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Panzer Marshal

Tactical scale World War 2 turn based strategy game, that puts the player in the role of an Axis or Allied army general. · By Nicu Pavel

Suggestion Thread (?)

A topic by BlueDragons created Aug 03, 2019 Views: 172 Replies: 3
Viewing posts 1 to 3

Hello, I was not sure if I should have posted this in the "Comments" Section or create a new thread for Suggestions.

I was wondering about the plausibility of creating more scenarios or even a campaign or two centered mainly around Urban Combat and or "Street-Fighting". I say this because a few of the things that have helped me to love this game is the Strategy, Realism and Immersion that is incorporated into the battles and narratives. Combined, each Campaign can be like a meaningful story that by the end, you feel as if you learned/experienced something impactful and each scenario a piece of a total work of art. I think this makes campaigns very replayable and enjoyable even many times through. In order to achieve this, there are some aspects I believe can be either upgraded, tapped into or discovered to make the game even better. At least for me, every campaign and scenario I face I feel as if I learn something that contributes towards a global understanding that can help make me a better leader. 


Ok So basically I'm just not going to write a (real) essay because that turned out bad lol. Essentially, I believe there is a lot of possibility in creating a very challenging, meaningful and replayable campaign in the total events that unfolded during the Battle of Berlin using a previously-used but expanded methodology of warfare, using cities as battlegrounds. 

A campaign and its scenarios I believe have shown and can do a lot to recreate history in such a way so that respect can be payed to either or both the soldiers/people and event at hand, and as well, help the player refine not only their skills using real doctrines of warfare so that they can grow to become good at the skills and game that they love, but also help the player experience life-changing or meaningful events that essentially promote metacognition, personal growth, and promote Intellectual and Emotional intelligence to a situation at hand. 

In short, our world is full of sociologic data that might be described as "delicious" by a sociologist. During the Battle of Berlin, I think there is a lot of perspectives to learn, re-think, portray and ultimately recreate an almost immersive story and gain that kind of feeling you get when you walk out of observation/interaction, whether in front of people, movie, or life-experience. 

To achieve this, I believe using cities is a highly acceptable model to build around. I will explain about Size, Illustration and Application of real combat mechanics.

As for size,  before, cities took up anywhere from 1/20, 1/3, 1/2 or even up to 3/4 of an entire map. In this campaign, most scenarios will be entirely of city, especially the deeper into the storyline it goes. Total map sizes as well may be be greatly expanded from a view that includes a few miles outside the city and the city itself, with a few but not too much scrolling room. Instead, map sizes as an general idea may be much larger, to incorporate the idea of fighting for "every block", to encourage the usage of "dramatic, cinematic and realistic" storytelling through the artwork of the environment and for enough space to incorporate combat mechanics, such as effective roadblocks, using rubble as cover, bombed out roads that tanks might have trouble going through, using buildings as cover, the difference between large and small roadways, etc.

As for Illustration, cities beforehand provide a sense of immersive detail in the idea that individual buildings can be identified by shape, size and color with much intricate detail to feel as if you are fighting for and in a realistic city. Because the I feel the indended direction for the Battle of Berlin is to be a very serious, somber and enlivening experience, more care (but a very great start) is needed if the storytelling and war effort is to begin on this level. Three areas I would start would be in historical construction recreation (what the city was really like back then), the application of visual affects like fire, bombed out buildings, signature buildings (Legislature, Cultural, Dramatic, etc), vegetation like trees, kind of as if you had a birds eye view. People put work into their cities and as much, the damage that may happen also deserves that detail that it interacts with. In this way, we may help to immerse the player by showing a grim, real and demanding battlefield that keeps in close contact with helping the player achieve higher thinking through a simulation with decent effort, even if this is a "game". In this way, a scenario labelled "Last Stand at the Reichstag" or something like that, people would have a combination of a specialized environment for that scenario as a scene in a movie would. As well, when working with Immersive Narrative, people are thinking not only about what is going on, but what may happen at the end, what could have been, why people fought for what they did, etc.  

