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WitP II Game Mechanics Discussion

 
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WitP II Game Mechanics Discussion - 3/20/2006 4:19:51 PM   
WhoCares


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This thread is to discuss some general game mechanics that might improve in a future game. And while it might be in the nature of 'general' suggestions to interfere with some more specific topics it would be good to keep the latter as much as possible in their dedicated discussions (e.g. about Air2Air combat).

I'll start with two examples:

1. Commander Transfers
Intention: No more beaming of commanders across the map in one day, but more realistic transfers.
Potential Implementation:
a) All commanders that have never had a command are drawn from a nearby HQ of the respective branch. Lower ranking officers can be drawn from any HQ, higher ranks from the Command HQ of the respective theater/branch.
b) Commanders that are released from a command return to a HQ, where exactly depends again on branch and rank.
c) Transfers could be done by 'generic' transport planes which otherwise are not part of the game (=not managed by the player). However, those planes could be intercepted (=Yamamoto). Range of the plane could be dependent on starting base size, assuming that big bases always have a spare plane which would make a one way trip, while at small bases the plane would first come from a bigger base or the base of the destination HQ.
d) For trips that can't be done in one turn the player can set at least the first waypoint of the transfer.


2. Turn Resolution (this one probably goes too deep and becomes to complex and demanding in implementation and performance requirements, but anyhow...)
Intention: Create a more realistic turn resolution. No more separated phases (air, sea) but time and hex based resolution.
Potential Solution:
a) No more executions in the input phase, e.g. for air group or commander transfers.
b) In a first round every moving unit would leave a footprint with unit number and timestamp in a passed hex. The granularity of the timestamp might be a matter of discussion/configuration as a trade-off against performance. E.g. with the current hex size of 60 miles an airgroup with travelling speed of 180mph could leave three different timestams with 20mins granularity or a single one for 1h.
c) If opposing units are in the same hex at the same time, the respective hex is added to a resolution list.
d) Depending on the outcome of the resolution phase, involved as well as surrounding units can change orders or react, e.g. generating and re-routing of airstrikes, rerouting of TFs, scouts stick with an enemy TF, scrambling of fighters, ...... The timestamps might also help to decide whether first a surface action is fought and an airstrike arrives later (as opposed to today).
All this could also affect the resolution of later phases, e.g. a TF with damaged ships would be slowed down immediatly.


< Message edited by WhoCares -- 3/20/2006 5:26:31 PM >
Post #: 1
RE: WitP II Game Mechanics Discussion - 3/21/2006 2:10:29 AM   
scott64


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I would like more info on when ships and planes and land units arrive, like when they first saw combat or were deployed.






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RE: WitP II Game Mechanics Discussion - 3/21/2006 9:23:15 PM   
The Gnome


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I'm going to make a very general suggestion here: Lots more feedback from all the behind the scenes calculations! Every time some roll is made by the game, plop something up on the screen.

If my air unit breaks off, for example, give me some feedback as to why. "Commander decides to break off attack", "Pilots less aggressive than usual, might need rest".

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RE: WitP II Game Mechanics Discussion - 3/21/2006 11:46:11 PM   
TheElf


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quote:

ORIGINAL: The Gnome

I'm going to make a very general suggestion here: Lots more feedback from all the behind the scenes calculations! Every time some roll is made by the game, plop something up on the screen.

If my air unit breaks off, for example, give me some feedback as to why. "Commander decides to break off attack", "Pilots less aggressive than usual, might need rest".



Absolutely. I think this is the root of all the frustration over the Air Comabt routine. If we KNEW WHY things were happening I think alot of people would be less confused and thus frustrated. This is why in the A2A combat thread I advocate not Dumbing down or completely removing the Combat replay but enhancing it so that what you see is what is actually happening and you get feedback from it in the very manner you state above.

"Escort fails to make rendesvous -- Major Brown of 5th BG Aborts Strike"

"3rd daitai Bounces VF-17 out of the Sun -- VF-17 Jettisons bombs and Rockets to defend!!!"

