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Questions/Comments - 3/18/2021 2:59:40 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
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Watched the Tea Time Video for a little bit and wanted to share my thoughts. I realize this was a Beta view, so maybe some of this has already been addressed.

The Hump was not operational until April '42 yet the game has it start in Dec '41, i.e. Turn 1. Also, there should be some operational cost to activate it. Maybe a production item that is required to start it. Something similar should be done for the other supply lines from India to China as these all required some cost to get them setup and operational.

Pearl Harbor attacking the Japanese PH strike force and a sub attack against them is pretty far fetched. Something needs to be done about that. I would suggest that the PH strike force is not even on the map on turn 1. It shows up on the map in a random hex around the historical location that they were located and can attack but not move. Or have PH units frozen until turn 2. Which might be easier.

The big issue with all SC games and, this one is that naval units have way too much freedom of operations. Fleets can sail right by each other with no repercussions, i.e. there is no reaction capability by the non-moving side. In the video there is a Japanese fleet in the Java Sea, yet the Dutch fleet can move from their starting point in Java to Australia with no problem. Feels very unrealistic to me. There should be some 'cost' to this type of movement.

Maybe Surf fleets could have a wide Zone of Control, 2-3 hexes? Maybe 4. An enemy fleet would have to spend a lot of 'extra' movement to go through these zones? It could even be a random amount of movement cost. Plus each hex of this 'naval ZOC' that a unit would move through would have a chance to cause damage and possibly even sink ships. So moving through a single naval ZOC hex would have a low change of damage, 2 hexes a greater chance, etc. Bigger fleets would have bigger zones and the chance for damage increased. Just an idea :)

But something should be done to have some kind of impact on opposing naval forces just being able to ignore each other during a turn. Especially in a PTO game. Of course ideally you would have some kind of 'reaction move' that would trigger a combat. But something tells me that reaction moves are not something the development engine is capable of :(

Japan invaded the DEI on Turn 1. I realize that some randomness is desired on the opening moves, but this was way outside Japan's capabilities at the start of the war. Plus they were not going to sail a transport fleet past Singapore before it was neutralized. Not to mention the British fleet would have gone after that fleet versus the historical one they got sunk going after. No invasions South and due West i.e. within air range of Singapore should be allowed on turn 1.

Not a fan on combining ASW and sub effectiveness into one tech. Especially in the PTO. As the two sides were so different in these areas. The Japanese sub fleet was very good at the start of the war. While their ASW was terrible almost the entire conflict.

The US had terrible subs up until '43. So I would not allow any research into subs for the US until '43 and then give them a research boost to indicate that their issues have been resolved.

I think most Japanese players will always boost ASW. With both of these areas combines their subs will also get better. Which does not make much sense to me. Of course I could be misunderstanding the system as well lol.

Last but not least. Japan had a very hard time actually getting the oil refineries they captured operational. There should be some kind of production cost for them to get these oil fields running again. They should not be getting the oil as soon as the location is captured as that did not reflect the efforts Japan had to take to get this done in the war.

I hope this was useful :)
Post #: 1
RE: Questions/Comments - 3/21/2021 4:33:49 PM   
AlvaroSousa


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#1 Thanks for the info on the air hump. I missed the date.

#2 The PH counter strike is a larger risk for the Allies. If they come out the Japanese can sink more of them. I leave it up to the players to decide.

#3 With any kind of naval operation in a game of this scale there are compromises to be made in how they move and fight. WarPlan focuses on the most common elements of naval warfare which mostly took part on the coast. The only interception is at the end of a movement. In a IGOYGO game it is incredibly difficult to add interception along the way because your opponent isn't there to decide what to do or how to do it. The scale is also 2 weeks. WarPlan 2 will have a better naval system.

#4 Like #3 tough to implement. Already there are naval retreat rules that were added.

#5 Most naval combats took place near land. It is damn near impossible to spot a fleet in the open sea. It took half the RN to find the Bismarck and then they got a lucky torpedo hit on the rudder. Open up Google Earth and you will see how vast the Pacific Ocean is.

#6 While invading the NEI isn't realistic to history I allow players to do what they like with their forces. This is not WitP with that level of detail. In reality it would be prudent to invade the NEI immediately and secure those oil fields for the Japanese. We have the luxury of hindsight.

#7 I think you misread. Before we had 2 separate ASW techs (naval and air) that are now one tech for both. The Submarines tech has not changed. There are still 2.

#8 Their subs start off basically crippled and it takes a long time to improve them. It is balanced correctly.

#9 Of course they will boost ASW. But as I said in #7 sub tech and ASW is not combined.

#10 Thanks for reminding me of that. I forgot to set NEI to scorched earth so they destroy the oil.

Everything someone contributes is useful even if I disagree with it. Sometimes something I disagree with now gets implemented later or gives me an idea for an add on. So thanks for the input.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Numdydar)
Post #: 2
RE: Questions/Comments - 3/22/2021 5:12:06 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
Status: offline

quote:

ORIGINAL: AlvaroSousa

#1 Thanks for the info on the air hump. I missed the date.

#2 The PH counter strike is a larger risk for the Allies. If they come out the Japanese can sink more of them. I leave it up to the players to decide.

#3 With any kind of naval operation in a game of this scale there are compromises to be made in how they move and fight. WarPlan focuses on the most common elements of naval warfare which mostly took part on the coast. The only interception is at the end of a movement. In a IGOYGO game it is incredibly difficult to add interception along the way because your opponent isn't there to decide what to do or how to do it. The scale is also 2 weeks. WarPlan 2 will have a better naval system.

