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RE: MWIF Game Interface Design

 
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RE: MWIF Game Interface Design - 10/23/2007 9:24:13 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: haromar

Pertaining to the screenshot about Belgium, while that set up with the Belgian CAV in Liege to ZOC out the PZRs, Brussels empty, the 2 Infantry in Antwerpen and the Belgian Fighter in Belgian Congo is a standard WiF set-up, its probably not very historical. So for a more "historical" screenshot, you might want to put the Belgian Infantry in Brussels and include the Belgian Fighter. 

It's marketing. The WIF grognards will love it.

[They might complain about the set up in the North Sea though. I expect they would be very frustrated if there wasn't something for them to critique in the screen shots.]

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 871
RE: MWIF Game Interface Design - 10/23/2007 9:26:51 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
Sorry. I do not have a clear undestanding of what is being proposed here. A search number for the task force? Or a search number modification, that would be theoretical, and exist even when the TF is in port?

The theorical (assuming weather allows it) search number modifier linked to the Range of the CVP that the CV of that Task Force are carrying.

*************************************
11.5.5 Searching
(...)
SiF option 27: (CV search) Instead of increasing the search number in a section of a sea-box by 1, in Fine, Snow or Rain modify it according to the longest range among the carrier planes on undamaged committed CVs in that section:
ï if the longest range is 1-3 no modifier
ï if the longest range is 4-6, increase the search number by 1;
ï if the longest range is 7+, increase the search number by 2.
*************************************

(in reply to Shannon V. OKeets)
Post #: 872
RE: MWIF Game Interface Design - 10/23/2007 9:28:03 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Froonp

quote:

About the name, it would be cool to indicate somewhere a list of historical Task Force Names for each country for the player to pick from that. Forum members could gather that. You could propose these in drop down boxes in the form for creating Task Forces. Obviously, you should not remove the possibility for a player to type his own name.

I thought that it would be a piece of cake to find lists of historical Task Forces names, and it is not !!!

I've found the complete Japanese Fleets list, but nearly nothing more :
-------------------------
Historical Task Forces
-------------------------
Maritime Escort Fleet (1943/11/15 - 1945/08/25)
Combined Fleet (1894/07/18 - 1945/10/10)
1st Fleet (1903/12/28 - 1944/02/25)
2nd Fleet (1903/10/27 - 1945/04/20)
3rd Fleet (1903/12/28 - 1944/11/15)
4th Fleet (1937/10/20 - 1945/09/02)
5th Fleet (1938/02/01 - 1945/02/05)
6th Fleet (1940/11/15 - 1945/09/15)
7th Fleet (1945/04/15 - 1945/09/15)
8th Fleet (1942/07/14 - 1945/09/03)
9th Fleet (1943/11/15 - 1944/07/10)
China Area Fleet (1937/10/20 - 1945/09)
Northeastern Area Fleet (1943/08/05 - 1944/12/05)
Southeastern Area Fleet (1942/12/24 - 1945/09/06)
Southwestern Area Fleet (1942/04/10 - 1945/09)
Central Pacific Area Fleet (1944/03/04 - 1944/07/18)
10th Area Fleet (1945/02/05 - 1945/09)
Southern Expeditionary Fleet (1941/07/31 - 1942/01/03)
1st Southern Expeditionary Fleet (1942/01/03 - 1945/09)
2nd Southern Expeditionary Fleet (1942/03/10 - 1945/09)
3rd Southern Expeditionary Fleet (1942/01/03 - 1945/09)
4th Southern Expeditionary Fleet (1943/11/30 - 1945/03/10)
1st China Expeditionary Fleet (1939/11/15 - 1943/08/20)
2nd China Expeditionary Fleet (1939/11/15 - 1945/09)
3rd China Expeditionary Fleet (1939/11/15 - 1942/04/10)
1st Escort Fleet (1944/12/10 - 1945/08/25)
1st Task Fleet (1944/03/01 - 1944/11/15)
-------------------------

The Task Forces proposed in WiF FE for Japan are :
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Mobile
Strike
Combined
-------------------------


For the USA :
-------------------------
WiF FE Task Force Markers
-------------------------
Atlantic Fleet
Pacific Fleet
TF-11
TF-16
TF-17
TF-58
-------------------------

-------------------------
Historical Task Forces
-------------------------
Atlantic Fleet
Pacific Fleet
Asiatic Fleet

TF-11
TF-16
TF-17
TF-31
TF-34
TF-38
TF-58
TF-61
TF-80
TF-88
-------------------------
I'm sure some are missing.


For the CW :
-------------------------
WiF FE Task Force Markers
-------------------------
Force H
Mediterranean Fleet
ABDA
Force Z
Home Fleet
-------------------------

-------------------------
Historical Task Forces
-------------------------
Eastern Fleet (East Indies Fleet / Far East Fleet)
Force A
Force B
Force Z
Home Fleet
Mediterranean Fleet
Force H
Pacific Fleet
-------------------------


For Russia
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Strike
-------------------------

-------------------------
Historical Task Forces
-------------------------
Baltic Fleet
Black Sea Fleet
Soviet Red Banner Northern Fleet
Pacific Ocean Fleet
-------------------------


For Italy
-------------------------
WiF FE Task Force Markers
-------------------------
Primo
Secondo
Rapido
Forza
-------------------------
No historical names found.


For Germany
-------------------------
WiF FE Task Force Markers
-------------------------
AKT-Kräfte
Ost
Nord
-------------------------
No historical names found.


For France
-------------------------
WiF FE Task Force Markers
-------------------------
Première
Deuxième
Avancée
Méditeranée
-------------------------
No historical names found.


Maybe. I appreciate the work you did here and will try to find a way to use it. But I do not need extra tasks. Each of these names seems to beg for some sort of write up on the TF too. Maybe this could be handled as documentation and not part of the game? I'll think about it some more.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 873
RE: MWIF Game Interface Design - 10/23/2007 9:30:50 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: composer99


quote:

ORIGINAL: Shannon V. OKeets

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

This design is evolving, and it is important to keep an open mind to new ideas (especially true for myself). Building on someone else's idea(s) is an excellent way to come up with something great, instead of merely adequate.



7 - I was going to say something else, but now that I think about it, if this table is meant to apply to friendly task forces, it probably isn't important to make this distinction on the summary form itself.

8 - The submarine "task forces" can have their own entry on the same summary form as all the regular task forces. You might just want to add a two-value row that tells you whether the task force is a "Surface" or "Sub" force.

9 - This seems like a good idea to me.

8 - Excellent.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to composer99)
Post #: 874
RE: MWIF Game Interface Design - 10/23/2007 9:44:21 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
4 - How about a defense rating as an average followed by the rating for the best ship in parentheses? E.g., 4.7 (1).

