does not
count as a medal.
May retreat up to 3 hexes instead of the
standard 1 on any retreat flag rolled.


Interesting ideas. I'm afraid you won't see any of your Unit ideas in the game because they are house rule units, but if you want to get an idea of some Official units that will eventually be seen on the Memoir '44 Online battlefield, I would recommend looking through the rule books a little. There are still lots of units to be added to our virtual Armies! Smile
      
Kelly's Hero
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Re:Feature Request Log - Requests Only Please! Fri, 18 November 2011 22:12
Flemish_Havy wrote on Fri, 18 November 2011 02:24

THX FOR THE INFO Smile It is a handy tool yes, but to late for me tacticly.

Is there also a tool to see that from hex to hex, BEFORE you are on the spot with a unit ? Rolling Eyes


There is no tool currently. I wish there was. It would be nice to be able to tell line of sight from any hex to any other hex. Whenever I play Red Barricades, I wonder if I should move my sniper to a particular hex or not - because I cannot tell if it will have line of sight 5 hexes away after moving there. It would be nice to have the line of sight info before I commit to the move.

[Aktualisiert am: Fri, 18 November 2011 22:13]

      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Sat, 19 November 2011 12:48
Kelly's Hero wrote on Fri, 18 November 2011 22:12

Flemish_Havy wrote on Fri, 18 November 2011 02:24

THX FOR THE INFO Smile It is a handy tool yes, but to late for me tacticly.

Is there also a tool to see that from hex to hex, BEFORE you are on the spot with a unit ? Rolling Eyes


There is no tool currently. I wish there was. It would be nice to be able to tell line of sight from any hex to any other hex. Whenever I play Red Barricades, I wonder if I should move my sniper to a particular hex or not - because I cannot tell if it will have line of sight 5 hexes away after moving there. It would be nice to have the line of sight info before I commit to the move.


Exactly my point ! Rolling Eyes

Thx for reply !
      
Phread
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Re:Feature Request Log - Requests Only Please! Sat, 19 November 2011 20:14
Line of Sight (LoS) in the online game is exactly the same as in the board game.

Imagine a line connecting the centre of the attacker's hex to the centre of the target hex. Examine what the line touches or crosses.

Personally I have no trouble visualising this test in either the board game or online game - but that's just me.
      
*player902330
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Re:Feature Request Log - Requests Only Please! Wed, 23 November 2011 15:08
I would like to have à separata tab where I can list my favourite scenarios.

For the service record it would be nice if it was possible to separate My Johny/Herman games from the live opponents.

[Aktualisiert am: Wed, 23 November 2011 15:10]

      
Nightrain
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Re:Feature Request Log - Requests Only Please! Fri, 25 November 2011 09:30
A very important thing is that please never allowed bot to take over any game if opponent's internet was disconnected for a glance.

Give or spare him at least 1-2 minutes to reconnect before the bot doin' anything to ruin the plan, because if you're playing a long game like RBF, it's really a game-breaker, and this is a crucial part of the game.

      
rasmussen81
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Re:Feature Request Log - Requests Only Please! Fri, 25 November 2011 11:34
*player902330 wrote on Wed, 23 November 2011 18:08

I would like to have à separata tab where I can list my favourite scenarios.


I like this idea! It would be great to have a way to identify some favorite scenarios and then jump to a list that just included the best scenarios as you see it! Cool Great thinking!
      
Flemish_Havy
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Re:Feature Request Log - Requests Only Please! Sat, 26 November 2011 10:42
New idea for points system.

http://www.daysofwonder.com/en/msg/?th=23945&start=0

New badge for improving the game idea.

http://www.daysofwonder.com/en/msg/?th=23915&start=0

[Aktualisiert am: Sat, 26 November 2011 11:02]

      
bikini
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Re:Feature Request Log - Requests Only Please! Mon, 28 November 2011 14:59
Sometimes the game will automatically skip phases (eg move or battle), when they are not possible, but it does not always do this. It should either happen all the time or not at all. Perhaps an option in our preferences to enable/disable this.

This example I can think of that happens most often is when you have moved normal INF 2 spaces. It is possible that no units can battle. yet it waits for you to click battle before the game proceeds.

