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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 29, 2015, 11:19:44 PM »
I have been having a little trouble with the "rescue" missions. Every time I've run into them (only twice, for the record), the rescue destination is too far away for me to reach in the allotted time.

Can't wait for the Firefly, by the way! :D

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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 20, 2015, 12:11:44 AM »
Quick bug report: On a fresh install of b2.05, movement times displayed on the left side menu are consistent with the new standard (i.e. 30, 45, 60); however, the (y) or (n) dialog box  that appears when a move is selected still uses the old times, and indeed the time subtracted (from the time left in the day) is the old number not the new. The map shortening/move-time lengthening seems a good change, by the way :).

I like the zoom-to-battle animation. It helps contextualize the interface you see next.

The overhead diagrams of the tanks are great. Is there a reason why the m4a3(75)W has a shorter gun than the plain m4a3 (and all other 75mm armed tanks for that matter)?
Gratuitous ask: (It would be great to have the m4a1(76)w, just for completeness :P, as many of the early Sherman 76's deployed were of that model)

Keep doing whatever you're doing - a great game keeps getting better  ;D

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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 08, 2015, 06:24:31 PM »
The diagnosis seems spot on: A re-install, for 2.03, and everything runs perfectly  :)

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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 08, 2015, 06:54:46 AM »
When I get the chance I'd like to add a full AAR, but for now just a quick and rather vague bug report. My tank having been knocked out in the explosion-kills-all-occupants manner, I exited. To my puzzlement, I found the same campaign still resumable when I booted up AC later in the day. Hitting C to continue, I was greeted with the names of the now deceased crew who were each being given a purple-heart (with the "posthumously" tag, of course). Then, despite commander replacement being set to realistic, I received, well, a replacement commander.

Edit: Just to add that my replacement commander proceeded to receive the Distinguished Service Cross for "extraordinary heroism" despite not yet having engaged in combat. Lucky guy! 

Edit 2: Later, a message displayed spontaneously halfway through an encounter awarding me 2 VP for capturing a zone, despite enemy units still being in the vicinity. Subsequent encounters are terminating randomly and early, with VP awarded before I've destroyed all enemy units. These are not things I've encountered before, so this particular campaign might be in some way corrupted.

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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 05, 2015, 02:25:47 AM »
Thanks for responding!

Equipped with the knowledge you provided, the new counterattack mission really did seem more engaging and dynamic. A brilliant addition. My one question would be: Is there any incentive to "hold the line," or are we cowards off the hook?  ;D That you can easily add in-battle missions is great to hear--I can't wait to see what you come up with. It'll be awesome to watch the Flak 18 fighting beside its big brother in the cruciform carriage Pak 43. Anyways, I eagerly look forward to the new patch. Thank you for your work!  :)


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Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: November 04, 2015, 03:04:06 AM »
My Roguelike experience being relatively limited, I didn’t expect much when I picked this up, but boy was I blown away. It can be unforgiving, yes, but that’s part of the fun. You’ve created a historically accurate roguelike that’s accessible (quite a feat) and entertaining; it’s detailed without being clunky. And, of course, the game play is brilliant.

On the most recent patch:

Has the call-up roll got the axe? It seems your crew fights in every battle. (Not a complaint, I’m just not getting as far into the far into the year as I used to)

The new counterattack mission seems cool. The enemy taking ground does give the feeling that you are actually helping to repel a significantly sized offensive. Ultimately, I played it like the old version—sitting and awaiting attacks. Am I doing it wrong?

The new in-battle missions are great. The transmissions from HQ are awesome, and the other random events (ammo trucks, ground being taken/re-taken, etc.) really add something to the atmosphere! Any additions to these mechanics in the form of different missions/events would further enhance the experience.

In general:

The 8.8cm Flak 18 (most famously, though incorrectly, known as the Flak 88) would make a great addition to the AT gun lineup. With a production figure of over 21,000 (compared to the 2,100 of the Pak 43), it saw relatively widespread employment in the anti-tank role, including during a number of famous battles on the Western Front. As an 88L, it could strike fear into tankers in game much as its iconic counterpart did in real life.

Random events between battles might add something to the campaign interface. Some could just be for flavor (A la “Hundreds of bombers passed over in formation just as we were finishing breakfast”), while others might provide a bonus like a few extra HVAP shells, and others could in the future be tied to crew personalities. An occasional ambush (which would send you straight to the tactical interface with a panzer to your side or rear) could keep tankers on their toes!

I don’t know if it’s plausible, but representing the various field modifications seen on Shermans during the war would be cool. Sandbags could provide protection from panzerfausts, while appliqué could give a little boost to the tank’s protection against AP rounds.  Both would be at the cost of increased weight, leading to a negative modifier of movement roles and increased chance of bogging.  On historical usage, appliqué armor in the form of spare track sections and salvaged German plate was relatively common, though its hard to verify exact figures. Sandbags piled on the hull were found effective in pre-detonating the shaped charge rounds of panzerschrecks and panzerfausts, so much so that they became nearly standard for tanks of the 14th armored.

I’ve thoroughly enjoyed all the time I’ve spent with Armoured Commander and wish you the best as you continue to develop it!

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