Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Ideas on how to make this good game better

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Storm over the Pacific >> Ideas on how to make this good game better Page: [1]
Login
Message << Older Topic   Newer Topic >>
Ideas on how to make this good game better - 9/14/2010 6:49:30 PM   
RJMI

 

Posts: 24
Joined: 4/21/2004
Status: offline
To the Game Developers:

This game has the potential to be one of the best games of its type.

It has the best parts of “War in the Pacific,” Strategic Command,” “Hearts of Iron,” and Kharkov.”

To make it the best game of this type, here are some suggestions:

1. When one unit of the same side is behind another, such as on a front line, and the front unit can move only one space but cannot because of the unit behind it, it should not be penalized by not be able to move or retreat from the battle without the rear unit also retreating. Instead, one should be able to switch the front unit with the rear unit, provided both have enough APs to move one space. This way the front unit can retreat and be replaced with a stronger rear unit. This would be more in keeping with reality.

2. Even though infantry and armor and paratroop units cannot stack in the same hex (which may be a good rule), you should allow one of each of the air units to stack with an infantry or armor or paratroop unit. For example, you can have an infantry unit on a single hex island stacked with one fighter unit, one tactical bomber unit, and one strategic bomber unit. That means the most that any hex can contain is one land unit and four air units (each a different type of air unit). This is more in keeping with reality in that these islands had infantry and air units. When a land battle occurs on a hex that contains a land unit with an air unit, only the land units are considered. If the land unit is destroyed, either the air units stacked with it can be destroyed or move to another hex if possible if not then they are destroyed.

3. The convoys that do not succeed because they destination fell into the hands of the enemy should be automatically deleted.

4. Convoys should be able to have the option to set their own route to a destination to avoid heavy conflict areas. The automatic option of setting convoys should be the default and one can change it if they do not like the default route.

5. There should be one report that shows all the units lost and the turn they were lost.

6. Players should not be able to look at how many units an enemy has when loading a game to continue playing it. For example, the USA player can see how many units Japan has every time he loads a PBEM game or AI game. That should not be allowed. Maybe he can be given an idea of how many units the enemy has by some intelligence feature added to the game. Of maybe you can list all the units spotted enemy on one report that the opposing side saw the last turn.

7. Some type of replay function may be good. But I do not know what that would involve with a multiplayer game. It does not take much time to get used to looking at reports, as long as the reports are well organized and give all the needed information.

I hope this helps and making this an even better game.

RJMI



_____________________________

The only war that matters if you win is for the salvation of your immortal soul. Visit my website at www.JohnTheBaptist.us to learn of the only hope for salvation.
Post #: 1
RE: Ideas on how to make this good game better - 9/16/2010 3:11:46 AM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: RJMI

To the Game Developers:

This game has the potential to be one of the best games of its type.

It has the best parts of “War in the Pacific,” Strategic Command,” “Hearts of Iron,” and Kharkov.”

To make it the best game of this type, here are some suggestions:

1. When one unit of the same side is behind another, such as on a front line, and the front unit can move only one space but cannot because of the unit behind it, it should not be penalized by not be able to move or retreat from the battle without the rear unit also retreating. Instead, one should be able to switch the front unit with the rear unit, provided both have enough APs to move one space. This way the front unit can retreat and be replaced with a stronger rear unit. This would be more in keeping with reality.

2. Even though infantry and armor and paratroop units cannot stack in the same hex (which may be a good rule), you should allow one of each of the air units to stack with an infantry or armor or paratroop unit. For example, you can have an infantry unit on a single hex island stacked with one fighter unit, one tactical bomber unit, and one strategic bomber unit. That means the most that any hex can contain is one land unit and four air units (each a different type of air unit). This is more in keeping with reality in that these islands had infantry and air units. When a land battle occurs on a hex that contains a land unit with an air unit, only the land units are considered. If the land unit is destroyed, either the air units stacked with it can be destroyed or move to another hex if possible if not then they are destroyed.

3. The convoys that do not succeed because they destination fell into the hands of the enemy should be automatically deleted.

4. Convoys should be able to have the option to set their own route to a destination to avoid heavy conflict areas. The automatic option of setting convoys should be the default and one can change it if they do not like the default route.

5. There should be one report that shows all the units lost and the turn they were lost.

6. Players should not be able to look at how many units an enemy has when loading a game to continue playing it. For example, the USA player can see how many units Japan has every time he loads a PBEM game or AI game. That should not be allowed. Maybe he can be given an idea of how many units the enemy has by some intelligence feature added to the game. Of maybe you can list all the units spotted enemy on one report that the opposing side saw the last turn.

7. Some type of replay function may be good. But I do not know what that would involve with a multiplayer game. It does not take much time to get used to looking at reports, as long as the reports are well organized and give all the needed information.

I hope this helps and making this an even better game.

RJMI



Excellent RJMI all of your suggestions, I like them not that it matters because I have less pull than you do but dont hold your breath waiting for posters or management on this forum to answer you, they either dont care about the game dont understand the game or are just plain ignorant or I use the word ignorant without malice its ignorant not to comment positive or negative when you take the time to put ideas on the table and see how they lie. Most of the good posters dont post here any more out of frustration, and truthfully I am getting there as you will shortly. The management reads the posts but rarely comment on whether its [your suggestions] worth the trouble to add some of the very good features you have presented, I dislike being the one to tell you this but go back and read all the posts and make your own conclusion.

P.S. Good ideas good thinking we need that here.

Bo

(in reply to RJMI)
Post #: 2
RE: Ideas on how to make this good game better - 9/16/2010 7:53:12 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: RJMI

To the Game Developers:

This game has the potential to be one of the best games of its type.

