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RE: WitP Wish List - 4/22/2006 8:02:35 PM   
Don Bowen


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quote:

ORIGINAL: pauk


removing Philippines troops from replacement pool.


Don't think this would be correct. The Philippines were in the middle of mobilization when the war began and large numbers of additional troops reported between December 7th and the fall of the Philippines. Some new units were formed, other units en cadre were filled out, and battle casualties were replaced (ending in Bataan once isolated but continuing elsewhere).



(in reply to pauk)
Post #: 481
RE: WitP Wish List - 4/22/2006 9:08:16 PM   
jwilkerson


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From: Kansas
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Hi all,

Here is one old bug/issue dating from UV days - fighters not escorting... I initially posted this around 16 month ago...


This doesn't work in WitP

0. Japanese are invading Port Moresby with their land units already there and they have LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Ground Attack with Port Moresby as the target hex.
5. Bomber raid launches from Cairns (in Australia) to Port Moresby HEX to attack ships but P-40's do not escort raid

Or:

0. Japanese are invading Port Moresby with their ships (with CV/CVL/CVE present) in Port Moresby HEX and they have CAP/LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Naval Attack
5. Bomber raid launches from Cairns (in Australia) to Port Moresby HEX but P-40's do not escort raid


This works in WitP

0. Japanese are invading HEX that is adjacent to Port Moresby with their land units already there (in that adjacent HEX) and they have LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns HEX adjacent to Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Ground Attack with HEX adjacent to Port Moresby as the target hex
5. Bomber raid launches from Cairns (in Australia) to HEX adjacent to Port Moresby and P-40's from Port Moresby do escort raid

Or:

0. Japanese are invading Port Moresby with their ships (with CV/CVL/CVE present) in Port Moresby HEX and they have CAP/LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns HEX adjacent to Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Naval Attack
5. Bomber raid launches from Cairns (in Australia) to HEX adjacent to Port Moresbyto attack ships and P-40's from Port Moresby do escort raid





Thus what is the difference between those examples?

Why would one equally difficult coordination task work OK and other would never ever work?


Joe and Dan - please add this to the list!


Leo "Apollo11"


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Post #: 482
RE: WitP Wish List - 4/22/2006 9:11:41 PM   
denisonh


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From: Upstate SC
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Would changing the unit leaders to those with less aggression create the requested result? Aggressive leaders may be a "contributing factor".
quote:

ORIGINAL: BLurking

How many times has this happened to you:

You've got an airbase with lots of well-rested and high morale units - and decide to strike a target. Bad news, the enemy has set up an ambush w/ high quality pilots and planes. Ooomph! All you can do is hit 'escape' and watch the enemy kills rack up as your brave and reckless pilots force their way to the target (which they'll never hit). Months of recuperation are required to rebuild your shattered forces...

So - how about an adjustable 'aggresiveness' value (either global or by theatre or by squadron). That way you can force high morale units to abort when taking unacceptable losses. Could make Air-to-air somewhat less bloody as a side benefit...

Just a thought.



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(in reply to BLurking)
Post #: 483
RE: WitP Wish List - 4/22/2006 9:27:39 PM   
Apollo11


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Hi all,

Since picture is worth 1000 words (just to illustrate the problem/issue better):




Leo "Apollo11"

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Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to jwilkerson)
Post #: 484
RE: WitP Wish List - 4/22/2006 10:14:53 PM   
Tanaka


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Toggle for bases:

Accept Supplies/Fuel **** Do not Accept Supplies/Fuel

In other words let us control where our supply goes and not the bungling AI....

< Message edited by Tanaka -- 4/22/2006 10:17:00 PM >


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Post #: 485
Small/quick/simple idea how to restrict land based bomb... - 4/22/2006 10:18:14 PM   
Apollo11


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Hi all,

I first posted this small/quick/simple idea of mine few weeks ago but I can't find it right now using the "Search" option in forum (that one really really needs serious overhaul! )...

In essence the torpedo attacks from bombers based on land for both sides were few and apart because torpedoes were complicated weapons needing skilful technicians, storage and maintenance (i.e. good base with good support) - bombs were more available and used in most cases (even for aircraft for which torpedo was primary weapon).

In order to fix this and have historic rates of land based torpedo attack by bombers I thought of this small/quick/simple idea!


Leo's idea for small/quick/simple land based bomber torpedo attack requirement

What if we require 5000 tons of supply (or 1000 or 2000 - we can adjust the number easily) for _EACH_ bomber to carry torpedo instead of bombs on "Naval Attack"?

This supply would not be consumed - it would only be requirement.

