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RE: ideas for witp2 (probaly cant be done in AE)

 
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RE: ideas for witp2 (probaly cant be done in AE) - 8/27/2010 8:43:57 PM   
vettim89


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Ok I'll bite. My everything wish list

1. 3-D map
2. Fleet HQ's loadable onto ships that affect things like loading/unloading, ops points usage for refueling, and even combat
3. CV air HQ's that do everything a ground Air HQ does (think TF 38/58 late in the war)
4. Better ASW combat including SONAR playing a part and ships firing DC patterns not individual weapons (like they did in RL)
5. Better air ASW where ASW a/c drop DC's not just bombs, radar, retrorockets, ASW torpedoes, etc. Subs should be able to get caught on the surface too
6. Elimination or severe nerfing of the Naval Bombardment mission to be replaced by the Naval Gunfire Support Mission
7. Modeling of the friction between Japanese Army/Navy commands and US SWPAC/CENTPAC commands
8. Airfield attacks that make RL tactics effective and that focus on a/c destruction vs runway destruction
9. Alled production that allows some flexibility to deal with in game events (like losing 30 SBD's in a two day CV vs CV battle)
10. Japanese aircraft production based on the actual manufactures (Mitsubishi factories don't produce Aichi aircraft and vice versa).
11 Improved ground combat model
12 Improved air combat model

That's all. I don't ask for much - only the world


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Post #: 31
RE: ideas for witp2 (probaly cant be done in AE) - 8/27/2010 8:51:24 PM   
Czert

 

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1. I saw many good games killed by 3d map( combat), so, I dont think it is much needed, im happy with 2d (but im lack zoom in/out, sometimes I pres + or - and im surprised that they dont work).

3. i have no idea what do you mean with TF 38/58 :)) (im not pac war specialis, only europe :) ).

4 + 5, jay, I will love to see this.

rest - nice ideas.

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Post #: 32
RE: ideas for witp2 (probaly cant be done in AE) - 8/29/2010 1:25:01 AM   
Czert

 

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and another - add option to set automaticaly (on/off) "repack" unit from strategic mode to combat once it arived at destination.

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Post #: 33
RE: ideas for witp2 (probaly cant be done in AE) - 8/29/2010 1:51:32 AM   
Grfin Zeppelin


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More diverse resources in a way that Japan needs stuff from the DEI like rubber and precious metals.The production system is to simple in that case.

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Post #: 34
RE: ideas for witp2 (probaly cant be done in AE) - 8/29/2010 4:06:38 AM   
vettim89


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quote:

ORIGINAL: Czert

1. I saw many good games killed by 3d map( combat), so, I dont think it is much needed, im happy with 2d (but im lack zoom in/out, sometimes I pres + or - and im surprised that they dont work).

100% agree on the zoom in/out feature

3. i have no idea what do you mean with TF 38/58 :)) (im not pac war specialis, only europe :) ).

By late war the USN had very effective and well trained support staff that controled the air ops on the Fast Carrier TF. Adm. Marc Mitcher was the guy in charge and was quite brilliant.





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Post #: 35
RE: ideas for witp2 (probaly cant be done in AE) - 8/29/2010 3:17:23 PM   
Bahnsteig

 

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An undo-button.

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Post #: 36
RE: ideas for witp2 (probaly cant be done in AE) - 8/31/2010 2:25:36 PM   
Czert

 

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more control on training groups, as I tested them, then work now simple - you will put pilots from pool to them, then they will train up to 50+ exps and then tehy are automaticaly relased to pilots reserves.
I will love more control over them - like seting at which reachpoint of exps/cerain skill (e.q. 70 exps and 60+ air and 60+ defence) are send to pool, until they reach it, they will be at school "forever". And yes, I know, that training pilots over 60+ skills is very unlikely.
Combined with new function - automaticaly keep pilots numbers to maximum (3x more than planes fro training groups, compared to 1,3 ? in combat) will make managint them much easier.

new option for ship - "ditch" (no idea on correct word) ship to shore - it is simple, for added floatation/system damage in port hexes, you will simply "land" ship to prevent sinking it (or need to scuttle it, in case it is no chance of saving her). And of cousre, it will add say 25d (minimum) to repair time, plus it will need some ships with repair capacity (or port lvl5+) to be able to start recovering her.

"monthly statistic"- updated dayily :), just it will be related to full months - simply new tab like industry overview - it is simple, it will display how much you lost/sunk enemy ships and how much your HQ think it is of enemy current sthenght - e.q you sunk 25 enemys xAKs represendting his 1,5% of total AKs tonage. It will work for all ship types, and can work work for planes too. No idea how to make it for LCUs.

