Wishlist thread

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Space Voyager
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Joined: Tue Jun 21, 2011 12:01 pm

Re: Wishlist thread

Post by Space Voyager » Fri Jun 24, 2011 10:52 am

I'd like to see the end of a turn on the projected order path. An "if there are no interruptions" end of turn, naturally. Perhaps as simple as a different colour shade for the turn. IMO one turn would be enough.
Mnky
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Re: Wishlist thread

Post by Mnky » Sat Jun 25, 2011 2:04 pm

Sorry if this has already been suggested, but it would be cool if when you click on a line to bid in charge, it showed you where the enemy would have to bid to beat you.
Space Voyager
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Re: Wishlist thread

Post by Space Voyager » Mon Jun 27, 2011 3:42 pm

Kinda redundant work but still; I'd love it if I didn't see corrected score before I actually won or lost a game. It is a bit disheartening to see your no. of losses rise before seeing it played.
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NDervish
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Location: Lund, Sweden

Re: Wishlist thread

Post by NDervish » Tue Jun 28, 2011 9:55 am

Space Voyager wrote:Kinda redundant work but still; I'd love it if I didn't see corrected score before I actually won or lost a game. It is a bit disheartening to see your no. of losses rise before seeing it played.
I would take that a step farther: I'd prefer if the win/loss screen shown when loading a game always showed win/loss data (both wins/losses vs. each other and overall) as it was when the game was initiated rather than current win/loss data (including the game itself (if complete) and later games played by both parties). I'm less interested in seeing who would be favored if the battle were fought today than I am in seeing who was favored at the time it actually took place.
zxc
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Re: Wishlist thread

Post by zxc » Tue Jun 28, 2011 10:05 am

NDervish wrote:
Space Voyager wrote:Kinda redundant work but still; I'd love it if I didn't see corrected score before I actually won or lost a game. It is a bit disheartening to see your no. of losses rise before seeing it played.
I would take that a step farther: I'd prefer if the win/loss screen shown when loading a game always showed win/loss data (both wins/losses vs. each other and overall) as it was when the game was initiated rather than current win/loss data (including the game itself (if complete) and later games played by both parties). I'm less interested in seeing who would be favored if the battle were fought today than I am in seeing who was favored at the time it actually took place.
I agree with this
Fjonan
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Re: Wishlist thread

Post by Fjonan » Tue Jun 28, 2011 10:53 am

Ok I created an account to say this:

More than two person per Multiplayer-Session:
How this would rock. Do it like in the campaign, one has to escort the VIP out of the Area, another one is guarding the path, a third party gets units (every 3 turns a new one) he can place and control.

"Extermination" with 4 Players, and a bigger Map, "Charge" with a Map shaped like a cross, Team A (2 Players) start on left and bottom, Team B on Top and right, each player in each team bets against the other player on the other and of his part of the map, this could make some very interesting matches. In "Hostage" you have 2 Teams entering the map from two sides, and one bigger Team in the middle, etc. you get the idea.

Cooperative Campaign:
Two players with different objectives/Entry Points etc. for Example Player 1 "Secure the Green Area in 5 Turns" while Player 2 has to escort the hacker to the Green Area in 5 Turns. Both then have to protect the Hacker, after the successful Hack, Player 1 Escorts him out while Player 2 has to plant charges and fight of incoming waves.

With this great game the possibilities are endles. I want more MORE!
Space Voyager
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Re: Wishlist thread

Post by Space Voyager » Tue Jun 28, 2011 10:25 pm

Fjonan wrote:Ok I created an account to say this:

More than two person per Multiplayer-Session:
How this would rock. Do it like in the campaign, one has to escort the VIP out of the Area, another one is guarding the path, a third party gets units (every 3 turns a new one) he can place and control.

"Extermination" with 4 Players, and a bigger Map, "Charge" with a Map shaped like a cross, Team A (2 Players) start on left and bottom, Team B on Top and right, each player in each team bets against the other player on the other and of his part of the map, this could make some very interesting matches. In "Hostage" you have 2 Teams entering the map from two sides, and one bigger Team in the middle, etc. you get the idea.

Cooperative Campaign:
Two players with different objectives/Entry Points etc. for Example Player 1 "Secure the Green Area in 5 Turns" while Player 2 has to escort the hacker to the Green Area in 5 Turns. Both then have to protect the Hacker, after the successful Hack, Player 1 Escorts him out while Player 2 has to plant charges and fight of incoming waves.

With this great game the possibilities are endles. I want more MORE!
HE HE HE, came back to the forum just to post the exact thing you beat me at. I agree, no doubt. And I'd love to see larger maps, too.
Fjonan
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Re: Wishlist thread

Post by Fjonan » Wed Jun 29, 2011 7:00 am

Yeah I see a lot of potential in this, I got another Idea:

MP Campaigns:
Basically some kind of Tournament, with maybe 10 - 20 Persons. Each person gets a fixed ammount of squares on a Map (5 for everyone, depending on how many are taking part in this) and can "attack" adjacent squares to his territory, and plays a round against the owner of that territory.