How about an average plus / minus a standard deviation ?

quote:

5 - Air to air and and naval air will be maximums. Obviously setting one of them to the maximum is likely to change the other number significantly - but for the summary page this doesn't matter a whole lot.

Why not the maximum, assuming all units with an above average rating in air to air / air to sea are commited to this role ?

quote:

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

Because TRS are harmless (unless MAR are loaded in them) and can't threaten the coasts around that sea area. AMPH are ambulant threat and you need to know they are sortied or not. When talking to my best Friend who lives 1,000 kms away about our game, I always detail this as this changes it all in the Task Force profile.
Not distinguishing AMPH & TRS would be like not distinguishing BB, CA and CL. After all, they are all Surface Combat Ship, with some with better gunfire and better defense.

quote:

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

Why not ?
But from an historical point of view, a SUB counter is already a wolfpack in itself as it represents 30 submarines. I would rather call a gathering of SUB counters a SUB flotilla.
About theses special Task Forces, you need to show both their surface combat strength in surface and submarine combat (in surface they have a penalty of 1 to their gunfire).

quote:

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

I may have not understood fully, but I think finally that seeing the enemy task forces as they are formed up is good.

quote:

This design is evolving, and it is important to keep an open mind to new ideas (especially true for myself). Building on someone else's idea(s) is an excellent way to come up with something great, instead of merely adequate.


(in reply to Shannon V. OKeets)
Post #: 875
RE: MWIF Game Interface Design - 10/23/2007 9:49:12 PM   
Froonp


Posts: 7995
Joined: 10/21/2003
From: Marseilles, France
Status: offline
quote:

ORIGINAL: Shannon V. OKeets
Maybe. I appreciate the work you did here and will try to find a way to use it. But I do not need extra tasks. Each of these names seems to beg for some sort of write up on the TF too. Maybe this could be handled as documentation and not part of the game? I'll think about it some more.

The simplest way is to provide drop down list of historical task forces, and also allow the players to type their own.

(in reply to Shannon V. OKeets)
Post #: 876
RE: MWIF Game Interface Design - 10/23/2007 10:06:32 PM   
Arron69


Posts: 115
Joined: 10/24/2006
Status: offline

quote:

ORIGINAL: Shannon V. OKeets



1 - Task forces will be restricted to units controlled by a single major power. The only exception will be transported units. Note that this still enables the British to include Dutch units, since they are aligned. The reason for this restriction is that one and only one decision maker needs to be in charge of moving a task force (computer implementation is stricter than over the board play). If you want to create a super task force containing a mixture of US and CW naval units, you will have to create two task forces and "pick them up" at the same time for movement. This design issue is not set in stone, but I think it is a good one. Feel free to make a case for changing this. Oh, and since players are able to 'loan' units to each other freely, the US player could 'loan' several naval units to the British which would enable the British player to add them to a CW task force.

Will the loaned ship keep its original nations impulse move choise? If not this can be exploited, loan all your ships to one nation witch makes a naval move, the other nation loan all its land units to the first witch makes a land move!!!

4 - How about a defense rating as an average followed by the rating for the best ship in parentheses? E.g., 4.7 (1).

Love this idea.

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

Yes i would make the difference, since one can invade while the other can not.

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

This will be a waste of time IMO.

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

Simply BRILLIANT!!!!




Andi.

_____________________________

The winner of a battle may not be the one who wins the War.

(in reply to Shannon V. OKeets)
Post #: 877
RE: MWIF Game Interface Design - 10/23/2007 10:10:57 PM   
Arron69


Posts: 115
Joined: 10/24/2006
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Froonp

quote:

About the name, it would be cool to indicate somewhere a list of historical Task Force Names for each country for the player to pick from that. Forum members could gather that. You could propose these in drop down boxes in the form for creating Task Forces. Obviously, you should not remove the possibility for a player to type his own name.

I thought that it would be a piece of cake to find lists of historical Task Forces names, and it is not !!!

I've found the complete Japanese Fleets list, but nearly nothing more :
-------------------------
Historical Task Forces
-------------------------
Maritime Escort Fleet (1943/11/15 - 1945/08/25)
Combined Fleet (1894/07/18 - 1945/10/10)
1st Fleet (1903/12/28 - 1944/02/25)
2nd Fleet (1903/10/27 - 1945/04/20)
3rd Fleet (1903/12/28 - 1944/11/15)
4th Fleet (1937/10/20 - 1945/09/02)
5th Fleet (1938/02/01 - 1945/02/05)
6th Fleet (1940/11/15 - 1945/09/15)
7th Fleet (1945/04/15 - 1945/09/15)
8th Fleet (1942/07/14 - 1945/09/03)
9th Fleet (1943/11/15 - 1944/07/10)
China Area Fleet (1937/10/20 - 1945/09)
Northeastern Area Fleet (1943/08/05 - 1944/12/05)
Southeastern Area Fleet (1942/12/24 - 1945/09/06)
Southwestern Area Fleet (1942/04/10 - 1945/09)
Central Pacific Area Fleet (1944/03/04 - 1944/07/18)
10th Area Fleet (1945/02/05 - 1945/09)
Southern Expeditionary Fleet (1941/07/31 - 1942/01/03)
1st Southern Expeditionary Fleet (1942/01/03 - 1945/09)
2nd Southern Expeditionary Fleet (1942/03/10 - 1945/09)
3rd Southern Expeditionary Fleet (1942/01/03 - 1945/09)
4th Southern Expeditionary Fleet (1943/11/30 - 1945/03/10)
1st China Expeditionary Fleet (1939/11/15 - 1943/08/20)
2nd China Expeditionary Fleet (1939/11/15 - 1945/09)
3rd China Expeditionary Fleet (1939/11/15 - 1942/04/10)
1st Escort Fleet (1944/12/10 - 1945/08/25)
1st Task Fleet (1944/03/01 - 1944/11/15)
-------------------------

The Task Forces proposed in WiF FE for Japan are :
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Mobile
Strike
Combined
-------------------------


For the USA :
-------------------------
WiF FE Task Force Markers
-------------------------
Atlantic Fleet
Pacific Fleet
TF-11
TF-16
TF-17
TF-58
-------------------------

-------------------------
Historical Task Forces
-------------------------
Atlantic Fleet
Pacific Fleet
Asiatic Fleet

TF-11
TF-16
TF-17
TF-31
TF-34
TF-38
TF-58
TF-61
TF-80
TF-88
-------------------------
I'm sure some are missing.


