Awesome, I love detailed feedback and ideas! Here are some of my thoughts:
On angling tanks: I briefly experimented with tank angling adding more penetration resistance before, but I believe angling has little effectiveness against modern tank ammunition like sabot rounds. I don't think it's a bad system though, and I'll probably revisit the idea in the future.
Permadeath: In the campaign, crew losses will likely be permanent, although "special" characters may be able to survive a tank losses, similar to like what you said.
Hijacking tanks or scavenging abandoned ones during combat was planned before but I decided to scrap the idea due to high complexity. I might revisit in the future.
Infantry close quarters: I really like your idea for infantry to use grenades and be really effective against tanks in close quarters!
Performance: the game is not very optimized right now unfortunately. My goal is to have 60 fps on a card like yours.
Platoons: In the campaign, upgrades will probably let you deploy more units. Otherwise I also plan to add more missions where you can use some temporary units, or maybe there's an allied faction there too.
Commands
- Stop and fire is planned!
- Turning hull direction: good idea, will add.
- RTS-style squad controls: Perhaps in the future, will have to rework some stuff if it goes in.
Generic chat boxes: I like this idea, will have to finetune it to prevent overloading the screen. Probably when i finish the portraits for the generic guys
Support/offmap: There's a lot of good ideas here, and I am planning to add recovery units/artillery/logistics in the future! Especially with the campaign and salvaging stuff.
As for campaign stuff, I appreciate the ideas, a lot of it is being worked out atm. The campaign will have an overworld with exploration/management, and mix of thematic story-ish missions, side missions, and procedural/randomized encounters too
Thanks for playing!!