The goal is to have the most squares after 2 days OR to have all the squares on the map. Players that do not have any square left, are out of the campaign.

Every player has a limited amout of moves available to them, to avoid that joey-no-life-14 wins the campain in a day. Maybe like 5 moves a day, or it could be depending on how many squares one owns, the bigger the territory, the more matches one can make in one day.

If a player does not take the challenge for his territory in the next 12 hours, he loses the territory automatically.

This needs some balancing with the numbers of territories at the beginning, the moves you can make per day and how long you have time to finish a match, but I think it would be a great idea.

It would be like a turn-based game inside a turn-based game (which makes it all the more difficult).
Remda
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Re: Wishlist thread

Post by Remda » Wed Jun 29, 2011 4:19 pm

AI difficulty control
This is something that I believe really badly needs to be added to the game, right now there is no control as to how difficult AI is to defeat and this is something that the game could really do with, especially on campaign. At the moment on campaign it feels like I am playing on hardcore difficultly with my units hugely out-numbered and ailed units acting as little more then cannon-fodder (I seriously have never seen one achieve a kill). Whilst this started off as a entertaining challenge it has since become just plain frustrating as I wish to progress in the plot. A difficulty bar would allow less skilled players to experience the gripping campaign and more competent players to still obtain the challenge they crave. Personally I think that this should be addressed as soon as possible.

Change to capture missions
Strangely the capture mission on multiplayer (secure) is different from that on campaign. In secure your mission is to get a troop to reach a area and then for it to survive for 3 seconds. On campaign if an enemy so much as puts a toe in the protected zone it will cause an instant victory or defeat for the attacking team regardless of if the unit is shot down moments later. Is there a good reason for this? if not then I would suggest changing it to something more similar to secure.

snipers
For some reason snipers seem to be useless unless in cover and at substantial distance from their target. In almost every situation an machine gun troop seems to be able to do the job far better then the sniper. E.g. One time I managed to maneuver a sniper so it was in a corner, a shotgun troop did not see it and walked by and stood facing the opposite direction. My sniper just stood there staring at the back of it's enemy for 2 seconds by which time the turn ended and next turn the shotgun turned round and blasted the sniper in about 0.1 seconds. I think that unlike most units snipers take the same time to shoot regardless of distance, this leads them to be underpowered, perhaps if they took slighly less time to aim and shoot when closer to an enemy they might be more useful.

Improved cover
• Not too sure about this one but it might work. In the tutorial Belaqua describes cover as being "boxes, windows, tables, etc" I think it would be nice if the shapes for these objects could be draw rather then just some light blue boxes, this would add scenery and make the game more detailed and pretty. It might even be an idea to add new types of cover such as some that can be vaulted over and MG nests/bunkers.
LML
Posts: 1
Joined: Fri Jul 01, 2011 3:43 pm

Re: Wishlist thread

Post by LML » Fri Jul 01, 2011 4:11 pm

Fjonan wrote:Ok I created an account to say this:

More than two person per Multiplayer-Session:
How this would rock. Do it like in the campaign, one has to escort the VIP out of the Area, another one is guarding the path, a third party gets units (every 3 turns a new one) he can place and control.

"Extermination" with 4 Players, and a bigger Map, "Charge" with a Map shaped like a cross, Team A (2 Players) start on left and bottom, Team B on Top and right, each player in each team bets against the other player on the other and of his part of the map, this could make some very interesting matches. In "Hostage" you have 2 Teams entering the map from two sides, and one bigger Team in the middle, etc. you get the idea.

Cooperative Campaign:
Two players with different objectives/Entry Points etc. for Example Player 1 "Secure the Green Area in 5 Turns" while Player 2 has to escort the hacker to the Green Area in 5 Turns. Both then have to protect the Hacker, after the successful Hack, Player 1 Escorts him out while Player 2 has to plant charges and fight of incoming waves.

With this great game the possibilities are endles. I want more MORE!
Heh, I actually created an account to say this too. This game is awesome and more multiplayer features is definitely a good way to expand on the already solid gameplay. I'm also imagining a huge war scenario like Fjonan suggests. It would get pretty crazy when it comes to the number of permutations of things that could happen, but that's the fun of this game. Eventually you gotta prime and hope.