For the CW :
-------------------------
WiF FE Task Force Markers
-------------------------
Force H
Mediterranean Fleet
ABDA
Force Z
Home Fleet
-------------------------

-------------------------
Historical Task Forces
-------------------------
Eastern Fleet (East Indies Fleet / Far East Fleet)
Force A
Force B
Force Z
Home Fleet
Mediterranean Fleet
Force H
Pacific Fleet
-------------------------


For Russia
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Strike
-------------------------

-------------------------
Historical Task Forces
-------------------------
Baltic Fleet
Black Sea Fleet
Soviet Red Banner Northern Fleet
Pacific Ocean Fleet
-------------------------


For Italy
-------------------------
WiF FE Task Force Markers
-------------------------
Primo
Secondo
Rapido
Forza
-------------------------
No historical names found.


For Germany
-------------------------
WiF FE Task Force Markers
-------------------------
AKT-Kräfte
Ost
Nord
-------------------------
No historical names found.


For France
-------------------------
WiF FE Task Force Markers
-------------------------
Première
Deuxième
Avancée
Méditeranée
-------------------------
No historical names found.


Maybe. I appreciate the work you did here and will try to find a way to use it. But I do not need extra tasks. Each of these names seems to beg for some sort of write up on the TF too. Maybe this could be handled as documentation and not part of the game? I'll think about it some more.



I have allready written about 3-4 taskforces in my writeups. But can write the english ones up if you want it.

Andi.

_____________________________

The winner of a battle may not be the one who wins the War.

(in reply to Shannon V. OKeets)
Post #: 878
RE: MWIF Game Interface Design - 10/23/2007 10:42:02 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Here is the revised form based on 1 day's worth of feedback.

I think showing the invasion units as "# (strength)" answers concerns about TRS versus AMPH. If you have a infantry corps aboard a TRS when playing with the amphibious rules, well, then it's cargo. This also will add in divisions on surface units.

I don't think I will change the theme colors when you switch to seeing another major power.

Clicking on an enemy flag will not show task forces but instead show all naval unit locations (ports and sea areas) for that major power. The name row will be blank, which should be a strong enough indicator that that is what is being shown.

Groups of subs will just be considered another task force. A task force will either be all subs or contain no subs. For their Surface # I'll include the unmodified sub attack strength in parenthesis: "20 (25)".




Attachment (1)

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Arron69)
Post #: 879
RE: MWIF Game Interface Design - 10/23/2007 10:43:30 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Graf Zeppelin


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Froonp

quote:

About the name, it would be cool to indicate somewhere a list of historical Task Force Names for each country for the player to pick from that. Forum members could gather that. You could propose these in drop down boxes in the form for creating Task Forces. Obviously, you should not remove the possibility for a player to type his own name.

I thought that it would be a piece of cake to find lists of historical Task Forces names, and it is not !!!

I've found the complete Japanese Fleets list, but nearly nothing more :
-------------------------
Historical Task Forces
-------------------------
Maritime Escort Fleet (1943/11/15 - 1945/08/25)
Combined Fleet (1894/07/18 - 1945/10/10)
1st Fleet (1903/12/28 - 1944/02/25)
2nd Fleet (1903/10/27 - 1945/04/20)
3rd Fleet (1903/12/28 - 1944/11/15)
4th Fleet (1937/10/20 - 1945/09/02)
5th Fleet (1938/02/01 - 1945/02/05)
6th Fleet (1940/11/15 - 1945/09/15)
7th Fleet (1945/04/15 - 1945/09/15)
8th Fleet (1942/07/14 - 1945/09/03)
9th Fleet (1943/11/15 - 1944/07/10)
China Area Fleet (1937/10/20 - 1945/09)
Northeastern Area Fleet (1943/08/05 - 1944/12/05)
Southeastern Area Fleet (1942/12/24 - 1945/09/06)
Southwestern Area Fleet (1942/04/10 - 1945/09)
Central Pacific Area Fleet (1944/03/04 - 1944/07/18)
10th Area Fleet (1945/02/05 - 1945/09)
Southern Expeditionary Fleet (1941/07/31 - 1942/01/03)
1st Southern Expeditionary Fleet (1942/01/03 - 1945/09)
2nd Southern Expeditionary Fleet (1942/03/10 - 1945/09)
3rd Southern Expeditionary Fleet (1942/01/03 - 1945/09)
4th Southern Expeditionary Fleet (1943/11/30 - 1945/03/10)
1st China Expeditionary Fleet (1939/11/15 - 1943/08/20)
2nd China Expeditionary Fleet (1939/11/15 - 1945/09)
3rd China Expeditionary Fleet (1939/11/15 - 1942/04/10)
1st Escort Fleet (1944/12/10 - 1945/08/25)
1st Task Fleet (1944/03/01 - 1944/11/15)
-------------------------

The Task Forces proposed in WiF FE for Japan are :
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Mobile
Strike
Combined
-------------------------


For the USA :
-------------------------
WiF FE Task Force Markers
-------------------------
Atlantic Fleet
Pacific Fleet
TF-11
TF-16
TF-17
TF-58
-------------------------

-------------------------
Historical Task Forces
-------------------------
Atlantic Fleet
Pacific Fleet
Asiatic Fleet

TF-11
TF-16
TF-17
TF-31
TF-34
TF-38
TF-58
TF-61
TF-80
TF-88
-------------------------
I'm sure some are missing.


For the CW :
-------------------------
WiF FE Task Force Markers
-------------------------
Force H
Mediterranean Fleet
ABDA
Force Z
Home Fleet
-------------------------

-------------------------
Historical Task Forces
-------------------------
Eastern Fleet (East Indies Fleet / Far East Fleet)
Force A
Force B
Force Z
Home Fleet
Mediterranean Fleet
Force H
Pacific Fleet
-------------------------


For Russia
-------------------------
WiF FE Task Force Markers
-------------------------
Advance
Strike
-------------------------

-------------------------
Historical Task Forces
-------------------------
Baltic Fleet
Black Sea Fleet
Soviet Red Banner Northern Fleet
Pacific Ocean Fleet
-------------------------


For Italy
-------------------------
WiF FE Task Force Markers
-------------------------
Primo
Secondo
Rapido
Forza
-------------------------
No historical names found.


For Germany
-------------------------
WiF FE Task Force Markers
-------------------------
AKT-Kräfte
Ost
Nord
-------------------------
No historical names found.


For France
-------------------------
WiF FE Task Force Markers
-------------------------
Première
Deuxième
Avancée
Méditeranée
-------------------------
No historical names found.


Maybe. I appreciate the work you did here and will try to find a way to use it. But I do not need extra tasks. Each of these names seems to beg for some sort of write up on the TF too. Maybe this could be handled as documentation and not part of the game? I'll think about it some more.



I have allready written about 3-4 taskforces in my writeups. But can write the english ones up if you want it.

Andi.

i won't forget the offer. For now, I want to mull this over a bit. Patrice's idea of a drop down list is a reasonable idea too.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Arron69)
Post #: 880
RE: MWIF Game Interface Design - 10/24/2007 7:10:28 AM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
As the Germans I would be perfectly happy to see Belgium set up like that.

