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RE: WITP II Wishlist

 
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RE: WITP II Wishlist - 3/5/2006 9:47:18 PM   
Hipper

 

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A greatly expanded database so we indeed can have 15 different types of zero or whatever


Get rid of Polititical points and replace them with victory points Ie you can spend VPs to change the command of various units or retain british carriers but it better be worth it !!

Cheers


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Post #: 61
RE: WITP II Wishlist - 3/5/2006 11:14:14 PM   
Black Mamba 1942


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quote:

ORIGINAL: Hipper

Get rid of Polititical points and replace them with victory points Ie you can spend VPs to change the command of various units or retain british carriers but it better be worth it !!



Mana expenditure.

That's something I've never seen in a "historical" simulation before.

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Post #: 62
RE: WITP II Wishlist - 3/6/2006 12:52:11 AM   
pauk


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Wish list is nice thing but i think that would be better to wait until most (well, lots of) current PBEM games reach 1944...

Only then we can really know what we want to have in WiTP II...

It would be pitty that history repeat again... 2 years waiting for the game, then one year playing the game and 2 years of dissapoitment with that game because some things don't work as we think it will works (i'm not talking about myself)

just my opinion...

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Post #: 63
RE: WITP II Wishlist - 3/6/2006 4:37:12 AM   
bilbow


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quote:

ORIGINAL: ctangus

The ability to sort LCUs by where they're prepping for: now where's that base force I wanted to send to Suva?


Or just show objective being prepped and points accumulated on the ground unit list screens.

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Post #: 64
RE: WITP II Wishlist - 3/6/2006 5:22:39 AM   
GaryChildress

 

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quote:

ORIGINAL: pauk


Wish list is nice thing but i think that would be better to wait until most (well, lots of) current PBEM games reach 1944...

Only then we can really know what we want to have in WiTP II...

It would be pitty that history repeat again... 2 years waiting for the game, then one year playing the game and 2 years of dissapoitment with that game because some things don't work as we think it will works (i'm not talking about myself)

just my opinion...



An excellent point, but in the meantime I still like to day dream.

Sooo......

Here are my ideas for WitP II:


1. A fully fleshed out production system for the Allies identical to that of the Japanese.

2. The ability to plot the course of TFs ahead of time instead of having to manually change the course of a TF at every turn.

3. The ability to halt or accelerate the formation of LCUs and air groups the same as ships. This would be limited by the amount of arms, vehicles and planes one is producing.

4. An intel screen telling us which new units have just arrived and where they arrived.

5. A separate entry in the database for submarine diving depth instead of having diving depth linked to durability. The way it stands now it is almost impossible to model midget subs individually in the game.

6. The ability to load and release midget subs from certain surface ships and fleet submarines. Also the ability for midget subs to randomly attack ships docked in a port (presumably during the night).

7. The ability for the Japanese to activate PT boats the same as the Allies (at least for modders).

8. On a non-historical turn 1 the planning points of any Japanese unit manually set for an objective should automatically go to 50-100 to represent planning ahead of time for the objective.

9. The ability to convert AKs into CVEs. Also more options to convert AKs to.

10. The ability in the editor to manually set the time it takes to convert an AK into a specific type of ship. Time frames should vary between conversion types. It should take longer to convert an AK into a CVE than into an AV for instance.

11. Set up the database so that ships and ship classes can be placed anywhere in it. For instance as it stands now only the first couple dozen Japanese slots can operate CVs. As an (albeit wannabe ) modder I would love to have a large open section at the end of the Japanese and Allied OOBs in each module (devices, ships, aircraft, air groups, etc.) where I could add all aditional ships, units etc. of any type to keep better track of what has been added. (For instance the ability to place all additional CVs at the very end of the OOB instead of having to place them in specific "magic slots".)

Thanks,

Gary

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Post #: 65
RE: WITP II Wishlist - 3/6/2006 5:28:48 AM   
Alikchi2

 

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Another to add to this excellent list -

If you have a TF or group of TFs following another TF, occasionally one of the following TFs will not be able to keep up (through accumulation of system damage or an error on the player's part) and so it lags behind. If you have BBs following a carrier group, for example, it exposes them to air attack.

Solution: A toggle on all TFs in the same sense as the "Retirement Allowed/Do Not Retired" one, except "Adjust Speed for Following TFs/Do Not Adjust Speed"

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Post #: 66
RE: WITP II Wishlist - 3/6/2006 6:00:45 AM   
dtravel


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My wish: That when the developers feel the game is ready for release, they stop and spend a year playing and testing, then release the game.

I'll wait.

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Post #: 67
RE: WITP II Wishlist - 3/6/2006 6:09:27 AM   
GaryChildress

 

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quote:

ORIGINAL: dtravel

My wish: That when the developers feel the game is ready for release, they stop and spend a year playing and testing, then release the game.