Lastly, if all this works out, then utilizing known and experimenting with newer combat mechanics might take place. As mentioned above in the "Size" paragraph, if combat mechanics about to be explained deeper synergised properly with orientation with map space and illustrative detail, the player could practice and experience a warfare (where many elements have already been well-demonstrated on other maps of campaigns), getting around blown bridges, managing enemy defenses through use of highly built up rubble, sandbags, hiding in buildings, being squeezed into smaller spaces, fighting in large open spaces like plazzas, using trees or shrubbery around a public garden, etc. Mainly this would be used through the fortification mechanics that increase as a unit sits in time. Others might take place in common mechanics demonstrated commonly as roadblocks, or in Port Said, a broken down tank, the illustrations and etc possibilites are many. The only thing is bringing up to a larger degree and where usage is more common. A possibility is the idea of having defenses built, and if you leave, though the unit is no longer protected, it could retreat to previous defensive positions unless destroyed by say a combat team, etc. The idea of having infantry convert back to "entrenched" form is a usable idea in certain aspects and considerations, although it is troublesome as of now because infantry or other units do not "stay" entrenched, but after the turn ends, they immediately pop out exposing themselves. The possibility of new units aslo comes about with the advent of possibility of using builings, specialized units not readily available to buy, such as level bombers, ships, turrets and static ground defenses, snipers could be used. Though this is just an idea.

Essentially, the Battle of Berlin was a closing to the war in Europe, but also a testimony and important lesson to where people gain hope, freedom and how the core things people value and inherit in their lives can shape not only their own lives, but the entire world.  During the last stages of the war, many Volksturrm units were used to raise moral and bring up military manpower, as the name presents. The reality, is that many were undertrained and underequipped. Some were veterans of the first world war or survivors of the current war. In some instances, they provided a tenacious defense and in others, were swept to the side. Some were raging fanatics and others citizens tired, but willing to put up a  meaningful fight they could spend their last breaths taking. I believe, that in order to understand humans as part of a most efficient way, one should not throw away information based on considerations that one tries to use as just a general cover instead of going deeper. Back then, what those people believed in meant a lot to them in many different ways and instances. Life is complex, and destruction is complex. No data is useless, even if it comes from an infamous origin or unsavory position. To understand how many people think about something is a best defense to make sure that we do not make those same mistakes. I think by telling a story from both the germans and soviets point of view, people can grow to understand a deeper reality to war and the people involved in it. Similarly to the explanations given in the "Liebstandsarte" campaign, I do not condone any or glorify any activity that the Nazi's or Soviets used during their time of war, nor will I ever. I simply mean this to give respect to the people and the data involved that provides great potential for everyone to learn from in a limited recreation, both intellectually and through the playthrough of the campaign. 

This sounds like a lot of work, and I can certainly give a much more detailed and organized explanation if this seems like something you would like to do. If this particular scenario looks good and you would like any help I can render, I would love to help out and even learn how to help program this game. However, if this is not, this is fine. If you just want to take the aspect of larger and more involved city battles and use it however you decide, this would also be 100% good and fine. I hope you read all of this, I lost a couple of hours writing this "thing" lol. 

I love the work you and your partners do. Also, if possible, please tell the makers of the Italian campaign, invisible victory hexes that even narrative text struggles to hint at subtract from experience when used improperly, rather than building upon it. Making them so that you inevitably have to run into them or so that they are significantly hard to miss when consideration variation in successfull operational maneuvering on the battlefield. Just incase they make another campaign :/ . 


I would definitely like to play this kind of scenario and I wholeheartedly agree with many of you observations on how people choose to fight in the last stages of war, it was always one of the things I would ask myself  "how did they feel and thought" but on the other hand one of the things I never hope of experiencing.

The main problems that I see are technical, even with the current engine someone must draw the maps (the maps are not tile based) and then would be a question of scale of units, we use battalion sized units where in a city battle many were tank vs tank like battles.

Also about italian campaign, these are old campaigns that we are trying to revive, many authors are no longer active or care.