Edit: I just had another example:
I moved all of my INF into terrain that ended their move and didnt allow them to battle. The game asked me to end my move (even though there was nothing else I could do). After that I had to manually click the battle button to end that phase - once again I could not battle even if I wanted to.

Both phases should have ended automatically as I had no choices.

[Aktualisiert am: Mon, 28 November 2011 16:23]

      
GI John
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Re:Feature Request Log - Requests Only Please! Fri, 09 December 2011 00:16
I request that we start adding some of the Air Pack scenarios to Online play.

They could be added for fun and not be needed to earn Ranks. But you could still earn medals but playing them. Not everyone likes the Air Rules but, that's no reason to totally exclude them from online play.

I was one that originally didn't like the Air Rules but am now converted. And I think if we add a few to start with, players will learn how to play them and end up being converted also.

My two cents.

[Aktualisiert am: Fri, 09 December 2011 00:17]

      
GI John
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Re:Feature Request Log - Requests Only Please! Tue, 13 December 2011 05:51
Would someone from DOW please shed some light on the MIA Air Pack?

What is the plan for the Air Pack online?
      
Jeronimon
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Re:Feature Request Log - Requests Only Please! Fri, 06 January 2012 08:01
I have a feature request not for the game, but for the forum (although maybe you could put it in the game somewhere).

A simple rank counter (stating how many persons of one rank we have at a given moment):
Cadets:
1LT:
1LT:
CPT:
Majors:
Lt Col:
Colonel:
etc:

It would show how large the community is and save some of us bean counters the trouble of counting pages and persons. For me its hard work, but this is what a computer lives for. Smile
      
Frostberg
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Re:Feature Request Log - Requests Only Please! Sun, 08 January 2012 01:15
*player902330 schrieb am Wed, 23 November 2011 15:08

I would like to have à separata tab where I can list my favourite scenarios.




Very great idea. I also like the idea of a 5 star rating. And we need an extra column with your own ratings, too. So that you can sort the scenarios according to your own preferences. That would be perfect.
      
Erik Uitdebroeck
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Re:Feature Request Log - Requests Only Please! Sun, 08 January 2012 12:01
Jeronimon wrote on Fri, 06 January 2012 08:01

I have a feature request not for the game, but for the forum (although maybe you could put it in the game somewhere).

A simple rank counter (stating how many persons of one rank we have at a given moment):
Cadets:
1LT:
1LT:
CPT:
Majors:
Lt Col:
Colonel:
etc:

It would show how large the community is and save some of us bean counters the trouble of counting pages and persons. For me its hard work, but this is what a computer lives for. Smile


Great idea.
      
Dietrich von Kleist
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Re:Feature Request Log - Requests Only Please! Wed, 11 January 2012 12:52
Interesting for a colonel to know how many men he commands Very Happy
      
Dietrich von Kleist
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Re:Feature Request Log - Requests Only Please! Wed, 11 January 2012 13:03
Wouldn't it be interesting to be able to post one's real language in his profile and to see the adversary's language when playing a game.

So when I encounter another player that speaks Dutch I don't have to conversate with him in English or French.
      
Jeronimon
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Re:Feature Request Log - Requests Only Please! Thu, 12 January 2012 00:30
Dietrich von Kleist wrote on Wed, 11 January 2012 13:03

Wouldn't it be interesting to be able to post one's real language in his profile and to see the adversary's language when playing a game.

So when I encounter another player that speaks Dutch I don't have to conversate with him in English or French.

I would add to that. Not only the native language of your opponent but also his second, third and even fourth language.

Although "in game" I tend to ask what language the opponent prefers.


@Dietrich: I speak dutch Very Happy
      
stevens
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Re:Feature Request Log - Requests Only Please! Thu, 12 January 2012 00:47
I think we should skip the language translation and go straight to mental telepathy, but oh yes - then my opponent would know what my cards were. Okay forget that one.
Laughing Laughing Laughing Laughing Laughing
      
Dietrich von Kleist
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Re:Feature Request Log - Requests Only Please! Thu, 12 January 2012 09:56
Jeronimon wrote on Thu, 12 January 2012 00:30

Dietrich von Kleist wrote on Wed, 11 January 2012 13:03

Wouldn't it be interesting to be able to post one's real language in his profile and to see the adversary's language when playing a game.