I'll wait.


I like that idea too. At least in the meantime while they are testing WitP 2 I'll have WitP 1 to play.

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Post #: 68
RE: WITP II Wishlist - 3/6/2006 3:13:10 PM   
saj42


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1. Do away with respawning of CVs - you get the historically built ships with their historically intended names.

2. Maybe the same with CA/CL (not sure of this as I'm no expert on US ship production history)

3. Modify the logistics model just a bit - keep it simple 'cos it's too easy to get REALLY complicated like IRL. Stop supply production at resource centres. Supply is produced at hexes with heavy industry - specify % of each category at time of production (I haven't thought through the exact mechanism, but brains better than mine will).

4. Subdivide the generic supply into 3 simple categories - naval supply, air supply, land supply. These are determined at time of production as above.

a. we have 'air op points' on CVs - lets have it for LBA - requires air supply at base.
b. want to replenish your ships in an appropriate sized port - requires naval supply at base.
c. all land units require land supply. (BFs an Av Regts use land supply only, the a/c squadrons use the air supply).

5. Based on 4 above a CV would require naval supply and air supply when it replenishes.

Any way these are just my ramblings.

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RE: WITP II Wishlist - 3/6/2006 4:12:06 PM   
Ursa MAior

 

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One more thing. Thouigh it is a good idea to list the commabders stats, the historical commanders were used for a reason. IMHO the game should reflect the given nations' custom at selecting TF and other commanders.

Queen (the rock band) has a godd line:

'Too much control will kill you just as much as none at all."

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RE: WITP II Wishlist - 3/6/2006 4:15:38 PM   
Mike Solli


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quote:

ORIGINAL: Tallyho!

1. Do away with respawning of CVs - you get the historically built ships with their historically intended names.


As an addition to this, allow renaming of new CVs to previously sunk CVs. This could be a simple list of sunk CVs you could choose from.

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Post #: 71
RE: WITP II Wishlist - 3/6/2006 5:59:25 PM   
Mike Scholl

 

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In a contrary opinion to most, I'd like to see most annimations done away with. I view them as a lot of wasted effort to little purpose. I mean..., they are fun to look at a few times, but actually bear little resemblence to combat and I would bet most players ignore them or turn them off after a few turns. How often can you watch the same "stylized" rendition before it gets "old". If you want pictures or drawings, they are much better sources available.

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RE: WITP II Wishlist - 3/6/2006 6:10:14 PM   
Sonny

 

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I enjoy the animations. I like to see which ship is shooting at which ship and the hits and misses. It adds to the excitement to see the Kates come in 4 at a time against the different ships and see if the torps hit or not and which ships get attacked. The only animation I would like to see improved is a depth charge dropping on a sub and a depth charge type explosion instead of the surface types now seen.



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RE: WITP II Wishlist - 3/6/2006 6:17:37 PM   
mdiehl

 

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Toggle Option 1 week game turn.

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Post #: 74
RE: WITP II Wishlist - 3/6/2006 7:13:55 PM   
kokubokan25


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quote:

ORIGINAL: Mike Scholl

In a contrary opinion to most, I'd like to see most annimations done away with. I view them as a lot of wasted effort to little purpose. I mean..., they are fun to look at a few times, but actually bear little resemblence to combat and I would bet most players ignore them or turn them off after a few turns. How often can you watch the same "stylized" rendition before it gets "old". If you want pictures or drawings, they are much better sources available.


Fortunately many players enjoy with the graphics. The game is very good (in my opinion) but i don't will spent a lonely minute with the game if the animations/graphics done away like you say.
When the bettys leave his torpedoes (with his characteristic sound) against my carriers, yet my heart beats faster until the weapon hits the side or fail their objective. This sensation disapear without annimations...


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RE: WITP II Wishlist - 3/6/2006 8:44:08 PM   
Akos Gergely

 

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Totally agree with fremen. I never turn of anims, it's just adds to the excitement so much!!!

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RE: WITP II Wishlist - 3/6/2006 10:20:03 PM   
Ursa MAior

 

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And besides I ALWAYS get better result when watching thru the anims (no joke!). There must be some conspiracy behind it.

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Post #: 77
RE: WITP II Wishlist - 3/7/2006 1:03:56 AM   
jcjordan

 

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Some of my wishes:
Correct air ranks for countries - Brit Naval Air & Canadian(seem to use US Army air)
better AI handling of auto supply
better AI in dealing with unexpected human moves
more available database slots for new units/devices/leaders
AI not stacking all CV's into one super CV TF with only BB/CA & no DD's as escorts
AI not sending suicide transport missions into enemy air coverage
AI putting up CAP over bases & not sending all fighters on raid leaving base totally undefended.

