Jump to content


Victory 2 - What would be good updates


4 replies to this topic

#1 brogan

    Veteran

  • Members
  • PipPipPip
  • 225 posts
  • Location:Cincinnati, Ohio

Posted 23 December 2009 - 09:19 AM

Guys, I guess you have heard the news about the old program. Maybe we players can post some suggestions for a new and improved version here on this thread and keep our fingers crossed that the new version might be up and running in 2010....


Andy Brogan

#2 The Happy Hun

    Newbie

  • Members
  • Pip
  • 7 posts

Posted 23 December 2009 - 06:24 PM

My suggestions:

1. Automated turn processing... let Russ rest! The order format is already designed to be computer readable, it shouldn't be too hard to have a central email address that can register turn submission in the .trn format. We could set it for automated 'turn receipt' as well. This would also give great flexibility in setting up games with shorter and longer turn around times.

The only issue I have with this is sometimes we want to position ourselves very specifically in the turn processing cycle, and that usually requires Russ' kind attention.

2. GUI Map. A more interactive map would be awesome. As your nation conquers, the 'thick black lines' of your national border would expand. Maybe 'mouse over' information on provinces, showing population, industry, etc. Indeed, it would be nice to click on a province and see all there is to know about it. Perhaps even a selection allowing you to choose an air group and have a shaded 'overlay' show it's maximum range. This would be even more ideal if that could be tuned into range vs. bomb effectiveness... the further out you go, the less bomb effectiveness could show. Could also have AIC nets and special rail capacities.

3. Automated orders. Like running cargo ships between an island and a mainland. Naturally, fuel etc would still be needed, and the route could be interrupted by subs, mines, etc, but it might help save an order or two.

4. Consolidated intel reports would be nice. What I mean is being able to track enemy (or neutral) divisions based on what you or your TA's see over the course of multiple turns (is that 31st Armored Division in Paris the same you saw four turns earlier in Hamburg?) etc.

5. If we do some automated turn processing, we could build in a little more sophisticated AI for abandoned nations.

#3 Race Pilsner

    Member

  • Members
  • PipPip
  • 99 posts
  • Gender:Male
  • Location:Michigan

Posted 24 December 2009 - 07:48 AM

I like the GUI map idea and maybe add the ability to have your TA's territories shown in different colors from yours would also be nice.

Defined rail routes would be awesome. Basically having the ability to name a rail route to identify the gazillion cities along it, or alternatively having a GUI turn entry program which allows you to drag and drop resources from city to city and then it builds the rail order. Either way would be awesome, but I favor the first method.

Standing BFDU and DFDU Orders: ex. Build SEC until this specified level or advantage over partisans reached. Should work in reverse too to disband till a target level or advantage reached. Build to a specified LDB level, etc.

Build on the TA concept more. A TA should be able to provide Fighter Cover for their TA's. Maybe allow Fighter Escort and Naval Escort of a TA's forces. How about Lend Lease? Maybe even licensing of a TA's tech?
We did it all in WW II.

Ship repair should be automated, it wastes too many orders. If a seaport has repair facilities they should just operate automatically at the end of the turn, repairing all remaining repair points that were not used up by the RS order, which can be kept and used to favor certain units if the player so chooses. Automatic repair should work on a TA's ships if there is repair potential remaining after the owner player ships are repaired to full (or absent).

Upgrade orders should handle dozens of units at a time, not 3 or 4.

There's a few.

Race Pilsner
The object of war is not to die for your country but to make the other bastard die for his. Gen. G. S. Patton

#4 The Happy Hun

    Newbie

  • Members
  • Pip
  • 7 posts

Posted 24 December 2009 - 11:40 AM

Ah, and another thing... allow TA'd armies to move through your territory without having to cede provinces. Sort of an 'allow access' order. I know this could complicate the rules a bit, with the possibility of multiple armies occupying the same spot at once, but the rules can adapt... after all, we don't usually all move at the same time, so whomever is there first "wins".

#5 Grimor

    Veteran

  • Members
  • PipPipPip
  • 392 posts
  • Gender:Male
  • Location:Netherlands
  • Interests:scuba diving (openwater, advanced, wetsuit, nitrox)<br />gaming <br />roasting meat on the BBQ...<br />

Posted 14 January 2010 - 08:02 AM

View PostThe Happy Hun, on Dec 24 2009, 07:40 PM, said:

Ah, and another thing... allow TA'd armies to move through your territory without having to cede provinces. Sort of an 'allow access' order. I know this could complicate the rules a bit, with the possibility of multiple armies occupying the same spot at once, but the rules can adapt... after all, we don't usually all move at the same time, so whomever is there first "wins".


I do not think Russ has the knowledge to programm all that :python:

the only way that victory2 will see the light of day is when he works together with one of those new company's in webbrowser games...
the concept of an addictive game is also worth alot.. besides due to it simple design it could be somewhat easy to build..
but then again will people pay for it or will the game be free with only tech 39 and a monthly fee for the other techs..

the joy of an automated rail calculator which sees if transport will work in combo with the rail use by allies...
the joy of just clicking and selecting your army and pointing it in the right direction .. double click to fill in some supplies.

then again not everything can be automated as we also want to play a bit... and the difficulty / fun of vic is in the planning and calculating every little detail
Game 72 - - Syria
Game 74 - - Hungary
Game 80 - - Baltics
grimor@xs4all.nl

*** Where do we people go if not towards the perfection of our own illusion? ***





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users