@redrum said in Query about the Engine:
I went back and looked at the old forum. The 2 main threads I found talking about features/priorities/etc are:
http://tripleadev.1671093.n2.nabble.com/Development-To-Do-list-tp7582044.html
http://tripleadev.1671093.n2.nabble.com/Your-Wish-List-for-Top-Two-TripleA-Improvements-tp7588933.html
Some of those ideas are in the github issues list:
https://github.com/triplea-game/triplea/issues
As partially said in the linked post, my first 3 items I wish some developers would do are:
Allow for deliberate retreating; in that when you win a battle you get asked how much units you want to consolidate and can somewhat retreat all the others (it is dumb that in dice you cannot retreat if you were "too" lucky or in LL you have to pile up exactly that power to get the "hit-all-but-one" result).
Having units that didn't move at all gaining a (settable and unit distinctive on board) defence bonus (related to the above, as it would be silly that if you attack and retreat then all your stack is just as ready to defend as if it stayed there on the ready).
Having ammunition consumption; in that you have a "suicide" unit that can actually attack only as long as there is another unit in the same battle, in a 1:1 or more ratio for suicide:suicidator (shells:artillery) units; this should also work that you may require such a "suicide" unit for AA attacks (like your AA guns fire only as long as they have a "shell" unit to use, that suicides).
I want to point out that in WW2 the cost of shells was normally much higher than the cost of the artilleries firing them (especially for AA guns) and in medieval times the cost of a warbow was about the same as 24 arrows, which you can loose in a couple minutes.
But having a way to deliberately surely strafe in great superiority, without having to play Low Luck in order to be safe to do so, is really almost a fix, as Low Luck basically already allows it, and dice should allow it too.
Also, another item would be fully supporting the ability to have units moving faster during non combat than combat move, as that is very important, for realism (already supported and possible, as you can give bonus movement in non combat, but there are a few issues).