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Post #: 78
RE: WITP II Wishlist - 3/7/2006 1:17:58 AM   
Ursa MAior

 

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My dream WitP II would be something like this.

Keeping the scope of the game I suddenly find myself in the place Yamamoto.

I drink sake, talk (and else) with geishas, then next morning I wake up and go back to work. That would be the intro

In my office I have to make decision where to lay my mighty gaze. I'd leave Manchuria and India to the army, and concetrate on the Pacific ocean. Since Nagumo was indecisive at Midway, I decide replace him with Yamaguchi. Knowing I wouild suffer some rumblings from the officers corps because I jumped over some senior admirals (incl Ozawa), but i decide it's worth losing some face. Suddenyl an emissary from the Imperial HQ arrives with bad news.

We've lost 26 merchant ships and 4 oilers in one week to US subs. I order to transfer the double of that amount from reserve to transport duties, plus some escort ships.

I also order a TF to be formed to bombard PM into submission, and the leader should be my favourite cousin K., Yamamoto. With BatDiv2, and CruDiv3 under his command nothing should remain of that pesky airstrip. In the meantime I order Adm. Tanaka to take his flagship Jintsu and the rest of his DesDiv4 and accompany the transports headed towards Luganville. Of course Dai Ichi Kido Butai will give them aircover. CarDivs1,2,5 would be enough.

I resist some pressure from the IHQ to raid Australia with the Dai-Ni Kido Butai (consisting of CarDiv4 and BatDiv3) knwing I will lose some more face, but the neutralization of PM and the occupation of an important US base will bring much more glory than the lost. After this hard day I decide to visit Rabaul and the troops and lift their spirit by personally awarding some of them. I also make my adjutant to send a meessage to the commabder infroming him of my visit. Will be back to my office soon.



< Message edited by Ursa MAior -- 3/7/2006 1:21:54 AM >


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RE: WITP II Wishlist - 3/7/2006 2:00:18 AM   
Iridium


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quote:

ORIGINAL: Ursa MAior
After this hard day I decide to visit Rabaul and the troops and lift their spirit by personally awarding some of them.


Just don't take that trip to Bougainville, it's a doozy.

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RE: WITP II Wishlist - 3/7/2006 5:02:34 AM   
Bombur

 

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#16-Level bombers should be less accurate, particulalrly is strategic attacks, a few B-25´s can shut down Rangoon production in one week even bombing at 19000ft (in Nik´s mod).
#17-Production repair should be less costly

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Post #: 81
RE: WITP II Wishlist - 3/7/2006 5:10:31 AM   
Tom Hunter


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Except for moses your all talking about icing, but the cake is stale and has rat turds in it.

How about: A QA system that catches major bugs like dissapearing leaders and units?

An architecture that treats the various combat routines as modules so they can be easil modified if they turn out to be bogus.

Moses suggests a better land combat system, and then is nice enough to suggest one.

I want a better naval combat system and a better air combat system because they are both simulating something other than WWII in the pacific. I often wonder if it is an accident when a battle has a historically possible result, or when it does not.

Remeber if the combat system reflected historical reality then historically smart play would produce positive results. Then we could actualy learn something from our what ifs?

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Post #: 82
RE: WITP II Wishlist - 3/7/2006 5:28:58 AM   
Jim D Burns


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My number one wish for a new WitP?

Hourly pulses during turn resolution to allow mid-air and mid-ocean intercepts to occur. This would prevent task forces from also warping into enemy air cover to bombard a base and warping out again with no threat of an air strike.

Of course players should also be able to designate a launch hour for when an air strike or task force is to begin its mission. A simple 24 hour clock toggle near mission speed or something would work. The task force or air mission would remain in its current hex until the hourly pulse is reached and then begin its mission.

Jim


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RE: WITP II Wishlist - 3/7/2006 10:26:53 AM   
treespider


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quote:

ORIGINAL: Jim D Burns

My number one wish for a new WitP?

Hourly pulses during turn resolution to allow mid-air and mid-ocean intercepts to occur. This would prevent task forces from also warping into enemy air cover to bombard a base and warping out again with no threat of an air strike.

Of course players should also be able to designate a launch hour for when an air strike or task force is to begin its mission. A simple 24 hour clock toggle near mission speed or something would work. The task force or air mission would remain in its current hex until the hourly pulse is reached and then begin its mission.

Jim



Perhaps use the 12 hour segment of each day and assign an opp point cost for various actions. Move a hex cost op points, engage in combat op points. Could be a good way to simulate loiter time...just some thoughts off the top of my head.

