I compiled together what I thought were decent suggestions from my own brain, from discussions in the last few months on Tangler, and from the Weewar Wiki suggestions page, ranked by what I think is most important *within each group*. Feel free to discuss or debate or reply with your own suggestions!
Suggestions
Little (easy-ish?) things:
More game options:
In-game functionality:
Map features:
Other:
Spelling/grammar
Bugs
good idea. I added a few things:
Sounds cool. The first two go under my bullet for "New units, terrain, abilities, sounds, etc." which I don't find too important because I think gameplay is fine the way it is, minus some balancing issues (they would still be nice/interesting though). Your last one sounds good (except maybe the banning =P). Maybe for the time being, someone could make an AI bot that constantly has an open game called "Weewar tutorial for new players" that does what you said.
The ability to marshal ones forces before attacking would be really nice. So if I have a tank at 5 with a tank at 10 behind it against a heavy tank, I can move the tank at 5 to the side, move in my tank at 10 and attack, then attack with my tank at 5.
Oh yeah, and auto-repair for units that aren't moved.
Yeah, +1 to ye Winter, being able to move, then do something else, then come back and use my attack later would be great.
Maybe also move half the possible move distance, then move some more later
I know some of this comes down to planning your move in advance (not necessarily a reason against - I don't play Weewar in quite the same way as I would chess), but there are some situations where it's very close quarters/small area to maneuver in when it's not possible to do quite what you want because your own units are in your way.
there are some situations where it's very close quarters/small area to maneuver in when it's not possible to do quite what you want because your own units are in your way. - Thats just part of the game. Its like the 300 spartans. in close quarters numbers count for nothing.
Unless you have a couple of zerks up front with a wall of DFA behind them - then you can really bring your numbers to bear on whatever hapless individual is at the front of the enemy lines ![]()
spadequack: Thanks very much for compiling the list. Hopefully that will get the devs working sooner on some of the things.
+1 on being able to break up moves, whether multiple sub-moves, or move-then-attack-later.
Back in the old days playing on board games, like Squad leader and the like, there was a random probability to hit with artillary the further you got from optimum range. I really think this would add more realism and could influence the game favorably. For example a HA with a range of 3 and 4 would hit 99% of the time at range of 3 but at a range of 4 it might only hit 75% of the time. The shot might not be lost entirely as the fire would drift on hex adjacent, and if any units are there they would take the hit. Just another of my 2cents worth on unit enhancements, lol
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