Have you thought about maybe using the two set-ups from the back of the WiF box as sample screens? Maybe just for fun? It all looks great anyway.

(in reply to composer99)
Post #: 881
RE: MWIF Game Interface Design - 10/24/2007 7:49:37 AM   
Neilster


Posts: 2890
Joined: 10/27/2003
From: Hobart, Tasmania, Australia
Status: offline
quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster


quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Neilster

Steve, are the unit shadows working in the images you've just posted?

Cheers, Neilster


Yes. I toned them back and standardized on a single size regardless of the number of units in the hex. This was to leave enough room for the status indicators - they are smack dab right up against each other now with no room for bigger sahdows.

It's just that they're quite thick, so perhaps it would be a good visual cue to reduce their thickness for only 1 or 2 units. Why was this ditched? Something to do with zoom levels? OK, so maybe we lose this differentiation at certain zoom levels. At least it's an aid at other times.

Cheers, Neilster


Space was the driver. The units are "so big" and they have to fit in a hex. Between the units are status indicators (very important). More room for shadows can't be had without making the units or status indicators smaller or the hexes bigger.


I don't understand your answer. I didn't suggest making the shadows bigger. I suggested reducing their thickness for hexes with only 1 or 2 units (at the appropriate zoom levels).

Cheers, Neilster


Sorry, I completely missed the point you were making. I'll think about thinner - though they are pretty thin already as I recall.

I just thought that such a visual cue (where it's possible, given the zoom levels) would enable players to spot potential weak points in a defensive line (when both on the offensive or defensive) at a glance, without having to click on hexes or even use the flyouts. Such places might be the first investigated when planning attacks.

Cheers, Neilster


< Message edited by Neilster -- 10/24/2007 2:21:33 PM >

(in reply to Shannon V. OKeets)
Post #: 882
RE: MWIF Game Interface Design - 10/24/2007 1:56:56 PM   
haromar

 

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quote:

ORIGINAL: Shannon V. OKeets

First let me thank you for these ideas. As you know already, there are a lot of rules involved with moving groups of naval units and I want the task force implementation to not mess things up. I am trusting that the readers of this forum, such as yourself, will keep critiquing my design until it is solid.

Opening caveat - my references to Task Forces (TF) will be the MWIF implementation, not to be confused with the more general term, or some other definition (explicit or implied).

1 - Task forces will be restricted to units controlled by a single major power. The only exception will be transported units. Note that this still enables the British to include Dutch units, since they are aligned. The reason for this restriction is that one and only one decision maker needs to be in charge of moving a task force (computer implementation is stricter than over the board play). If you want to create a super task force containing a mixture of US and CW naval units, you will have to create two task forces and "pick them up" at the same time for movement. This design issue is not set in stone, but I think it is a good one. Feel free to make a case for changing this. Oh, and since players are able to 'loan' units to each other freely, the US player could 'loan' several naval units to the British which would enable the British player to add them to a CW task force.

2 - The definition of a task force does not change just because it is stacked with other units, either at sea or in port. The player is free to change the definition of a task force at any time, since it is merely an administrative designation and has no effect on game play.

3 - A task force is represented by a single 'counter/unit' but it can travel with other units and/or task forces. During its travels it can mutate by dropping off units in sea areas it travels through. And obviously it can embark, pick up while at sea, and debark transported units - those actions would change the composition of the task force.

4 - How about a defense rating as an average followed by the rating for the best ship in parentheses? E.g., 4.7 (1).

5 - Air to air and and naval air will be maximums. Obviously setting one of them to the maximum is likely to change the other number significantly - but for the summary page this doesn't matter a whole lot.

6 - For shore bombardment I will show a single number taking into consideration the sea box section. If there is different weather in the coastal hexes that will change this number, I will show a range: 8-13. I hadn't thought about this until you mentioned it.

7 - Why do you feel it is so important to know that a task force has 1 TRS and 1 AMPH versus 2 TRS, instead of a simple '2'? If you want more details on a task force, you can always click on it to bring up the detailed screen showing the actual units in the task force. This is just a summary page. If you were talking about a game to another player over the phone would you need to make this distinction? Or would saying a TF has carrying capacity for 2 corps sized units sufficient?

8 - I am thinking about a simplified variation on a task force called a wolfpack for submarines. But I keep thinking that is excessive. Opinions? My time is limited, so take that into consideration.

9 - I am coming around to the opinion that this form will not be called the task force form when you are looking at enemy naval units. It will be the same form, but will show all the enemy units in a port or sea box section. Perhaps even merging all the sea box sections in one sea area into an aggregate. The idea is that you could use this summary page to see all the locations of enemy naval units: at sea or in port. Then you could scan through the list. This idea is less than 1 minute old, but I think it has promise. Perhaps some filtering ability so you can see all the ports that can reach a sea area? I do not want to get too elaborate here but some way to gain an overview of enemy fleets seems very valuable to me. Then clicking on a column would bring up the detailed screen of what is on the port/sea area. Opinions?

This design is evolving, and it is important to keep an open mind to new ideas (especially true for myself). Building on someone else's idea(s) is an excellent way to come up with something great, instead of merely adequate.



I'm glad you appreciate any comments. Obviously discard comments you do not care about.

1. Ok, the definition of a task force is a little complicated since the wif rules directly adress this task forces as a grouping of ships. This is irregardless of whether you use a separate WiF TF marker. Thus imo MWiF definition should match the WiF definition, e.g. From the Rules: ". You can’t have surface naval units and SUBs in the same task force."

A) There is the WiF TF counter definition
B) But there is also a WiF Rules TF definition.

For example task forces are only defined as units starting in port together etc. This is very important for interception combat, since TF not coming from the same port, can be intercepted individually. This is all very confusing and quite a few wiffers play this wrong, especially in the RTB phase. I suggest you use a different wording for your administratvie TF.

Task forces in WiF are not restricted to units controlled solely by one major power. In most practical cases (esp. while in port) they are solely from one mp, since having mixed units incurs the 1 movement penalty I mentioned. However, especially when returning to base with trs / amphs, you will take along scs from a cooperating mp in case you have to move through sea zones with axis subs.

Yes, If you want to do a "super" task force from different MPs starting in one port, click on both and move them together

The decision maker in charge should be the one whose activity limits are spent. Not sure how your phasing /sequence will work, but moving ships from the us and cw toghether should be analog to flying a bombing mission with a us and cw bomber to the same hex, expending one air mission for both MPs.

2. Yes, the definition of the MWiF task force will not change. However, WiF task forces do have an effect on game play.

3. It can only travel with other units if it started in the same sea box or port. Each time it drops a unit its a naval move.

4. 4.7 (1) sounds good.