< Message edited by Czert -- 8/31/2010 7:30:01 PM >


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Post #: 37
RE: ideas for witp2 (probaly cant be done in AE) - 9/1/2010 1:55:12 AM   
jomni


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A Japanese campaign with simple production like the old PacWar

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Post #: 38
RE: ideas for witp2 (probaly cant be done in AE) - 9/1/2010 5:58:41 AM   
CaptBeefheart


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PacWar had floating fleet HQs--which I guess was lost with WITP. Maybe the devs had a good reason to drop it. Anyway, I'd still like a handy-dandy way to organize vast fleets and keep them together without a bunch of "follow" commands and the like.

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Post #: 39
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 12:32:07 AM   
RyanCrierie


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Ok my wishlist:

1. ) A modern interface and UI -- the UI we presently have in WITP:AE is a very very long lineal descendant of Gary Grigsby's UI for "Battle of Britain" for Talonsoft back in 1999! As such, it doesn't support a lot of modern UI conventions like right clicking to bring up context sensitive menus like in TOAW III.

Also, a modern UI engine could be written to use a lot of the developments that have occured in graphics cards since 1999; enabling smoother scrolling maps, smooth zoom in and outs; and larger map sizes (more detail).

2.) Theater Options or Sliders -- Somewhat similar to how Theater Options are in TOAW III. Let's say that you're the Allied player, and you've lost a battleship or carrier; you could try using VPs or Political Points to get a Atlantic Fleet battleship or carrier released to you.

Likewise; you could change the priority status of the B-29; past a certain point on the slider of B-29 "support"; programs like the A-38 Grizzly, PBB Sea Ranger simply don't get built at all.

3.) More finegrained control over aircraft loadouts as I mentioned earlier.

4.) Better ground combat routines

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Post #: 40
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 12:47:08 AM   
Don Bowen


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My wishlish. A half a dozen pure- volunteer programmers with appropriate experience who are willing to work on the game for a few years.

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Post #: 41
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 12:53:59 AM   
witpqs


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Where's the genie in a lamp when you need him...

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Post #: 42
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 1:53:58 AM   
USSAmerica


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quote:

ORIGINAL: Don Bowen


My wishlish. A half a dozen pure- volunteer programmers with appropriate experience who are willing to work on the game for a few years.



quote:

ORIGINAL: witpqs

Where's the genie in a lamp when you need him...


That genie is already out of the bottle and ain't going back in.

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Post #: 43
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 10:46:53 AM   
janh

 

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quote:

My wishlish. A half a dozen pure- volunteer programmers with appropriate experience who are willing to work on the game for a few years.


Now that would do... if Matrix would allow volunteers to continue developing WITP-AE. But then they would probably eliminate the chance of ever producing a WITP2 themselves.

On the other hand, if you see what happened with Falcon 4 or other projects that have been furthered by dedicated fans exactly the way that they most desired, we might get a "WOTW" stretching from Europe to Asia, with 2 or 3 day turns which take a player half a day to finish, and an AI that can handle it. A dream come true... for my retirement...

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Post #: 44
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 11:02:34 AM   
jomni


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Joined: 11/19/2007
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quote:

ORIGINAL: janh

quote:

My wishlish. A half a dozen pure- volunteer programmers with appropriate experience who are willing to work on the game for a few years.


Now that would do... if Matrix would allow volunteers to continue developing WITP-AE. But then they would probably eliminate the chance of ever producing a WITP2 themselves.

On the other hand, if you see what happened with Falcon 4 or other projects that have been furthered by dedicated fans exactly the way that they most desired, we might get a "WOTW" stretching from Europe to Asia, with 2 or 3 day turns which take a player half a day to finish, and an AI that can handle it. A dream come true... for my retirement...


Oh my. Imagine the production management nightmare!

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Post #: 45
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 12:58:36 PM   
USSAmerica


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quote:

ORIGINAL: janh

quote:

My wishlish. A half a dozen pure- volunteer programmers with appropriate experience who are willing to work on the game for a few years.


Now that would do... if Matrix would allow volunteers to continue developing WITP-AE. But then they would probably eliminate the chance of ever producing a WITP2 themselves.

On the other hand, if you see what happened with Falcon 4 or other projects that have been furthered by dedicated fans exactly the way that they most desired, we might get a "WOTW" stretching from Europe to Asia, with 2 or 3 day turns which take a player half a day to finish, and an AI that can handle it. A dream come true... for my retirement...


Janh, WitP AE was created by just such a group of all volunteer programmers and designers.

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"Good times will set you free" - Jimmy Buffett

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Artwork by The Amazing Dixie

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Post #: 46
RE: ideas for witp2 (probaly cant be done in AE) - 9/2/2010 2:48:49 PM   
Czert

 

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If I can code, I will surely join team for creting of WitP 2, but my codding exps are limited only to simple moding. And im sure that if matrix will start "recruting volunter coders for WitP 2" campaign, then few surely pop up. And not only modders of Witp + AE. Matrix can start it, it have nothing to lose, only to gain :).

and few other ideas - when player sunk ship loaded with supplies/oul, it will display in combat report too, not only causalties for LCU.
- display (aproximate) number of enemy mines at your base (doesnt matter if you conquer enemy base with minefield cover or enemy lays mines at your port).