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Post #: 84
RE: WITP II Wishlist - 3/7/2006 3:14:02 PM   
LargeSlowTarget


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Lots of great ideas here, I take the liberty to copy my favorite ones (and add an idea or two):

WitP II South Sea Islands full of beautiful girls

Interface: no clicking on each ship to form a big TF – ‘left mouse and drag’ for selecting a row of ships (like selecting lines in Word)

Stacking/loading/unloading limits for ports

Port size-based limits on replenishment of fuel, ammo/torps unless AO/AE present

Repair ports/airfields, on/off toggle.

A/C capacity of bases based on # of engines.

Aviation support based on # of engines.

Player-assignable base supply requirements.

Ability to target a specific task force with air units.

Ability to determine through data screens which cities are producing and which need resources/oil

Stop supply production at resource centres. Supply is produced at hexes with heavy industry

Surface/subsurface combat check for every hex entered

No RR movement into enemy owned hexes

Subdivide the generic supply into - naval supply, air supply, land supply – let player decide share on overall production (e.g. 50% land, 30 % air, 20% naval – with info screen on how much is currently required of each type and how much is currently produced)

better submarine patrol areas

waypoints for TF movement

Bring in Bodhi's tool into the game

Manual accept/do not accept supplies for bases AND LCUs

Each aircraft would be rated for mechanical reliability, that would correlate with operational losses (that would be much higher in this new game)

No auto upgrade to factories – factories becoming damaged when auto-upgrading

Training aircraft to build the pilots pool (no more free pilots, you must allocate planes and train them, when they have enough experience you discharge them in the pilot pool). This should allow players to customize pilot training programs according to necessity.

Options to convert/not convert ships while being built (like the ability to end Shinano as a BB)

Modifyable terrain so you can change a trail to a road or railway (slowly with a great deal of effort)

More flexibility of factory expansions. Curently you just can double them. Why it isn´t possible to expand a factory by only 10% or 20%?

All of the pinup girl screens as standard

An Air Interdiction mission. Hits on LCU's would reduce a % movement gains that day. They would also reduce a % of supplies in the hex.

ASW and air search ‘circles’ on the strategic map for friendly forces – and no naval/asw search over land masses.

The ability to prioritize repairs at ports either by ship or ship type.

Better sorting for leaders for example fighter, bomber, patrol etc.

Some way to know when ships are due for a upgrade other than stepping thru every ship.

If a unit needs attention change the color of the unit in the base, HQ or the button at the top screens. for example if an air group needs pilots or aviation support is to low or a LCU's disruption or fatige is to high.

Do away with respawning of CV and cruisers - you get the historically built ships with their historically intended names

better AI handling of auto supply, better AI in dealing with unexpected human moves, AI not stacking all CV's into one super CV TF with only BB/CA & no DD's as escorts, AI not sending suicide transport missions into enemy air coverage, AI putting up CAP over bases & not sending all fighters on raid leaving base totally undefended.


< Message edited by LargeSlowTarget -- 3/7/2006 3:15:53 PM >


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Post #: 85
RE: WITP II Wishlist - 3/7/2006 3:40:00 PM   
mark24

 

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Tactical control over exactly where carrier (& lba) airstrikes go over the course of a day. "Bomb the bloody BB, not the transport!!!!"

Mark

(in reply to Hipper)
Post #: 86
RE: WITP II Wishlist - 3/7/2006 5:55:41 PM   
Andy Mac

 

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Sorry have I missed some sort of announcement of WITP 2 ?

Lots of attention on forums but no sign of an announcement or have I just missed it ?

ta

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Post #: 87
RE: WITP II Wishlist - 3/7/2006 5:58:49 PM   
Nikademus


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Check the stickys. Note that WitP II has not been "announced" in and of itself, but rather with the additional members added to the development team, a future "WitP II" is being discussed. Patching and enhancement for WitP remain at the forefront.

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RE: WITP II Wishlist - 3/7/2006 9:35:21 PM   
Ursa MAior

 

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quote:

ORIGINAL: Iridium

quote:

ORIGINAL: Ursa MAior
After this hard day I decide to visit Rabaul and the troops and lift their spirit by personally awarding some of them.


Just don't take that trip to Bougainville, it's a doozy.


Actually I meant Bougainville but it was well after midnight.

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Post #: 89
RE: WITP II Wishlist - 3/8/2006 12:51:01 AM   
esteban


Posts: 618
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quote:

ORIGINAL: irrelevant

Stacking/loading/unloading limits for ports

Port size-based limits on replenishment of ammo/torps (including aerial torps).

Rationalization of ZOC effects on LCU movement and tracing supply.

A/C VPs based on # of engines.

A/C capacity of bases based on # of engines.

Aviation support based on # of engines.

Player-assignable base supply requirements.




Quoted for Truth!!

Oh, and fix land combat so that 200 guys can't block the retreat of 100,000 guys....

(in reply to tsimmonds)
Post #: 90
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