5. Yes, maximum values. And yes, setting up all CVPs as one type will affect the other type.

6. Better than range of SB show the 2 possible Max values. The player will know which Max value to use for his math. When out at sea, make sure not to include SCS wih laoded DIVs. When still in port, he also has a third potential value. Don't lough, the Italians will support air paradrops on Malta out of the 1 Box covered by ME109, thus substracting 2. They will have a sole SCS in the 3 box for the INF invasion, but the Roma class might move into the the 1 Box.

7. Actually, quite often you are more concerned about AMPHs. Typical questions to ask on the Phone or across teh Map are: How many AMPHs, PARAs with ATRs and MAR do you have in Europe. By 42 you have loads of TRS, but still few AMPHs. As early as 42, the IJN might target AMPHs instead of Essexs, depending of course on game situation and US builds. AMPhs also take 8 instead of the TRS 6 Turns, making them an in between target to the Essex with 10 turns.

8. Feel free to call adminsitrative task Forces for Submarines "Wolfpacks".

9. I think you are better off not calling these Task Forces at all.

-> Again
. When showing Task Forces in Port, please substarct 1 movement point if stacked with ships from another MP. Otherwise you will confuse a newbie, who will wonder why he is not allowed to move the ship 5 MP even though your TF display says he does.
. Include the 4 or 7 range cvps while in port or at sea. The 4 range CW CVPs is always of interest in 39 to 42 and the 7 range IJN CVP is always searched for from 42 on.

Thanks.

(in reply to Shannon V. OKeets)
Post #: 883
RE: MWIF Game Interface Design - 10/24/2007 2:25:37 PM   
haromar

 

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OK, I don't want ot be nittpicking here, but the whole Task Force issue opens up a lot of questions.

Essentially, you will have to work with Pop Ups telling the player why he cannot do certain things.


Examples:

- RTB a CW task forces with an incomplete conquered Belgian Ship to Portsmouth and then RTB 2 US TRS to that port. This would be an illegal move since US ships cannot stack with the belgian ship.

- Trying to move an OOS supply Task Force 6 MPs but the rules allow only 5 (same issue if stacked with ships from another MP).

- RTB to the UK a TF of 3 TRS loaded with Corps escorted by SCS / CVs from the East Coast 0 Box through Axis subs in the North Atlantic. This is not possible since they have to RTB to more than one port due to stacking.

- TF moves when aborting during combat, TF move when overruns (e.g. Greek CPs) etc etc.

WiF TF naval rules are quite complex, again, imo quite a lot of people play some of this wrong.

So you might want to work with Pop-Up windows to explain the Player, why he must first reomve at least 1 of the 3 loaded TRS in the East Coast 0 box OUT of the TF before he can start his RTB move with that TF...

Needless to say, yes you need to group ships together, but the grouping of those ships is subject to quite a few rules & restrictions.

(in reply to haromar)
Post #: 884
RE: MWIF Game Interface Design - 10/24/2007 3:28:54 PM   
haromar

 

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quote:

ORIGINAL: Shannon V. OKeets
5 - Air to air and and naval air will be maximums. Obviously setting one of them to the maximum is likely to change the other number significantly - but for the summary page this doesn't matter a whole lot.



When already out at sea, please incl. land based AC in the summary calculation. Especially the max A-A number is quite critical. Its the first thing the US or JP player counts once the opponent has committed a large chunk of his Navy and land based AC to see if he wants to fight that Navy. This counting takes quite long, its tedious. Its also a question the players ask each other once they've found but before they committ their AC & CVP as NAV or FTR, e.g. they will ask, what is your max possbile A-A rating. Values will easily get up to 23 or 24 in 43+, so counting is tedious.

So when out at sea, please include the Max A-A rating including all *FTR* in that box.

You can do the same for Air to Sea including all AC. This value is not as interesting though since quite a few FTR also have Air To Sea Values but will seldomly be used like NAVs when facing an opponet with Fighters. So its more a theoretical value.

Do not round the value in your summary sheat. Leave the A-A value at e.g. 14.6

Like this a player can "add" different boxes in case the units out at sea have split themselves up in case he expects them all to find or be picked. It also allows comparing e.g. 14.6 vs 13.1 which for one side is + 2 but for the other only -1. (which in case of rounding both to 15 and 13 respectively would be +2 vs. -2)

Needless to say, you do not want to account for all Naval Air still on land which might react, Thats up to the player to look for.

But do include the ones already out at sea. It would be a great help.
Thanks.


(in reply to Shannon V. OKeets)
Post #: 885
RE: MWIF Game Interface Design - 10/24/2007 3:32:35 PM   
Froonp


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From: Marseilles, France
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quote:

ORIGINAL: haromar

OK, I don't want ot be nittpicking here, but the whole Task Force issue opens up a lot of questions.

Essentially, you will have to work with Pop Ups telling the player why he cannot do certain things.


Examples:

- RTB a CW task forces with an incomplete conquered Belgian Ship to Portsmouth and then RTB 2 US TRS to that port. This would be an illegal move since US ships cannot stack with the belgian ship.

- Trying to move an OOS supply Task Force 6 MPs but the rules allow only 5 (same issue if stacked with ships from another MP).

- RTB to the UK a TF of 3 TRS loaded with Corps escorted by SCS / CVs from the East Coast 0 Box through Axis subs in the North Atlantic. This is not possible since they have to RTB to more than one port due to stacking.

- TF moves when aborting during combat, TF move when overruns (e.g. Greek CPs) etc etc.

WiF TF naval rules are quite complex, again, imo quite a lot of people play some of this wrong.

So you might want to work with Pop-Up windows to explain the Player, why he must first reomve at least 1 of the 3 loaded TRS in the East Coast 0 box OUT of the TF before he can start his RTB move with that TF...

Needless to say, yes you need to group ships together, but the grouping of those ships is subject to quite a few rules & restrictions.

Most of the problems you talk about here are problems you have when moving ships. Them being grouped into Task Forces does not change the rules that have to be enforced.
You already have those problems now, when you select a lot of ships and you are selecting one that cause the problems you are talking about. That is, the game prevents you to move in the port because of non coooperation or overstacking or else. There is a message in a bar of the game telling you what the problem is. YOu then have to guess which of your selected ships causes the problem, but usually it is easy to guess.
I mean, adding Task Forces to the game does not add problems. They already are here.

(in reply to haromar)
Post #: 886
RE: MWIF Game Interface Design - 10/24/2007 4:45:03 PM   
wosung

 

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Concerning the Task Force naming for historical flavour:

German U-boats were organized in flottillas, at the beginning of WW2 named after famous U-Boat capitans from WW1, like "Weddingen".

The "wolfpacks" were ad-hoc concentrations of U-boats coordinating their attacks when operating in the same sea area. Different flottilas would add boats to the pool. Thus, the wolfpacks were maritime Kampfgruppen. They were named, using bombastic NS-speak for propagandea purposes: "Raubgraf"(robber-knight), "Stürmer" (stormer), "Dränger" (urger).