That way we give player a chance to maintain bases with land based torpedo capability if he/she wants but it also pressure him/her to really put a lot of effort (in supply) to enable it!

With this for small/quick/simple way we would easily stop unrealistic usage of large number of torpedo capable bombers based on land and make those attack exception and not a rule!


What do you think gentleman?


Leo "Apollo11"


_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Tanaka)
Post #: 486
RE: WitP Wish List - 4/22/2006 10:18:55 PM   
denisonh


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I would include "accept resources/oil - do not accept resources/oil" for the Japanese home islands bases as well.
quote:

ORIGINAL: Tanaka

Toggle for bases:

Accept Supplies/Fuel **** Do not Accept Supplies/Fuel

In other words let us control where our supply goes and not the bungling AI....



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(in reply to Tanaka)
Post #: 487
RE: WitP Wish List - 4/23/2006 12:09:27 AM   
dtravel


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Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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Post #: 488
RE: WitP Wish List - 4/23/2006 2:00:29 AM   
pasternakski


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quote:

ORIGINAL: dtravel

Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.

I know just the guy to conjure one up fer ya ...




Attachment (1)

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Post #: 489
RE: WitP Wish List - 4/23/2006 2:42:32 AM   
dtravel


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quote:

ORIGINAL: pasternakski


quote:

ORIGINAL: dtravel

Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.

I know just the guy to conjure one up fer ya ...





Now why would I want him to write the same manual a second time?

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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Post #: 490
RE: WitP Wish List - 4/23/2006 9:56:18 AM   
ChezDaJez


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Invasion Prep Points

I would like to see recon flights add to prep points. For example, if I am about to invade island X with unit A and unit B and they both possess 30 prep points, I would like to see prep points increased by 2 or 3 points for every recon flight conducted over island X. Unit A and Unit B would gain points as would any other unit assigned to prep for that location.

This would reflect the increased knowledge gained from conducting recon prior to invading or attacking.

Chez


_____________________________

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VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

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Post #: 491
RE: WitP Wish List - 4/23/2006 12:04:32 PM   
FeurerKrieg


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Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.

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Post #: 492
RE: WitP Wish List - 4/23/2006 4:35:18 PM   
michaelm75au


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On the ground unit list (hot key G) include the LCunits on ships.

I know that this will make list a bit bigger, but too often it is hard to tell where a unit has 'disappeared' to.
Especially, if you can only see the fragment in the list (as is the case at the moment).

Also would like to see the fatigue and disruption level of the unit here also.
Makes it easier to plan which units to use for future attacks and which ones to pull back or leave recuperating.

Michael

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Post #: 493
LCU prep point during rebuild - 4/23/2006 5:51:04 PM   
Helpless


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http://www.matrixgames.com/forums/tm.asp?m=1117176

Example:
In the start Japanese IG Division usually has 100 prep points towards Victoria Point. It is possible to change that future objective and still keep 75 prep point. Just simply divide that division. Set future objective of A segment to something else (for ex. Singapore ) and then rebuild unit. The result: LCU has new future objective with 75 prep point.

The same could be done if Bde LCU preserving 50% of accumulated prep points...


i think it should be considered as a bug. the easiest way to fix it - to set prep points by lowest value of all segments..

Otherwise it might be restricted by house rules.


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Post #: 494
RE: WitP Wish List - 4/23/2006 8:59:43 PM   
dtravel


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quote:

ORIGINAL: Feurer Krieg

Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.


Try right-clicking on the ship name in the TF creation ship selection window.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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Post #: 495
RE: WitP Wish List - 4/23/2006 11:37:37 PM   
pauk


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From: Zagreb,Croatia
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hi, "the Type 13, which was an air-search radar, is defined in the game as a surface-search radar"....

can we have that finally fixed?

thanks in advance...


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RE: WitP Wish List - 4/23/2006 11:47:59 PM   
Drex

 

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Designated retreat hex ;
For every unit have a "designated retreat button" when hit it brings up the map where you can click on any hex to retreat to. This would allow scatterring of units if there are enough hexes available or you could group them using the "follow unit " button. This would only kick in of course when the unit was defeated.

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Post #: 497
RE: WitP Wish List - 4/24/2006 1:37:08 AM   
Black Mamba 1942


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Automatic activation of nations invaded by any opposing side.
The same rule as applies to the US.

Japan
US
India
Australia
NZ
USSR

This would make gamey invasions stop without any forthought or planning.

