Well-done Eugen/Paradox!
Beta looks extremely promising. SD N1944 is shaping up to be an amazing WWII interactive-edutainment medium. Already looking forward to a whole series of Steel Division’s, from every theatre of WWII!
My open-beta feedback:
1/ ‘Treat your soldiers as you would your children and they will follow you into the deepest valleys.’: Allow players to vote a faction commander for each game in-lobby. Allow each player to opt in or opt out of being command-able. On map, after game start, they may opt in but may not opt-out. Faction commander for each game is allowed see their subordinates Battlegroup composition after game launch and assigns Attack/Defend/Help missions to subordinates who opt-in to being commanded. Require Commander view a replay immediately after each commanded game and rate each subordinate in marks out of 10, as a precondition for the system logging the commanders own score. System promote players up the ranks, based on points earned for kill ratio, for terrain-command and for score out of 10 awarded by their commanders. System-assign the commanders commander-awarded-score component, according to Defeat or Victory Level. Allow players vote again, where commander disconnects. Assign rank in faction-neutral NATO E-4/5/6/7/8/9, OF-1/2/3/4/5/6/7/8 format and display in this format in general menus. Display rank in faction-specific equivalents in-lobby & in-game.
2/ Where player/s disconnect in-game, display it as a joinable-in-progress game in the lobby system, thereby allowing substitutions and allowing players in the game to ‘invite’. Score substitute player’s on their own performance only, with no inheriting from the disconnected player unless the disconnected player uses this mechanism to re-enter the game. Losing players by disconnection is one of the worst disasters in WGRD.
3/ Matchmake by in-lobby blocking of any team-switching that would unbalance the game. Display all players rank, kill-ratio, winrate and experience stats in-lobby with no need for clicking on player profiles.
4/ Apply a pre-notified scoring handicap for weaker Battlegroups or start them off further forward on the map?
5/ Beyond the zoomed-out map, instead of the table of photos/maps background graphic, display a Google-Earth style natural globe in monochrome, which can toggle to global display of a Hearts of Iron IV-style current global strategic status in colour, based on OKH/OKW/Allied daily situation mapping from wwii-photos-maps.com or similar.
6/ Associate a OKH/OKW/Allied daily situation map extract from wwii-photos-maps.com or similar, with each game in-lobby, for historical & strategic context. 1:500,000 / 1;1,000,000 daily situation maps are sufficiently low-detail, for lots of flexibility / re-playability.
7/ Scrolling across maps is currently blocked/obstructed by menu dialogs in bottom-right corner.
8/ Camera should be fully free to look around and up & down, in both free and unit-connected modes. Its currently locked in a horrible forced looking-down orientation in unit-connected mode. There is nothing more immersion-shattering than POV restrictions :-/
9/ Allow in-fire-position / in-cockpit / in-vehicle-cabin / in-turret POVs.
10/ Lower the minimum eye level to tank turret height & not rooftop height. If clipping prevent this at 16:9, then fade-in black masking borders top and bottom, for 1.85:1 or 2.35:1 aspect ratio, when very low.
11/ Provide lie down / crawl forward / dig in / climb tree commands for infantry.
12/ Allow cancellation of remote-artillery strikes or at least cancellation of the command before artillery strike is set.
13/ Suppress dynamic front Lines / colour-ghosted display of hidden units / colour-coding of occupied buildings while ‘HUD' is 'Off’'.
14/ Map interface feels cluttered / boxes everywhere.
15/ Display game-rules in-game, in the mini-map dialog.
16/ Smaller / fewer / more realistic tracers. They look like the ‘Star Wars’ & ‘Fury’ movies at the moment.
17/ Button up vehicle crews, when appropriate. Tank commanders should not stay perched in turned-out mode, in a raging fire-fight.
18/ Set key shortcuts for highlighting of all units in each category. (To help find a desired unit type in emergencies.)
19/ Beach defence log ramps are facing wrong way around in-game, like in the ‘Saving Private Ryan’ movie. (A piece of artistic-license by Mr. Spielberg, as they look more dramatic & 'threatening' pointing out to sea). These slanted poles were designed to tip vehicles over onto their sides, by ramping up (and not to impale cavalry on the tips of the poles, like in Braveheart ;-).
20/ The rounded-corners cathode-ray TV-screen in-map screen border style was 1970s/1980s/1990s appropriate for WGALB/WGRD but inappropriate for the 1940s. 1940s motion-picture news was still in theatres. TV was in its infancy.
21/ Provide commands for a prong-equipped tank working together with Engineer Infantry to blow hedgerows, per the actual Bocage-fighting histories. One command for the tank. One command for the infantry, which should only work in locations punched by the tank. (The prong-tank punches holes in the hedgerow at the selected point while blasting away with all guns into OPFOR in the next field. Tank pulls back. Engineer infantry unit packs the holes with explosive and blows the hedgerow.) This procedure was a major time-&-life-saving, over infantry manually digging holes for explosives, while under mortar & MG fire. Should be available only a few weeks into the Normandy campaign though – not at the start. This technique was improvised during the battle and not pre-planned before the landings. It was a MAJOR key/critical technique on the approach to Saint. Lo / in the lead-up to Operation Cobra.