Many seapowers used a row of subs for reconnaissance. But mainly? only? the German navy used uboat task forces in the middle of the war. US, Jap and British subs mainly were operating boat by boat.

The other mentioned German TF names were administrative formations, not really corresponding to actual Tfs.

Regards

(in reply to Froonp)
Post #: 887
RE: MWIF Game Interface Design - 10/24/2007 5:18:19 PM   
Neilster


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From: Hobart, Tasmania, Australia
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quote:

ORIGINAL: wosung

Concerning the Task Force naming for historical flavour:

German U-boats were organized in flottillas, at the beginning of WW2 named after famous U-Boat capitans from WW1, like "Weddingen".

The "wolfpacks" were ad-hoc concentrations of U-boats coordinating their attacks when operating in the same sea area. Different flottilas would add boats to the pool. Thus, the wolfpacks were maritime Kampfgruppen. They were named, using bombastic NS-speak for propagandea purposes: "Raubgraf"(robber-knight), "Stürmer" (stormer), "Dränger" (urger).

Many seapowers used a row of subs for reconnaissance. But mainly? only? the German navy used uboat task forces in the middle of the war. US, Jap and British subs mainly were operating boat by boat.

The other mentioned German TF names were administrative formations, not really corresponding to actual Tfs.

Regards

Great info wosung. BTW, I love "bombastic NS (National Socialist)-speak". It's just so atmospheric and "right" for the period.

Cheers, Neilster

(in reply to wosung)
Post #: 888
RE: MWIF Game Interface Design - 10/24/2007 5:50:05 PM   
mavraamides


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quote:

ORIGINAL: Froonp


Most of the problems you talk about here are problems you have when moving ships. Them being grouped into Task Forces does not change the rules that have to be enforced.
You already have those problems now, when you select a lot of ships and you are selecting one that cause the problems you are talking about. That is, the game prevents you to move in the port because of non coooperation or overstacking or else. There is a message in a bar of the game telling you what the problem is. YOu then have to guess which of your selected ships causes the problem, but usually it is easy to guess.
I mean, adding Task Forces to the game does not add problems. They already are here.


Right. In fact, the TF concept SOLVES a lot of those problems because you only have to figure out which ships you need once and then lock them together as a TF. You can then move it from port to sea to port without having to worry about resorting things out on the next turn.

What would work really nice would be to have the ability to name the TF's anything you want. I like to use pairs of cruisers to protect convoy routes as mini-TF's. It would be nice to be able to name them something like 'North Atlantic Patrol', etc. One for each sea zone on my convoy route. Then at the beginning of my turn it would be real obvious where to move what without digging through stacks and picking out ships. I guess as a programmer, I like to be able to name things by their function.

(in reply to Froonp)
Post #: 889
RE: MWIF Game Interface Design - 10/24/2007 5:56:16 PM   
wosung

 

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Propaganda was a very important part of the regime.

You can really see that all the tank names suddenly became bombastic, just when there were no more victories to report.
Sometimes even Hitler himself was involved: He decreed that the turretless version of the "Tiger" panzer was to be named "Jagdtiger" (hunting tiger).

This may be one of the reasons, why the highly trained and mainly aristocratic military staff officers secretly named the non-commissioned soldier Hitler GröFaZ.

This acronym sounds REALLY silly and ridiculous in German.

It means: Größter Feldherr aller Zeiten (Greatest warlord of all times).

Regards

(in reply to Neilster)
Post #: 890
RE: MWIF Game Interface Design - 10/24/2007 6:13:45 PM   
Froonp


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quote:

ORIGINAL: haromar
Needless to say, you do not want to account for all Naval Air still on land which might react, Thats up to the player to look for.

But do include the ones already out at sea. It would be a great help.

I think that this is a good idea.

But, isn't it going too far on the way of play help ?
When you play WiF, if you know that you have a TF with an air to air rating of 6-7, it's not very hard to calculate ytour air to air rating given the LBA already at sea. Same for the Air to Sea factors.

I'm saying that because Steve said that he did not want to give too much help to the players, to avoid having the game playing instead of the players, and I wonder if this proposal goes too far or not ?

(in reply to haromar)
Post #: 891
RE: MWIF Game Interface Design - 10/24/2007 6:46:21 PM   
haromar

 

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Yes, these issues are independent of whether they are grouped in TF markers or not.

However, if you do give a Task Force overview / summary like we are discussing, the data there might be misleading since it shows a "Task Force" grouping which has a WiF definition associated to it and thus rules implications

Again, you have a defined "Task Force" in Plymouth with CW SCS (6 movers) and the US player moves 2 US TRS into Plymouth. At that point, in the Task Force overview, you should no longer show that specific CW SCS TF with 6 mover capability, because at taht point, they effectively do not have that capability anymore.

Do you see the difference? In the summary, *you*, that is the computer is summarizing data that then have to conform to WiF rules.

Same for RTB with 3 trs loaded with corps. You moved out of Alexandria as 1 Task Force and amongst others embarked 3 ARM corps from Sardinia needed to follow up your invasion of Sicily. Unfortunately, the turn ended with your invasion repulsed so that you did not unload your ARM. Now, in the RTB phase your *original* Task Force (also as shown in your summary) suddenly does not comply to stacking limits anymore ... and has to be split up, i.e. it is no longer a valid TF, so it cannot return together to Alexandria.

I do think that this is confusing and I do think that if you show the original task forces in the summary display, that you have to adjust the correctness and ideally explain to the player why now that task force is no longer "movable" as a single task force or has lost its 6 mover capability.

The reason is that when you the computer "summarizes" something in the TF display, you take up responsibility for the correctness of that data. Showing a 6 mover TF is no longer correct once the US ships move in; showing a single TF with 3 loaded TRS with Corps once the turn has ended is also not correct (unless in range of an Off-Map box) .

Obviously, if the player himself clicks the 6 movers together and starts moving them as a TF, he will notice that he can only move 5 (maybe the computer will tell even tell him why, not sure if such a help pop-up will be included). He will also then notice that the effect is the same if he tries to move a single ship. He will experience that in that moment, naval movement phase and once he analyzes the situation he might curse at the US player. Thats his (actually their) problem if he tought he had a 6 mover and needed it. However, if at the start of the impulse he looks up the summary display showing him a 6 mover TF and for example flies naval airs accordingly, then its not only his error anymore, its also a computer error.

I do think there is a difference. If the summary sheet is to be used as a summary, it should show the correct values according to WiF rules.

Or in other words, once the computer takes "summarizing" data, the computer needs to account for the correctness.