(in reply to siRkid)
Post #: 498
RE: WitP Wish List - 4/24/2006 2:32:49 AM   
Andrew Brown


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Here are a few of my own, most of which I think have already been suggested by others:


  1. Some sort of limit on ships using ports:
    I guess this would be similar to the idea put forward by Apollo11 and
    others - a limit on how many ships can load/unload at friendly ports,
    with larger ports able to handle larger numbers of ships. An example
    would be something like:

    Port size    Ships
    ---------    -----
        0         0/3*
        1         1/3*
        2         3/3*
        3          6
        4         10
        5         15
        6         21
        7         28
        8         36
        9         45
       10         60


    * The second number are ships that unload at "beach" (port 0) rates.

  2. When a leader is removed from command, they become unavailable ("in
    transit") for a period of time, say 2 weeks. After that time they can be
    used for another command.

  3. When an airgroup rebases to another base, they can not fly another
    mission that same turn, except that fighters can scramble (with some
    sort of readiness or fatigue penalty) if the base is attacked by enemy
    aircraft.

  4. When an aircraft is lost due to ops loss, there is a chance, perhaps
    based on the pilot experience, that the pilot survives. This will allow
    ops loss rates to be increased if desired, without the subsequent loss
    of pilots as a result (the loss of which has been the stated reason why
    ops losses have not been increased).

  5. The ability to ensure that supplies/fuel are not automatically moved out
    of a base, perhaps using some sort of "retain supplies" toggle.

  6. Patrol zones for submarines. Perhaps set using a settable hex radius,
    with the AI moving the sub within this limit.

  7. A new "Intercept TF" option for SC and sub TFs. This would allow
    mid-ocean intercepts. Note, however, that it should still be difficult
    to do - the enemy TF must be spotted and remain so for the interception
    to succeed, in addition to other factors such as: weather, crew
    experience, TF commander ratings, day/night, the size of each TF and the
    speed of each TF.

    If BOTH TFs are seeking battle and can find each other then the
    intercept would have a much higher chance of succeeding. Otherwise, if
    the intercepting TF is faster than the target TF, then there would be a
    chance of success, assuming all of the above factors are favourable.

  8. A new "Shadow TF" option for SC and sub TFs. Similar to "Intercept", but
    the shadowing TF does not seek to engage, just follow the target TF.
    Again this would have a low chance of success unless the above
    conditions are favourable, and only if the "shadowing" TF is faster than
    the target TF.

  9. Waypoints for TFs.

  10. Removing supply production from resource centres. Replace with either a
    separate "supply centre" (most flexible) or add supply production to
    manpower centres, to represent local light industry and basic supply
    production. This supply production would not be dependent on the input
    of resource points.

  11. Better avoidance of enemy bases by friendly TFs when moving
    automatically - e.g. transport TFs. They should actively avoind any
    enemy base that has the potential to have aircraft based there.

  12. When an air unit is upgraded to another type of aircraft, the old
    aircraft are not added to the available pool until a set time, say 2
    weeks.

  13. Air units can be transferred to India from the West Coast in the same
    way as LCUs are.

  14. Air units and LCUs can also be transferred FROM India TO the West Coast.

  15. US LCUs should NOT be able to transfer directly to Chungking.

  16. Much more severe penalties if a unit is operating away from its HQ, say
    in the operational area of another HQ. This would force players to
    assign units to the proper HQ.

  17. HQ heirarchies: e.g. Corps -> Army -> Theatre, or something similar.

  18. Some sort of Japanese Army/navy co-operation penalty or restriction.
    This is currently not modelled at all. I am not sure how it could be
    done though.

  19. Stricter restrictions on the deployment of Australian reserve and
    Canadian LCUs. There were political restrictions on their use which are
    not currently modelled outside of house rules.

  20. ZOCs can only be exerted in a hex if the forces there are above a
    certain size threshold. Probably this would be based on Assault value.
    This would prevent tiny forces from surrounding and trapping much
    larger forces, which is too open to exploitation, given the way the
    current ZOC rules work.

  21. Some type of "planning" for HQs, whoch would also affect all units
    assigned to that HQ. Like the old Pacwar system perhaps.

  22. Remove the "Zero bonus". Replace with adjustments to the normal data
    attributes, such as Allied pilot experience at the start of the war.

  23. Replace the Japanese "super" first turn bonus move with some other type
    of "surprise" mechanism. What I don't really know yet, but I am sure
    that this aspect of the game could be improved.


That is all I can think of for now. I might add a few more later...

Andrew










(in reply to Black Mamba 1942)
Post #: 499
RE: WitP Wish List - 4/24/2006 7:42:02 PM   
Grotius


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Great list, Andrew! A bunch of my own, recognizing that this would reflect a ton of work:

1. A "bombardment vulnerability rating" for ports. Not all parts should be equally susceptible to naval bombardment.

2. "Rolling stock" as a limit on railroad movement.