Also, as per my twitter convo, Ninjas. Guys with swords who would only win at short range based on the 21 foot rule >.>
napse
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Joined: Sat Jul 02, 2011 9:30 pm

Re: Wishlist thread

Post by napse » Sat Jul 02, 2011 9:32 pm

+1 vote for co-op vs. ai multiplayer
+1 vote for team vs. team multiplayer

The game would be completely more awesome with those.
MissDjax
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Joined: Fri Jul 01, 2011 11:03 am

Re: Wishlist thread

Post by MissDjax » Sun Jul 03, 2011 11:18 am

napse wrote:+1 vote for co-op vs. ai multiplayer
+1 vote for team vs. team multiplayer

The game would be completely more awesome with those.
I second that
Lord_Raiden
Posts: 6
Joined: Sun Jul 03, 2011 9:52 pm

Re: Wishlist thread

Post by Lord_Raiden » Sun Jul 03, 2011 10:01 pm

Ok, without reading the previous wishes, here is my take:

1) people should be able to replay entire game at once.
2) replay with an option to switch each team line of sight
3) allow for longer simulation in prep phases, sometimes i need to time movement for more than a turn, and its a guess game.
4) bigger maps with more variable features. after 50 games i feel the maps are just almost similar to each other.
5) player generated maps can be favouring a starting point. The other side should have an option to reverse starting points upon liking, if being challenged by a player generated map.


bugfix:
1) once, I saw a guy move into my LOS for a brief period in turn 1. haven't seen the guy for many turns after that. A guy stepped into the same space after 5 turns but I wasn't sure it was the same guy. I killed him in that exchange. A shadow vanished from the starting point. THanks to that I now knew it was another guy and my guy from turn one was pinned in that spot too. somehow, a player should select which shadow to delete to prevent this very minor exploit.

Cheers
rmsgrey
Posts: 63
Joined: Fri Jun 10, 2011 4:55 pm

Re: Wishlist thread

Post by rmsgrey » Sun Jul 03, 2011 10:55 pm

Lord_Raiden wrote:bugfix:
1) once, I saw a guy move into my LOS for a brief period in turn 1. haven't seen the guy for many turns after that. A guy stepped into the same space after 5 turns but I wasn't sure it was the same guy. I killed him in that exchange. A shadow vanished from the starting point. THanks to that I now knew it was another guy and my guy from turn one was pinned in that spot too. somehow, a player should select which shadow to delete to prevent this very minor exploit.
Why shouldn't you be able to tell whether it was Tom, Dick or Harry that you spotted this time? After all, you can tell your own interchangeable machine gunners apart...

Either way, I'd call it a design decision, not a bug...
Lord_Raiden
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Joined: Sun Jul 03, 2011 9:52 pm

Re: Wishlist thread

Post by Lord_Raiden » Mon Jul 04, 2011 2:10 pm

Lunatic Calm wrote:In no particular order:

- Ability to simulate a grenade or rocket explosion at a particular place. Sure, I can simulate the opponent's unit firing, but if the shot is late enough in the turn the explosion will happen early next turn, which I can't simulate, and so could be walking my guys into a death trap. If I could just drop rocket and grenade explosions onto the map at a whim, I could test this.
Seconding that
Lunatic Calm wrote: - Ability to drag the simulation/replay timer around manually, forwards and backwards, like watching a movie. Play/pause/reset just doesn't cut it sometimes.
Seconding that
Lunatic Calm wrote: - Ability to draw marks/lines onto the map for reference. Extending this, ability to make particular LOS tool measurements stay on the map until deleted so they can be used as reference when planning your own movement. At the very least, keep the plan and waypoints of team A visible while you're working on team B.
Seconding that. A toggle on the unit to show arcs of LOS that calculate realtime as the unit moves in simulation. Kinda like all the Commandos games, or the old Desperados one.
Lunatic Calm wrote:
- Ability to edit plans mid-simulation. Helps with synchronizing actions.
Seconding that in a way. At least a slider that allows to go forward and backwards as above. Heck, its mostly 5 sec turns, one can synchronize by try & adjust method.
Lunatic Calm wrote:

- LOS tool needs to take into account how crouching interacts with low cover. Unless I'm mistaken, the LOS tool ignores this right now, which makes it very difficult to tell if I'm far enough behind cover to be hidden from someone, or that I'm far enough out of cover to have LOS to some area.
Seconding that - the arcs showing LOS for a given unit should cover this too. See above.
Lunatic Calm wrote:
- Timer on rocket/grenade guys showing when they'll be ready to fire next.
Well... would be nice as a toggle perhaps. Not always.
Lunatic Calm wrote:
- Publicize the actual equations used to determine combat winners. For example, I believe that snipers ignore cover, but I haven't read anything agreeing with that.
STRONGLY AGAINST that. Knowledge that everything is set in stone by some rules, and no randomness exists in this game is enough for me to discover the rules myself.
Lunatic Calm wrote:
- Ability to get to the options menu without exiting a game so I can mute/unmute.

- Ability to save current plans in a game without priming. Allows a player to work on a turn, and take a break/close program/look at results of another game without losing all the planning he had done.
Keep focus Tactics! No multitasking allowed while on duty!
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