(in reply to Froonp)
Post #: 892
RE: MWIF Game Interface Design - 10/24/2007 7:08:10 PM   
haromar

 

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quote:

ORIGINAL: Froonp
When you play WiF, if you know that you have a TF with an air to air rating of 6-7, it's not very hard to calculate ytour air to air rating given the LBA already at sea. Same for the Air to Sea factors.


The issue is not that easy.

E.g. you cannot simply take the TF summary Max AtA value for solely the CVP and add the LBA.

Take a typical early 1942 CW squirmish in the western med with 4 Carriers and 5 LBAs.

From TF summary CVP max AtA: 6.0 (its your best CW 5 value CVP which you put in front followed up by the usual junk of 3 CW back up CVP adding up to 1.0)

Now manually count 5 land based FTR in that same sea box with your best FTR being a 7 for a total of 11 AtA (7 front + 4 back up)

You might conclude that your Max AtA value is 11 + 6.0 = 17.0 (or 6.0 plus 11 also equaling 17,0 )

However, your max AtA value is 7 + 4 (back up LBA) + 0,5 (front CVP) + 1,0 (back up CVP) for a total of 12,5 !

Ouch, quite different than 17,0 ! if you did it this way you erred by 4,5 AtA value, thats a huge difference. And this is only an error with a small "TF" with 4 CVP and 5 LBA.

So once LBAs are involved, the TF summary displaying max AtA value of the CVPs alone is useless, even misleading, you have to do the math by yourself unless you want to be in for a big surprise.

Better not display it at all if LBAs are involved.

(in reply to Froonp)
Post #: 893
RE: MWIF Game Interface Design - 10/24/2007 7:14:12 PM   
haromar

 

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Of course, you could also take the 6 max AtA value from teh TF diplay and add +5 for the 5 LBA giving you a total of 11. In which case you underestimated yourself by 1,5. Better than overestimating by 4,5

LBA will usually have higher AtA then CVP, thus going front. From 1941 on, the CVP are mostly condemned to back up role.

Ok, here a usefull "only CVP summary" for the TF display:

Max back up CVP value.

In this case its a 1,5

You can easily add this value linearly to any manually counted LBA !

That would be a non confusing usefull info once LBAs are involved

(in reply to haromar)
Post #: 894
RE: MWIF Game Interface Design - 10/24/2007 7:15:26 PM   
Froonp


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quote:

ORIGINAL: haromar
The issue is not that easy.

E.g. you cannot simply take the TF summary Max AtA value for solely the CVP and add the LBA.

Take a typical early 1942 CW squirmish in the western med with 4 Carriers and 5 LBAs.

From TF summary CVP max AtA: 6.0 (its your best CW 5 value CVP which you put in front followed up by the usual junk of 3 CW back up CVP adding up to 1.0)

Now manually count 5 land based FTR in that same sea box with your best FTR being a 7 for a total of 11 AtA (7 front + 4 back up)

You might conclude that your Max AtA value is 11 + 6.0 = 17.0 (or 6.0 plus 11 also equaling 17,0 )

However, your max AtA value is 7 + 4 (back up LBA) + 0,5 (front CVP) + 1,0 (back up CVP) for a total of 12,5 !

Ouch, quite different than 17,0 ! if you did it this way you erred by 4,5 AtA value, thats a huge difference. And this is only an error with a small "TF" with 4 CVP and 5 LBA.

So once LBAs are involved, the TF summary displaying max AtA value of the CVPs alone is useless, even misleading, you have to do the math by yourself unless you want to be in for a big surprise.

Better not display it at all if LBAs are involved.

I'll let the designer decide, as IMO for a WiF player this is plain evident that this is 12.5 and not 17. This is the rules.

(in reply to haromar)
Post #: 895
RE: MWIF Game Interface Design - 10/24/2007 7:18:54 PM   
Froonp


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quote:

ORIGINAL: haromar
Ok, here a usefull "only CVP summary" for the TF display:

Max back up CVP value.

In this case its a 1,5

You can easily add this value linearly to any manually counted LBA !

That would be a non confusing usefull info once LBAs are involved

This is a good idea.
In that case you would have 2 numbers, the max A2A and the max backup CVP A2A. I like that.

(in reply to haromar)
Post #: 896
RE: MWIF Game Interface Design - 10/24/2007 7:57:14 PM   
haromar

 

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quote:

ORIGINAL: Froonp

I'll let the designer decide, as IMO for a WiF player this is plain evident that this is 12.5 and not 17. This is the rules.



yes its the rules.

The point I was trying to make is that once you have an LBA FTR in the same Same Box (usually with an AtA rating better than your best CVP), the TF summary display of "Max AtA value" build up solely by CVPs is not usable. That 6.0 value by itself has little purpose unless the best CVP has equal AtA value as the best LBA FTR.

So why display a value that from 1942 on looses its practical meaning? At that stage LBA have higher values and CVs will seldomly engage w/o LBA cover.

The display of the 6.0 is good for the early war, later on its a tricky value.

Yes, better show +1,5 as CVP back up value or the whole 12,5 as max AtA value according to the liking of the designer.




(in reply to Froonp)
Post #: 897
RE: MWIF Game Interface Design - 10/24/2007 8:24:33 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: haromar

Yes, these issues are independent of whether they are grouped in TF markers or not.

However, if you do give a Task Force overview / summary like we are discussing, the data there might be misleading since it shows a "Task Force" grouping which has a WiF definition associated to it and thus rules implications

Again, you have a defined "Task Force" in Plymouth with CW SCS (6 movers) and the US player moves 2 US TRS into Plymouth. At that point, in the Task Force overview, you should no longer show that specific CW SCS TF with 6 mover capability, because at taht point, they effectively do not have that capability anymore.

Do you see the difference? In the summary, *you*, that is the computer is summarizing data that then have to conform to WiF rules.

Same for RTB with 3 trs loaded with corps. You moved out of Alexandria as 1 Task Force and amongst others embarked 3 ARM corps from Sardinia needed to follow up your invasion of Sicily. Unfortunately, the turn ended with your invasion repulsed so that you did not unload your ARM. Now, in the RTB phase your *original* Task Force (also as shown in your summary) suddenly does not comply to stacking limits anymore ... and has to be split up, i.e. it is no longer a valid TF, so it cannot return together to Alexandria.

I do think that this is confusing and I do think that if you show the original task forces in the summary display, that you have to adjust the correctness and ideally explain to the player why now that task force is no longer "movable" as a single task force or has lost its 6 mover capability.

The reason is that when you the computer "summarizes" something in the TF display, you take up responsibility for the correctness of that data. Showing a 6 mover TF is no longer correct once the US ships move in; showing a single TF with 3 loaded TRS with Corps once the turn has ended is also not correct (unless in range of an Off-Map box) .