To reguard the old campaigns, you should renovate them retroactively, for example, the italian colonial campaign, especially as it comes to motorization or unit representation,  (also would be nice to have nato counters as an option to see the units) an italian seeing "Dovunque" made me feel dead inside, so I noticed you solved these inacuracies in the failed diplomacy scenario in the japonese campaign, so if you could apply does changes retroactively woud increas the veradicity of the game, and I assume would't require a lot of work done.  secondly to have the AA AT and artillery combinable ( the italian 65mm would come in both artllery an AT version, not two different units, same with the flak 88 as both AA and AT) maybe with a bottun like the motorization one to change from one version to the other.  Also it might be interesting if infantry could change tipes of rifles ( for example you could decide to give to italian infantry or the 1891carcano or M.38 carcano). Also in naval scenarios you could add the ability to get ships. (logically you would need to create a separate prestige, as simply one battleship might require the same material as 10000 tanks.) which for cruisers and capital ships you would also have a limited amount of ships per model available ( you should not be able to get 7 Vittorio Venetos, only 2 in the end of 1940, 3 in 1943.) ( I don't know however if a ship that fleet should be counted in the total as it might not have suke in the alternate history, or might have sunken just as if planned ships that were never full completed might be buildt in this scenarios like the Impero)to conclude, just as every country has a different paratroopper airplane, so should every country have their own marine landing boats. (if you need help on the charateristics of some ships, I have three books with images and blueprints of variuos ships from ww2, including a couple of landigcraft). as a cherry topping it would be nice if yould costumize the scenarios, like changing the prestige or deployment hexes, or even for example in russia or north Africa the available countries.

Hello Nicu!

I have been researching and designing baseline/groundwork information on handling the technical side of the campaign. 

Many points that I am working on are as follows: (No particular order)

1. The nature of cities and their size/detail already present in game. 

2. The plausibility of different methods/map presentation that addresses the problem of size per area of territory for it to remain realistic to deployment and game standards. (Like how different maps have different baseline zoom views. Some maps are larger and show patches of sectioned rural land, while others show this land much closer while maintaining battalion standard unit sizes.)

2. The general size of an established battalion. (To translate into actual in-game units most accurately according to historical estimated counts).

3. More specific numbers on deployed forces on participating belligerents. 

3. Historical Battle Plans for specific areas of Berlin

4. List of Historical Fronts, Division, Armies, Battalions, etc. for appropriate placement in campaign. 

5. Eye-Witness Accounts/Personal Narrative Data

6. Researching the structure of Berlin in that time period. (Square Miles, etc.)

7. Creating a story-board to link up with scenarios once solidified. 

8. Figuring out how to draw cities (lol)

9. Historical Strategic Information. (For scenarios, placement of units, which part of city, etc).


For now I'm just writing this as of late so it is not very up there in terms of showing capable detail.

In total, I have a few questions that would need answering from you that would macrologically shape the form of the campaign.Because I writing this a bit unprepared, if there is any information that you would want me to delineate further to make a final decision, please let me know. Here they are:

1. Would you rather the campaign be longer or shorter? Short=4-5 Scenarios, Longer=Just more, possibly over 10+ (just estimating). This will influence which battles may be included, as well as map information regarding landscapes, etc.

2. Would you rather the campaign center on the Battle (IN) Berlin or all or most of the events regarding the Battle (OF) Berlin? This coordinates with question #1.


Short list now that I am typing it, but more should hopefully pop up. I have just started researching today.  Most of my data is targeted but not organized very well yet. If there is any information that would be beneficial to any thought of yours, I will do my best to supply it to you if that ever becomes a desirous action. As of now, I am wondering about process of coordination of what would happen if an effort to develop this campaign began underway. Do you need me to create a formal presentation with specified (either by yourself or my best capability to encompass what may be necessary to all parties who may or may not be involved.) information before we go any deeper, do authors typically tend to work alone or with a team in your experience regarding the creation of the campaigns, what is the current workload of ongoing projects, if any. Perhaps I should work with others on theirs or due to my first time doing this, would it be better if I just marched alone due to available manpower, people doing their own thing/ not wanting volunteer help, etc.  

I guess, are you ok with me asking you questions throughout the process of whatever route happens from here? I'm not sure what to do from here haha, other than just researching and compiling more. Again if there is anything you want me to share from whatever I do, I am fully capable. Also, if it matters, I'm a student about to start up again, but good schedules/proper enactment of known discipline should allow for steady (in terms of time dedication and production of new data to add to overall project) development. When the overall project will be completed, I don't know, but I don't think it will take a year haha, unless it takes that much refining. 


Also, I tried finding a way to message you directly so I don't eventually pollute this thread too much incase anyone else wants to post without getting swamped, but I failed to. I apologize if there is a way to do it on this site.