"F1 Tainian Daitai has altitude advantage and gains initial Advantage!!!"

And so on...



< Message edited by TheElf -- 3/22/2006 12:15:47 AM >


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RE: WitP II Game Mechanics Discussion - 3/22/2006 1:19:30 AM   
witpqs


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quote:

ORIGINAL: TheElf

Absolutely. I think this is the root of all the frustration over the Air Comabt routine. If we KNEW WHY things were happening I think alot of people would be less confused and thus frustrated. This is why in the A2A combat thread I advocate not Dumbing down or completely removing the Combat replay but enhancing it so that what you see is what is actually happening and you get feedback from it in the very manner you state above.

"Escort fails to make rendesvous -- Major Brown of 5th BG Aborts Strike"

"3rd daitai Bounces VF-17 out of the Sun -- VF-17 Jettisons bombs and Rockets to defend!!!"

"F1 Tainian Daitai has altitude advantage and gains initial Advantage!!!"

And so on...


This is also why I advocate all information revealed in the combat replay to be available in reports - so that people are not forced to watch it to obtain the info.

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Post #: 5
RE: WitP II Game Mechanics Discussion - 3/22/2006 1:24:17 AM   
TheElf


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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: TheElf

Absolutely. I think this is the root of all the frustration over the Air Comabt routine. If we KNEW WHY things were happening I think alot of people would be less confused and thus frustrated. This is why in the A2A combat thread I advocate not Dumbing down or completely removing the Combat replay but enhancing it so that what you see is what is actually happening and you get feedback from it in the very manner you state above.

"Escort fails to make rendesvous -- Major Brown of 5th BG Aborts Strike"

"3rd daitai Bounces VF-17 out of the Sun -- VF-17 Jettisons bombs and Rockets to defend!!!"

"F1 Tainian Daitai has altitude advantage and gains initial Advantage!!!"

And so on...


This is also why I advocate all information revealed in the combat replay to be available in reports - so that people are not forced to watch it to obtain the info.


We are in violent agreement.


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RE: WitP II Game Mechanics Discussion - 3/22/2006 4:55:04 AM   
Mike Scholl

 

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This is a good idea, The game seems to make a lot of "decisions" at various points during the combat routine, and some of them produce really bizarre and unexplained results. Some "clue" as to what these "decision points" are, and what they are based on, would at least give the player some idea of what changes might help his results. As far as I'm concerned you can eliminate the little "combat windows" completely (the only thing worthwhile is in the text anyway, and after watching them a few times they are BORING beyond belief). But give us some accurate descriptive text in the combat result report---which we can pull up and check when issuing new orders to the units involved.

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RE: WitP II Game Mechanics Discussion - 3/22/2006 5:09:19 AM   
tsimmonds


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quote:

As far as I'm concerned you can eliminate the little "combat windows" completely (the only thing worthwhile is in the text anyway, and after watching them a few times they are BORING beyond belief).

Some guys enjoy the flavor, but me personally I prefer my wife. For the game, give me information instead.

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RE: WitP II Game Mechanics Discussion - 3/22/2006 5:36:58 AM   
TheElf


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quote:

ORIGINAL: irrelevant

quote:

As far as I'm concerned you can eliminate the little "combat windows" completely (the only thing worthwhile is in the text anyway, and after watching them a few times they are BORING beyond belief).

Some guys enjoy the flavor, but me personally I prefer my wife. For the game, give me information instead.


I think the simple solution, already mentioned, is to provide the same pertinent info in a text format Combat report that can be found in the actual replay. To each his own.

Seems we all agree on that.

Now that we have established that, who prefers what is a matter overcome by events...

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RE: WitP II Game Mechanics Discussion - 3/22/2006 6:32:26 PM   
The Gnome


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Ship System damage:
Is there a way to make this a sliding scale as far as repairs go? It should take a lot of effort and time to repair a ship from 99sys damage to 90, and be relatively easy to repair 9 to zero.

Right now if I'm not mistaken, a point of damage is a point of damage.

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