Obviously, if the player himself clicks the 6 movers together and starts moving them as a TF, he will notice that he can only move 5 (maybe the computer will tell even tell him why, not sure if such a help pop-up will be included). He will also then notice that the effect is the same if he tries to move a single ship. He will experience that in that moment, naval movement phase and once he analyzes the situation he might curse at the US player. Thats his (actually their) problem if he tought he had a 6 mover and needed it. However, if at the start of the impulse he looks up the summary display showing him a 6 mover TF and for example flies naval airs accordingly, then its not only his error anymore, its also a computer error.

I do think there is a difference. If the summary sheet is to be used as a summary, it should show the correct values according to WiF rules.

Or in other words, once the computer takes "summarizing" data, the computer needs to account for the correctness.

You are spending a lot of time discussing the WIF FE definition of task force. I have discarded that definition entirely [I believe I have mentioned this several times]. I do not even look at or think about the WIF FE definition any more.

Instead, MWIF has this new definition for a task force (TF):
1 - a group of naval units (including transported units)
2 - controlled by 1 major power
3 - occupying the same port or sea box section
4 - where the group of units is replaced visually on the board by a single counter/unit.
5 - the player has complete control over the formation, modification, and disbandment of TFs. He can make changes at any time. TFs can contain any units the player wants to include, within the restrictions of 1 -> 3 above. At no time does a unit "have to be" in a TF. So a TF could occupy a port while at the same time other naval units, not in the TF, also occupy the port. MUltiple TFs can occupy the same port or sea box section.

The use of a TF has no effect on game play and makes no changes to the rules - it is purely an administrative construct to improve the player interface for moving naval units "in bulk".

The purpose of a TF in MWIF is to enable the player to think of a group of naval units as a single entity, primarily for movement purposes, though often for combat purposes as well. The use of the optional rule Cruisers in Flames really drives this point home hard for the number of naval units in the game about doubles. Convoy in Flames also has all these ASW escorts and ASW carriers which are likely to perform the same task (convoy protection) every turn. This can make playing the CW really boring and tedious if you have to select and move out to sea a hundred naval units individually every turn.

================

Second issue.
Reviewing large groups of naval units was difficult in CWIF because on all the forms the size of the units was Zoom level 4 which made them difficult to read (e.g., their unit names).
For MWIF I have already spread the naval units at sea out into 10 different sea box sections (CWIF had them as 1 mass of units). Since the map can be zoomed from Z1 to Z8, the player can easily see the top unit in each section. And the use of Flyouts will permit the examination of group of naval units in a sea box section at Z6 - if there are less than 10.

So the remaining problem to solve is the display of large groups of naval units in ports, and occasionally when there are a lot of units in a sea box section. Since TFs are artificial constructs, they are pretty meaningless when looking at enemy units. My thought was to use the same form that is used for displaying TFs for displaying these large groups of naval units.

Just so we have a name to work with (no emoptional attachment to this on my part), let's call these the Naval Review forms.

For Naval Review, like for TFs, there wil be 2 forms: Summary and Details. Details will display all the units in a port or sea box section (perhaps also within a sea area, regardless of sea box section). The summary form will contain multiple columns with each column corresponding to a Details entry. That is, each column will be for a port or sea box section (or possiblity sea area). The Details form uses Z5, teh Summary form does not show any units at all.

The only difference I believe that Naval Review will need the TF doesn't is a row for submarines. Alternatively I could use check boxes so the player could filter the subs in/out or make the display exclusively subs. My thinking hasn't gotten that far yet.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 898
RE: MWIF Game Interface Design - 10/24/2007 8:36:00 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: haromar

quote:

ORIGINAL: Froonp
When you play WiF, if you know that you have a TF with an air to air rating of 6-7, it's not very hard to calculate ytour air to air rating given the LBA already at sea. Same for the Air to Sea factors.


The issue is not that easy.

E.g. you cannot simply take the TF summary Max AtA value for solely the CVP and add the LBA.

Take a typical early 1942 CW squirmish in the western med with 4 Carriers and 5 LBAs.

From TF summary CVP max AtA: 6.0 (its your best CW 5 value CVP which you put in front followed up by the usual junk of 3 CW back up CVP adding up to 1.0)

Now manually count 5 land based FTR in that same sea box with your best FTR being a 7 for a total of 11 AtA (7 front + 4 back up)

You might conclude that your Max AtA value is 11 + 6.0 = 17.0 (or 6.0 plus 11 also equaling 17,0 )

However, your max AtA value is 7 + 4 (back up LBA) + 0,5 (front CVP) + 1,0 (back up CVP) for a total of 12,5 !

Ouch, quite different than 17,0 ! if you did it this way you erred by 4,5 AtA value, thats a huge difference. And this is only an error with a small "TF" with 4 CVP and 5 LBA.

So once LBAs are involved, the TF summary displaying max AtA value of the CVPs alone is useless, even misleading, you have to do the math by yourself unless you want to be in for a big surprise.

Better not display it at all if LBAs are involved.

I disagree. It is not the purpose of the TF display to interpret all the ways the TF might be used. By your logic, showing the total bombardment strength should be eliminated too, since there may be other units in the sea box section adding in their bombardment factors. Same again for surface attack strength, anti-air defense, ...

Instead the TF summary statisitcs are for the TF, nothing more. when the TF is at sea, adjustments are make to the TF's numbers to reflect the effects of the TF's current sea box section. It is up to the player to do the recalculations when other units (friendly or enemy) are involved (e.g., versus twin engine fighters). As Patrice make passing reference to, my intent is to leave most of these calculations up to the player. My sardonic phrase for this is that this constitutes "playing the game".

To reiterate, the TF summary is just that - a summary of the TF all by its lonesome.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 899
RE: MWIF Game Interface Design - 10/24/2007 8:40:37 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: haromar

quote:

ORIGINAL: Froonp

I'll let the designer decide, as IMO for a WiF player this is plain evident that this is 12.5 and not 17. This is the rules.



yes its the rules.

The point I was trying to make is that once you have an LBA FTR in the same Same Box (usually with an AtA rating better than your best CVP), the TF summary display of "Max AtA value" build up solely by CVPs is not usable. That 6.0 value by itself has little purpose unless the best CVP has equal AtA value as the best LBA FTR.

So why display a value that from 1942 on looses its practical meaning? At that stage LBA have higher values and CVs will seldomly engage w/o LBA cover.

The display of the 6.0 is good for the early war, later on its a tricky value.

Yes, better show +1,5 as CVP back up value or the whole 12,5 as max AtA value according to the liking of the designer.





Building the design around the assumption that players are going to always have LBA available or else not engage in combat at sea seems a really big assumption. As far as showing the number of "back up" carrier air units, doesn't the number of carriers serve as a good first approximation for that?

_____________________________

Steve

Perfection is an elusive goal.

(in reply to haromar)
Post #: 900
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