3. Incorporate most of Andrew's map changes into the stock map -- and then use Subchaser's graphics, plus his system of placing icons depicting resource, oil, factories, etc. right on the map itself. In fact, even more info could be placed on the map, if the devs adopt my next suggestion...

4. Support for high and ultra-high resolutions: 2560 x 1600, or at least 1900 x whatever.

5. Widescreen support.

6. A wider map, going as far west as Madagascar and as far east as Panama, or at least incorporating CHS innovations along those lines. One more reason you need widescreen support!

7. A less click-intensive interface with more hotkeys. With a higher resolution screen, that would permit more info per info screen. Did I mention higher resolutions? :)

8. More in-game tools to monitor production: graphs of oil and other resource stocks; more information on what was consumed per turn, what was produced, etc.

9. Likewise, more in-game tools to monitor intel, along the lines of Bodhi's utility: you click intel report of "radio transmissions", cursor moves right to the hex in question.

10. Some way for the map to change to reflect changes in infrastructure, such as construction (or destruction) of particular railroads during the war.

11. Perhaps some limited ability to construct (or bomb or destroy) infrastructure such as railroads or roads. E.g., right now the infrastructure in Burma is fixed through the whole game.

12. Somewhat tougher anti-aircraft fire, along the lines of the Nik Mod, coupled with some of his changes to limit the bloodiness of A2A and to limit deployment of Allied heavy bombers.

13. In the event of Japanese invasion of India, appearance of more reinforcements in Karachi or Aden.

14. Perhaps some limits on rearming torpedo bombers at small airfields with low levels of supply. Might consider similar limits on rearming bombardment groups: odd to have a bombardment force operate out of a level 1 port just by sucking down fuel.

15. Perhaps increase the "waste" penalty for storage of massive amounts of stuff at a base.

16. Stacking penalties for LCUs, at least on tiny atolls.

17. More stringent limits on stacking of aircraft at bases with high levels of aviation support.

18. Limits on harboring ships in small ports, along the lines Andrew suggests above.

19. Perhaps a greater range of port and airfield sizes: San Francisco Bay would seem to be more than a size 10 port. Make port sizes range from 1 to 15?

20. Perhaps some effort to "slow down" logistics, along the lines of the CHS and Andrew-map mods.

21. Greater penalty for not being 100% prepped for an invasion. Or some other way to induce players to conduct amphibious operations at something like the historical pace.

22. Perhaps some gentle limit on how many ships we can have at sea at once? Always seemed to me odd that I could send out 100% of my sub fleet on turn 1. R&R and just basic bureaucracy might limit this to some extent, no? Not a big priority for me, though.

23. Maybe it's insane to suggest this, but I did enjoy the 30 nm hexes of UV...

24. Forts for Hong Kong at game start?

25. Place entire Chinese OOB on map, but place restrictions on its use so that the Allied player can't zerg the Japanese player.

26. Perhaps some game option to make China a stalemate in a PBEM? You can already do this against the AI, heh. Not a big priority since this can presumably be achieved with house rules.

27. If not #26, then adopt some of the ground-combat mechanisms from other games, such as TOAW. Also, whatever the merits of 30 nm hexes for the Pacific war, I personally think ground combat would be fun at that 30-mile scale than at 60-miles.

28. Weather effects on land movement? I'm thinking particularly of Burma and its monsoons.

29. Stronger AI!



(in reply to Andrew Brown)
Post #: 500
RE: WitP Wish List - 4/24/2006 8:18:57 PM   
jwilkerson


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Hi Grotius,

Well fortunately many of these are already on the list ... several are implemented in CHS and several are on the list in at least modified format .. like limiting rail movement somehow ... though not necessarily by tracking rolling stock ... but thanks for the ideas ... keep 'em commin' ...



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Post #: 501
RE: WitP Wish List - 4/24/2006 10:09:28 PM   
Feinder


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Convert the "days to arrival" to "DATE of arrival".

Gawd I hate converting that. I've got a separate file, this is nothing but a list of what is arriving on what DATE.

-F-

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Post #: 502
RE: WitP Wish List - 4/24/2006 10:33:40 PM   
dtravel


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That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


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Post #: 503
RE: WitP Wish List - 4/25/2006 2:06:35 AM   
JeffroK


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quote:

ORIGINAL: Feurer Krieg

Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.


Ditto,

Plus a list of their combat strengths. I dont want any Clemsons in my CV TF.