< Message edited by Czert -- 9/2/2010 3:06:53 PM >


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Post #: 47
RE: ideas for witp2 (probaly cant be done in AE) - 9/3/2010 2:54:18 PM   
Czert

 

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and another batch :)

advanced upgrades - upgrade will look only on purpose of aircraft, and will not be stricly resticted to plane type. E.q. - for japanese player is problem with torpedo bombers (if not defined in upgrade path) - his cant upgrade to grace, because it is dive bomber and not torpedo.
So advance will only look on type (figter navy/army - and will not longer look at type - normal/night/float), but changing of type not defined in path, then player will pay not only PP, but AG will be withdrawn for say 30 days to simulate retraining of pilots/ground personel. And will allow of converting some AVs to CVEs equped with float figthters :))).

- create convesion patch for allied too. I know US have plenty of ships of all types, but I think if I will sink 50% of all thier ARs (AV, AS, APD..etc) in first month of war, then they will consider of of some ship to lost one, to not hinder future operations.

- figthers will be avaivable for ASW (or at least, figter bombers) - no idea if use of figters as asw was common in pacific, but in europe it was normal (for coastal duty).

-creating AG from air :))) (sorry, cant resists)- at cost of PP and mayby some supply - it is simple, if player convert cargo ship to AV (or simply - any ship with 0 planes capacity to one with more than 1 plane) it can create AG for that ship (bearing it name -1), and can creater only one per ship, so abusing will be imposible (no creating AG on ship, tranfering to base, creating another one, transfering, repeat...). It will work not only for converted ones, but for ships witout AG too :).

- posibility/option to create independent command for AG transfered to ship - to remove restictions/penaltys if outside command range of HQ.

< Message edited by Czert -- 9/3/2010 7:21:42 PM >


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Post #: 48
RE: ideas for witp2 (probaly cant be done in AE) - 9/3/2010 5:09:16 PM   
SqzMyLemon


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quote:

ORIGINAL: crsutton

All I really want is a cup holder for my chair. Is that asking too much?


I had to laugh when I read your post. I drove a 1990 Acura Integra for 18 years and had no airconditioning, power anything and it was a manual transmission. I bought a new car last May and the salesman asked me if I was excited about all the new features I was going to have now. I smiled and said you'll think I'm crazy, I've just spent $36k on a new car and I'm excited to finally have a cup holder, no more holding slurpees between my thighs as I shift.

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Post #: 49
RE: ideas for witp2 (probaly cant be done in AE) - 9/3/2010 10:47:43 PM   
mdiehl

 

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quote:

Japan had focused on the DEI and left the US out of it, there would not have been a war in '41. That is why Roosevelt was trying so hard to force the situation where the US and the Axis powers would get into a fight. The American people were dead set against going to war.


Actually, most of that claim is incorrect.

First of all, by polling, most Americans in late 1941 were in favor of going to war with Germany and supportive of "all measures short of war" with Japan.

Secondly, the United States had a high volume of dependency on Indonesia for rubber, tea and teak. Ultimately when the US was cut off from those sources the US made do with recycling and accelerated rubber production in South America, but the US saw a vested economic interest in protecting access to Indonesia. After all, that is why the US occupied the Philippines in the first place.

Finally, there is pretty strong evidence that the Japanese feared and FDR intended to create American bases in Indonesia under the Lend Lease Act. In the event of a Japanese war with Indonesia, the plan was for the US to loan more flushdeckers to SEAC (from Asiatic Fleet) and the Royal Dutch Navy (under the control of the Netherlands gov't in exile) in return for US leases on Balikpapan and Tarakan. Japanese fear of a Lend Lease response was high on their list of concerns through October 1941 (whereafter they'd already made the decision to attack the US), and Roosevelt's intentions to dangle bait in front of the Japanese in hope for an attack on American assets was evident in November and December 1941.



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RE: ideas for witp2 (probaly cant be done in AE) - 9/3/2010 10:54:02 PM   
Rainer

 

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Not exactly a contribution to the topic, isn't it?
Mdiehl never misses a chance to step in ...

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Post #: 51
RE: ideas for witp2 (probaly cant be done in AE) - 9/17/2010 2:26:11 PM   
Czert

 

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tarans - if japanese cant shoot down that damned 4e bombers with guns and are desperate (player can for kamikaze units) - then it will be here chance that fighter will ram that bomber.
Not sure if this hapened in pacific , but in 44 for luftwafe it was tactic to "shootz down" enemy bombers - some special units was formed for this purpose.
Ok, ok - japanese (or even allies) can do it in 41 too, but at much lower chance.

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