#4 Like #3 tough to implement. Already there are naval retreat rules that were added.

#5 Most naval combats took place near land. It is damn near impossible to spot a fleet in the open sea. It took half the RN to find the Bismarck and then they got a lucky torpedo hit on the rudder. Open up Google Earth and you will see how vast the Pacific Ocean is.

#6 While invading the NEI isn't realistic to history I allow players to do what they like with their forces. This is not WitP with that level of detail. In reality it would be prudent to invade the NEI immediately and secure those oil fields for the Japanese. We have the luxury of hindsight.

#7 I think you misread. Before we had 2 separate ASW techs (naval and air) that are now one tech for both. The Submarines tech has not changed. There are still 2.

#8 Their subs start off basically crippled and it takes a long time to improve them. It is balanced correctly.

#9 Of course they will boost ASW. But as I said in #7 sub tech and ASW is not combined.

#10 Thanks for reminding me of that. I forgot to set NEI to scorched earth so they destroy the oil.

Everything someone contributes is useful even if I disagree with it. Sometimes something I disagree with now gets implemented later or gives me an idea for an add on. So thanks for the input.


As always appreciate the thoughts and reply

#2 My concern is attacking with the sub in the video. In the game it is a very low risk attack for the US while it could really hurt Japan. As the IJN is not going to stick around for an attack on a sub. I do not have an issue with Surf/Air attacks (but those should have some turn 1 malice to represent how unprepared the US was.

#3, 4 Understand. Just was hoping for a little more interaction navally. What can I say WitP AE has spoiled me lol.

#6 Totally disagree here as Japan did not want to sail an invasion fleet past Singapore as that would have set off all sorts of alarm bells for the Allies. It would have ruined their surprised attacks in other locations, like PH. So a DEI invasion should not be allowed unless you give the Allies some bonuses for being more aware of Japan's intentions than they were.

#7,9 I knew I had missed something lol. Thanks for clarifying

(in reply to AlvaroSousa)
Post #: 3
RE: Questions/Comments - 3/22/2021 6:28:05 PM   
canuckgamer

 

Posts: 737
Joined: 6/23/2004
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This question might be premature but is there a plan to combine the two games in to a single World 2 game? If yes maybe there should be an option for a multiplayer set up involving more than 2 players.

Also a comment about the USA being surprised. MacArthur ignored the warnings from Washington of a surprise attack and his forces were never placed on a war footing resulting in his planes being caught on the ground even after Pear Harbor. He was never even reprimanded for his incompetence.

I am very impressed with War Plan and have been playing PBEM for a few months. Really looking forward to War Plan Pacific regardless of whether it will be combined with War Plan.

(in reply to Numdydar)
Post #: 4
RE: Questions/Comments - 3/26/2021 5:24:18 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
WarPlan 2 is the global. The larges change will be divisions into corps/army counters with little micro management. This will make counters very customizable.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to canuckgamer)
Post #: 5
RE: Questions/Comments - 3/30/2021 3:27:39 PM   
Dgold

 

Posts: 794
Joined: 4/23/2000
From: BC, Canada
Status: offline
Alvaro, how will Kamikaze air strikes work in this game?
Will they be special air missions, or special air units - which can be built, after a trigger event takes place, or after a certain date?

These strikes should have a potential for devastating damage, if a hit is acheived on a ship.
However, as most of these pilots were green, the chance of a hit should be reduced.
The air unit would be consumed, of course.

(in reply to AlvaroSousa)
Post #: 6
RE: Questions/Comments - 3/30/2021 3:49:05 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
It's very simply. It is a specialty. 2x damage, lose half A/C. Which puts the decision point on the player to be wise when to use them.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Dgold)
Post #: 7
RE: Questions/Comments - 3/30/2021 4:26:32 PM   
Dgold

 

Posts: 794
Joined: 4/23/2000
From: BC, Canada
Status: offline
Thanks for that information, Alvaro.

I believe that, for the entirety of the battle of Okinawa, the Japanese committed about 1500 kamikaze aircraft.

As per WP, specialty points are saved up slowly and gradually, then used to upgrade a single unit.
Will the Japanese get increased aircraft specialty points per turn, as the war progresses?

Thanks

(in reply to AlvaroSousa)
Post #: 8
RE: Questions/Comments - 3/31/2021 5:28:47 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
It is based on production so yes as Japan does have a positive economic multiple.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Dgold)
Post #: 9
RE: Questions/Comments - 4/9/2021 4:53:35 AM   
Meteor2


Posts: 429
Joined: 7/20/2009
From: Germany
Status: offline
On page 38 of the manual it is stated, that bombers have escorts.
Does that mean, that even strategic bombers have full escorts on their complete range?
Normally long range escorts are not available every time.

(in reply to AlvaroSousa)
Post #: 10
RE: Questions/Comments - 4/9/2021 6:14:48 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
The air units are abstracted and air combat values are averaged. This is an operational level game.

But a player can get fighter escort advancements and make it happen. Not for the full range but.....

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Meteor2)
Post #: 11
RE: Questions/Comments - 4/10/2021 10:27:48 AM   
Meteor2


Posts: 429
Joined: 7/20/2009
From: Germany
Status: offline
In WP1 escort fighter were a class of its own. They could be bought.
Is that different now? No escort class any more?

(in reply to AlvaroSousa)
Post #: 12
RE: Questions/Comments - 4/12/2021 9:04:36 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Same

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Meteor2)
Post #: 13
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