fbs
Posts: 1048
Joined: 12/25/2008 Status: offline
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If you have suggestions for gameplay changes, add them here, and I'll try to keep a summary list on this first post. Discuss them freely. One change being listed here just means that someone asked for it -- doesn't mean it will be implemented, or it is good or bad, or that many people agree with that anyway: that is up to your discussions. If I list something wrong, just stress down in the thread how it should list. So, please add down your requests! Thanks fbs PS: Red color means a developer answered it is unfeasible for WITP-AE. ----- Out of scope: database changes ("make Zeros this or that", "change LCU to that", "that ship class is wrong", etc...) Out of scope: tune up/down combat/detection, increase/decrease production/replacements/training, etc.. {tuning is eternal discussion} PRODUCTION & LOGISTICS______________________________________________________________________________ PROD-1: Add resources and oil stockpiles to the tooltip shown when you mouse over the base [tacfire] Discussion Thread PROD-2: Add # of days left based on industry consumption of resources and oil on the base screen [tacfire] Discussion Thread PS: Tracker-AE will do this PROD-3: Add a warning to Ops Report "Heavy Industry/Light Industry is idle on xxx due to lack of yyy" [fbs] PS: Tracker-AE will do this PROD-4: Add buttons to define target fuel level, like supplies [Saudakar] PROD-5: When the player clicks on engine factory increase, ask him by how much he wants to grow the factory (instead of doubling it up) [pad152] PROD-6: Add a engine/aircraft production screen showing which cities are building what. [pad152] PROD-7: Add a delta counter to each base that indicates by how much supply/fuel/resources/oil changed from the previous day [pad152] PS: Tracker-AE will do this PROD-8: Add a -Detailed switch that lists out how much of supplies and fuel were consumed by what (factories, ammo, construction, etc...) by base on the Ops report [pad152] PROD-9: When production upgrades an infantry/engineer squad, upgrade the old squads in the pool concurrently to the squads on active units -- rationale is that squads in the pool also upgraded, in real life [smeulders] PROD-10: Add toggle start/stop for Heavy Industries for Allied side too [rominet] GUI & MAP______________________________________________________________________________ GUI-1: Make the Op Report hyperlink the task force name, base name and coordinates [Flying Tiger] Discussion Thread GUI-2: Add a marker on the map for the "sightings" message [Flying Tiger] Discussion Thread GUI-3: Allow a line of comment by the player on LCUs and air groups just like with TF's. [Mistmatz] PS: Tracker-AE will do this GUI-4: Add the current/maximum AF and Port sizes to the base tooltip [RocketMan] GUI-5: Add higher resolutions [V22 Osprey] GUI-6: Overlay additional info on the map through hotkeys: 4=AF/Port/Forts; 5=Resource/Oil/Factories/Refineries; 6=Shipyards; 7=Docking Capacity; 8=Base Troop Capacity; 9=Fuel/Supplies; 0=Air search density [tacfire] GENERAL______________________________________________________________________________ GEN-1: De-fog combat losses of friendly units on Combat Report when playing against the AI [fbs] Discussion Thread GEN-2: Don't allow formation of Task Forces or Air Groups changes by Allies on Non-historic first turn with Dec 7 Surprise enabled[CraigDeaton] GEN-3: Add FOW for enemy forces for surface combat & air combat animations: hide the ship art until it is spotted, use wrong art, use wrong names. [jolly_pillager] GEN-4: Allow the player to spend PP to buy medals to leaders/pilots; increase stats of leader when they receive medals (I can hear Muttley saying "Medal! Medal! Medal!", hahahah) [fbs] GEN-5: Show the full HQ structure, including all units.[PzB] PS: Tracker-AE will do this GEN-6: Separate Sightings into a different delay timer from General Text [myros] GEN-7: Revamp the SigInt report: remove useless info (like "Transmissions detected from base xx"), add useful info (like "TF xx with ships aa,bb,cc moving to yy"), perhaps with a cost of PP to obtain better intelligence [Hokum & Pascal] GEN-8: When you filter/sort the list of ship/air group/LCU and then open one entry, the "Next/Previous" buttons of that ship/air group/LCU go to the next/previous unit on the current TF or base. Change it so these buttons follow the filter/sort order of the list. NAVAL______________________________________________________________________________ NAV-1: Add a Supply Head unit to the major commands, and make the system use these as originating hubs for auto-convoy instead of having them hard-coded from San Francisco and Columbo [The Gnome] Discussion Thread NAV-2: Add an "Add All" button to TF formation/transfer screen, that adds all ships on current filter [DicedT] NAV-3: Add "Ramming" as an attack option vs. submarines [Chickenboy] NAV-4: Get a summary of how many ships were sunk per type (AK, AP, etc..) [PzB] PS: Tracker-AE will do this NAV-5: Add a Tonnage Sunk counter to submarines [PzB] NAV-6: Limit the distance over which torpedo attacks are launched from surface ships. [cribtop] NAV-7: When surface battles happen, open a dialog box for the player to name the battle (like "Battle of Toongabombalunga", and have these battle names list of the ship screen. [fbs] NAV-8: Add a counter to surface ships and air groups listing how many aircrafts were shot down and how many ships they sunk [fbs] NAV-9: On the ship sunk screen, list the ship/air group name that sunk the ship [fbs] NAV-10: Add a ship class description to the ship screen [crsutton] NAV-11: Add a "Withdraw Ships" to the base screen; it will form one or more TFs and route ships that need withdraw back to the respective withdraw ports. If the base is already the withdraw port, withdraw the ships that need withdraw. [pat.casey] NAV-12: Add game option Auto-Withdraw, automating CR-33 behavior [vlcz] NAV-13: On the ship screen, add the minimum port size needed for docking in parenthesis, like "Tonnage: 35000(5)" [vlcz] NAV-14: Add this information to the tooltip shown for a TF: "Requires port size xx for docking" [vlcz] NAV-15: If the ship is located in a port, then don't let it get above 99 of floating, fire or engine damage - unless it fails a check for catastrophic explosion, and then it is actually sunk. This simulates the fact that the ships at harbors settle at the bottom and can be salvaged (although with a lot of major damage) [fbs] NAV-16: Revert behavior on 2nd paragraph 6.2.13.1 - don't make refueling ships to automatically dock on ports [Brad Hunter] NAV-17: Add a criteria to the ship list screen: "Ships in port only" [mulk] AERIAL______________________________________________________________________________ AER-1: Make the AI bomb ports (like Java or Rabaul) where the player is hiding ships [oldman45] AER-2: Tune Naval Attacks to focus more on transports and less on fast escorts. [cribtop] AER-3: Add replacement priority to air groups [vlcz] AER-4: Show search arcs when clicking on an air base [vlcz] LAND______________________________________________________________________________ LAND-1: Get malaria effects back to how they were in WITP: increase (a lot) malaria effects for small bases and units in the open; make its effects small for large ports and airfields. [chickenboy]
< Message edited by fbs -- 9/6/2009 2:42:45 AM >
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