So when I encounter another player that speaks Dutch I don't have to conversate with him in English or French.

I would add to that. Not only the native language of your opponent but also his second, third and even fourth language.

Although "in game" I tend to ask what language the opponent prefers.


@Dietrich: I speak dutch Very Happy



We zullen eens een veldslag in 't Nederlands moeten uitvechten Laughing
(Translated: We'll have to fight a battle in Dutch one day.)
      
Henry Pelham
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Re:Feature Request Log - Requests Only Please! Thu, 02 February 2012 18:40
Ambush needs fixing. The white arrows are a clear tell. Since the same in-game events are not always represented simultaneously to both players, timing the arming of the ambush is not a feasible work-around. Why not eliminate the white arrows so all the potentially ambushed player sees, is nothing -- a delay perhaps, that would be indistinguishable from all the other occasional little delays ...
      
Phread
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Re:Feature Request Log - Requests Only Please! Thu, 02 February 2012 19:51
Brigadier General Henry Pelham wrote on Fri, 03 February 2012 06:40

Ambush needs fixing. The white arrows are a clear tell. Since the same in-game events are not always represented simultaneously to both players, timing the arming of the ambush is not a feasible work-around. Why not eliminate the white arrows so all the potentially ambushed player sees, is nothing -- a delay perhaps, that would be indistinguishable from all the other occasional little delays ...


A fine suggestion, the white arrows do give the game away and alert an observant opponent that an ambush is pending.

I admit if I sight them I (if possible) change the order of my attacks.
      
JJs Juggernaut
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Re:Feature Request Log - Requests Only Please! Thu, 02 February 2012 22:21
Phread wrote on Thu, 02 February 2012 13:51

Brigadier General Henry Pelham wrote on Fri, 03 February 2012 06:40

Ambush needs fixing. The white arrows are a clear tell. Since the same in-game events are not always represented simultaneously to both players, timing the arming of the ambush is not a feasible work-around. Why not eliminate the white arrows so all the potentially ambushed player sees, is nothing -- a delay perhaps, that would be indistinguishable from all the other occasional little delays ...


A fine suggestion, the white arrows do give the game away and alert an observant opponent that an ambush is pending.

I admit if I sight them I (if possible) change the order of my attacks.


What white arrow? I must not be an observant opponent, because I've never seen white arrows. I see a half circle with an ! in it, but I assume my opponent doesn't see that.

I have noticed slight lags before when my opponent has his ambush set to manual before, but not very often.
      
Phread
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Re:Feature Request Log - Requests Only Please! Thu, 02 February 2012 23:14
Instead of a arc of red arrows from hex of the unit firing to the hex of the target, while a defender chooses to activate a manual ambush the arc of arrows is white.

It is a classic tell to the attacker that the defender is deciding whether to play a manual ambush or not.
      
JJs Juggernaut
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Re:Feature Request Log - Requests Only Please! Fri, 03 February 2012 00:41
Phread wrote on Thu, 02 February 2012 17:14

Instead of a arc of red arrows from hex of the unit firing to the hex of the target, while a defender chooses to activate a manual ambush the arc of arrows is white.

It is a classic tell to the attacker that the defender is deciding whether to play a manual ambush or not.


Wow! Shocked Shocked they should really fix that, but until they do I'm definetly going to use that knowlage. Twisted Evil Rolling Eyes Twisted Evil Thanks.
      
Nygaard
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Re:Feature Request Log - Requests Only Please! Mon, 06 February 2012 10:59
Henry Pelham wrote on Thu, 02 February 2012 18:40

Ambush needs fixing. The white arrows are a clear tell. Since the same in-game events are not always represented simultaneously to both players, timing the arming of the ambush is not a feasible work-around. Why not eliminate the white arrows so all the potentially ambushed player sees, is nothing -- a delay perhaps, that would be indistinguishable from all the other occasional little delays ...


And also there's a bug that allows Ambush to be played from a sea hex (at least on Juno Beach).

I didn't get to post a bug report, but it's there.
      
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