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Community Survey: What is Your Favourite Element of Strategic Mind Games?

As developers we cannot help but feel attached to virtually all aspects of our games. Yet we are curious which of them are the most relevant for the players. So, we decided to ask the community what are the most important elements of the game for you. Please, help us out by sharing your thoughts on the subject - that would be a great help.

Below you can find the list of key aspects of the game in our view. They are presented in a randomly generated order to avoid bias. Please choose up to 8 key elements and put them by the order of significance:
1 = 8 points = most significant
2 = 7 points = very significant
...
8 = 1 point = less significant
9-17 = 0 points = not very significant.
Please, explain your reasoning if you can. You can also add your own points under the list in case we have missed anything.

We hope that your answers will help us promote the series more effectively and increase the players community. That in turn will help ensure longevity and further improvement of the series, so your support is very important for us.

[h3]Example of how your answer could be structured:[/h3]
1. 10) Both historical (75%) and alternate history (25%) operations.
Because I love history but without alternate scenarios it is a bit dull.
2. 15) Advanced naval combat system.
Since I enjoy naval combat, this system is really different from any other game.
3. 3) Lots of unit classes.
I enjoy combined arms operations and the tactical flexibility/diversity it allows.
4. 7) Different victory types, awards and ranks.
I dislike games that do not give me a sense of achievement. I also like that the achievements are meaningful in the Strategic Mind.
5. 4) (hi)story-driven gameplay.
I like that I also learn something new about history while playing, and often it is really interesting.
6. 17) All units gain experience and can learn additional skills every time they level up.
I like that my army is getting more powerful and experienced as the campaign progresses.
7. 9) Advanced supply system - great depth with little micromanagement.
I think it is something many games miss - a proper supply system.
8. 13) All types of units can get special equipment.
Once again the more customization and control I have over my units - the better.

The list of features to choose from:
1) All unit models are historical and become available at historically accurate time of the campaign. Same with the enemy troops.
Example: Historically Finland had very limited military equipment and was purchasing it from different countries, so you will get to create your own mismash of historically available units: Command the Finnish Infantry and Bofors AT guns, Swedish Recon cars, captured Soviet vehicles, including BT-7, T-34, and KV tanks. Make use of pre-war British Bristol Blenheim bombers, covered by Dutch Fokker and US Buffalo fighter planes. Purchase German Pz-IV tanks, StuG assault guns, and Ju-88 bombers.

2) Between the battles you can learn Headquarters skills that allow you to get unique tactical advantages. Command points system allows the flexible balance of the number of deployed troops - the more you deploy the less active HQ skills you can use.
Example: Your artillery could fire twice per turn, or your Aircraft units could land and take off without losing movement points.

3) Lots of unit classes: Infantry, Tanks, Artillery, Anti-tank guns, Anti-aircraft guns, Assault guns, Armoured trains, Reconnaissance cars, Fighters, Tactical bombers, Strategic bombers, Submarines, Destroyers, Heavy cruisers, Battleships, and Carriers. All units have their unique skills and set of level-up abilities and equipment.
Example: You can even use Armored trains (including the legendary Saviour of Karelia) or Railroad artillery installations that are rare guests in digital wargames.

4) (hi)story-driven gameplay
Example: Lots of primary and secondary objectives with in-game dialogue by historical figures. Completing certain objectives provides unique global bonuses or trophies.

5) Classical wargame with modern 3D graphics created with Unreal Engine 4.
Example: You can see close up shots of tanks and other units moving with real physics across uneven terrain and enjoy the realistic 3D unit models instead of the usual counters.

6) You can gain Heroes throughout the campaign and assign them to chosen units. All heroes are historical figures and allow units to get special powerful skills.
Example: The deadliest sniper in WW2 history - Simo Häyhä - will join your troops
With 542 confirmed kills, and an unconfirmed total number of 705, not only was Simo Häyhä the deadliest sniper of World War II, but perhaps the deadliest sniper of all time. His nickname “the White Death” was well-earned.

7) Different victory types, awards and ranks. You get different victory types based on your performance throughout the operations. That determines what awards you get and when you will be promoted to the next rank.
Example: All awards and ranks are not just an insignia, but provide gameplay bonuses - higher ranks means more Command points, while awards also provide discounts for units and make the HQ unit stronger.

8) Cinematics - around 70 minutes in each title
Example: Before and after every operation you watch a cinematics sequence with historical characters delving deeper into the events of WW2 and the historical flow.

9) Advanced supply system - great depth with little micromanagement
Example: There are different types of Infrastructure across the map. Supply points transport the supplies across the map. If you break the supply chain by damaging, capturing or cutting off (blocking with ZoC) its elements - the enemy troops will be left without supplies.

10) Both historical (75%) and alternate history (25%) operations.
Example: You can enjoy both real historical battles and explore “what if” outcomes based on real plans and were never realised, like Sea Lion, or Operation Unthinkable.

11) Improved combat system - lethal vs nonlethal damage, 4 levels of spotting, various skills and equipment, significance of terrain, LoS and ZoC, different weather conditions and nighttime.
Example: The tactical moves feel quite diverse thanks to the original Panzer General mechanics that went through a very significant rework and upgrade.

12) Advanced transportation system - ground transport (trucks and APCs), train, aircraft or ship transportation.
Example: All ground units can be assigned truck or APC they board if they have to move far - at the same time they are vulnerable while in transit. Additionally, you can board trains, ships and aircraft for large distance troops transfer and landing operations.

13) All types of units can get special equipment, allowing you to finetune your troops to better tackle the task at hand.
Example: Units can get diverse equipment such as: flamethowers, sappers squad, mortars, recoilless rifles, smoke generators, torpedoes, incendiary shells, or even dummy tanks.

14) Upgrade units to newer models to carry over crew’s experience. Out of line upgrades are more expensive.
Example: Upgrading Pz IV C to Pz IV F is much cheaper than replacing it with a Tiger II.

15) Advanced naval combat system - all ships have parts such as all sorts of armament, hull, engine, flight deck, etc. with their own HP and functionality that deteriorates as they are getting damaged.
Example: Ship has extra defense when its Engine part is operational. When the engine is damaged the ship loses its movement points and the extra defense it had due to mobility. Same with all types of guns etc. The maintenance team repairs the ship overtime, but you could also use the emergency repair team in case your ship is in dire straits.

16) You can play some of the enemy units as well, if you manage to capture them during the battles.
Example: In Spirit of Liberty Finns can get their hands on Russian BT--7s, T-34s, KV-1s, ISU-152 and other cool stuff.

17) All units gain experience and can learn additional skills every time they level up.
Example: Infantry can get a Forced march level up skill allowing it to move 2 extra Move points 3 times per operation. Artillery can learn to move 1 tile after firing to quickly change its position etc.

Looking forward to discussing the community survey results with you
Starni Games team