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Post #: 504
RE: WitP Wish List - 4/25/2006 6:32:28 AM   
Caliban

 

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A COMPLETE, USER FRIENDLY, MANUAL-I BELIEVE THAT MANY OF US NEWCOMERS WOULD BE WILLING TO GIVE UP BIG BUCKS FOR SUCH A BEAST. HECK, I'D GIVE YOU MY WIFE FOR SUCH A THING.

(in reply to JeffroK)
Post #: 505
RE: WitP Wish List - 4/25/2006 7:16:36 AM   
scout1


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From: South Bend, In
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Some very fine suggestions. Here's some of my "older" ones .....

1) Permit extracting in game data into csv files. This would permit off-line examination of this beast and put some sanity back into managing it. This is one item that Bodhi was keen on as it would allow a great expansion of his (or like tool) for game management.
2) Map based filter that allows a player to click on a particular ship and the game engine takes you right to the location of it. This is an outgrowth of trying to find a convinent manner to find all the ships that are coming up for upgrade, rather than the hex by hex easter egg hunt of the current system.
3) Institute the equivalent of prep points for aviation support at bases. Seems kind hard to swallow that you can take a base on one turn and have full and complete aviation support the next. Gotta take the ground crews time to unpack the stuff. Av support should have some kind of incubation period to get to full strength.
4) The max number of ships in a port is a good idea, but I'd suggest a slight twist. There are many ports that could actually hold alot of ships, but were limited by port facilities. Thus, I think the limitation should be put on a loading and unloading rate, instead of purely a ship count.
5) toggles for "permit taking on supplies/permit sending supplies/both" for each base
6) A graphic based identifier for base supply status right on the map
7) a report of reinforcements/new ships and the location of entry each turn
8) a human friendly manner for creating tf's and loading them. The current approach is a real pain for large transport tf's.
9) a clean way to select specific ships to refuel, rather than creating a dummy tf of these, refuel them and them distrubute them where you need them. If they already part of a tf, you either re-fuel the entire tf or not. Can't select specific ships
10) pilot training. There's got to be a better/more automated manner for training pilots up rather than manually do it. Why not put in some type of behind the scenes "flight school". The player can decide when to draw the pilots. Thus, you could keep them in longer and get higher experienced pilots, or draw them quickly and get also-rans. Would need to have some type of built in loss rate to account for training accidents.
11) fix the database errors
12) some means to command a tf to dock upon entry to a port. Now they get there and remain "at sea". The next turn a player can dock them. Seems fair to pre-order a tf to dock, since you current order it to automatically disband upon entry.
13) For us multi-day per turn players, how about a x day delay for orders. That way, we can stage our orders to excute in a desired manner/timeframe. One day turns are just way too slow (my preference).
14) ability for air raids listed as port attack to select either ships in port or facilities (only of value if facilities play a greater role in future releases)
15) a better means of managing production with a means of actually showing what happened last turn. I mean someone had to count the windshields as the new planes came off the assy line, so someone knew how many got built. So should we.
16) Some kind of correction for a change in production rates for allied a/c rather than an average spread across. B-17 intro into the PTO was nowhere near the rate the allies get these planes in WitP. This is due to the constant rate of production in WitP. Actually, the rate should be date/time dependent and vary.

All for now ....

(in reply to Andrew Brown)
Post #: 506
RE: WitP Wish List - 4/25/2006 7:24:10 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
thought of one more ....

17) A toggle that allows a player to select "repair/don't repair" for ships in port. This permits us to prioritize repairs to those ships we want in the order we want. Just like in real life ....

(in reply to scout1)
Post #: 507
RE: WitP Wish List - 4/25/2006 9:07:33 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: dtravel

That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".


Ive always thought this was a bug with intelligence where you were getting the reports from both sides on one report....

_____________________________


(in reply to dtravel)
Post #: 508
RE: WitP Wish List - 4/25/2006 10:53:50 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
quote:

ORIGINAL: Tanaka


quote:

ORIGINAL: dtravel

That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".


Ive always thought this was a bug with intelligence where you were getting the reports from both sides on one report....


It is a bug, but not that way. Somewhere in the game Vancouver is not properly "flagged" as an Allied base, so the Signal Intelligence generation routines see it as a valid source for "radio transmission detected" for the Allied SigInt report.

< Message edited by dtravel -- 4/25/2006 11:20:42 PM >


_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to Tanaka)
Post #: 509
RE: WitP Wish List - 4/26/2006 12:33:15 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
A listing in the intelligence report for top sub commanders (# of ship kills)...etc...

(Like the top pilots listing)...

_____________________________


(in reply to dtravel)
Post #: 510
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