It has the best parts of “War in the Pacific,” Strategic Command,” “Hearts of Iron,” and Kharkov.”

To make it the best game of this type, here are some suggestions:

1. When one unit of the same side is behind another, such as on a front line, and the front unit can move only one space but cannot because of the unit behind it, it should not be penalized by not be able to move or retreat from the battle without the rear unit also retreating. Instead, one should be able to switch the front unit with the rear unit, provided both have enough APs to move one space. This way the front unit can retreat and be replaced with a stronger rear unit. This would be more in keeping with reality.

2. Even though infantry and armor and paratroop units cannot stack in the same hex (which may be a good rule), you should allow one of each of the air units to stack with an infantry or armor or paratroop unit. For example, you can have an infantry unit on a single hex island stacked with one fighter unit, one tactical bomber unit, and one strategic bomber unit. That means the most that any hex can contain is one land unit and four air units (each a different type of air unit). This is more in keeping with reality in that these islands had infantry and air units. When a land battle occurs on a hex that contains a land unit with an air unit, only the land units are considered. If the land unit is destroyed, either the air units stacked with it can be destroyed or move to another hex if possible if not then they are destroyed.

3. The convoys that do not succeed because they destination fell into the hands of the enemy should be automatically deleted.

4. Convoys should be able to have the option to set their own route to a destination to avoid heavy conflict areas. The automatic option of setting convoys should be the default and one can change it if they do not like the default route.

5. There should be one report that shows all the units lost and the turn they were lost.

6. Players should not be able to look at how many units an enemy has when loading a game to continue playing it. For example, the USA player can see how many units Japan has every time he loads a PBEM game or AI game. That should not be allowed. Maybe he can be given an idea of how many units the enemy has by some intelligence feature added to the game. Of maybe you can list all the units spotted enemy on one report that the opposing side saw the last turn.

7. Some type of replay function may be good. But I do not know what that would involve with a multiplayer game. It does not take much time to get used to looking at reports, as long as the reports are well organized and give all the needed information.

I hope this helps and making this an even better game.

RJMI



Seeeeeee what I mean 2 days and nada.

Bo

(in reply to RJMI)
Post #: 3
RE: Ideas on how to make this good game better - 9/16/2010 8:06:16 PM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
Status: offline
I have already read this post at our forum (which is temporary serviced), and I think there are some good suggestions and ideas. I can even say that I share opinions about some of them for a long time.

Of course the game engine is not a set of plastic bricks which can be built anyway we want it to be.

We need to take a look at all consequences of our design and development decisions. Some of them can shown after a lot of time.

_____________________________


(in reply to bo)
Post #: 4
RE: Ideas on how to make this good game better - 9/16/2010 9:31:29 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: doomtrader

I have already read this post at our forum (which is temporary serviced), and I think there are some good suggestions and ideas. I can even say that I share opinions about some of them for a long time.

Of course the game engine is not a set of plastic bricks which can be built anyway we want it to be.

We need to take a look at all consequences of our design and development decisions. Some of them can shown after a lot of time.

Glad to see your attentive no insult of any kind was intended especially against you, as you can see I have no knowledge about any of this programming, but I do know that if you can create this kind of a game then you have the nohow and the power to change it, will it satisfy me, dont know as I am kind of a negative person but I do appreciate effort.
Bo

(in reply to doomtrader)
Post #: 5
RE: Ideas on how to make this good game better - 9/20/2010 4:23:11 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline
RJMI it is 6 days now and outside of doomtraders remark, NADA. If your even still around and dont blame you if you have left, that no one has commented on your ideas NO ONE, you would think out of the 219 people who read this maybe one would have a comment besides me and doomtrader. Forums are for helping each other and expanding ideas to make a game better or helping someone who is having a problem either fictional or real. I said before either they think the game is cool the way it is or are slightly in the dark as how a game should be, or maybe they dont understand English, maybe[not an insult] we never thought about that before, any body here from the good old USA?or are we all

Bo

(in reply to RJMI)
Post #: 6
RE: Ideas on how to make this good game better - 9/20/2010 9:36:45 PM   
axisandallies


Posts: 329
Joined: 9/21/2009
Status: offline
Bo,
I will step in. #5 this is done sort of in TOW.. it will list the unit destroyed but not what day or turn. I would think they could do this for this game.

_____________________________

Stupid rebellion, anyhow....D. Vader

(in reply to bo)
Post #: 7
RE: Ideas on how to make this good game better - 9/20/2010 9:42:45 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: axisandallies

Bo,
I will step in. #5 this is done sort of in TOW.. it will list the unit destroyed but not what day or turn. I would think they could do this for this game.

Thank you Axisandallies glad somebody around here is not sleeping.

Bo

(in reply to axisandallies)
Post #: 8
RE: Ideas on how to make this good game better - 9/21/2010 1:39:14 AM   
axisandallies


Posts: 329
Joined: 9/21/2009
Status: offline
Also just started playing this game...whats the deal with when you select a unit the unit info does not pop up?

_____________________________

Stupid rebellion, anyhow....D. Vader

(in reply to bo)
Post #: 9
RE: Ideas on how to make this good game better - 9/21/2010 2:36:00 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
You control the windows represented by the four display icons. If you open the one with fours stars and leave it open it will show unit info as you click on units.

Chuck

(in reply to axisandallies)
Post #: 10
RE: Ideas on how to make this good game better - 9/21/2010 11:51:59 AM   
axisandallies


Posts: 329
Joined: 9/21/2009
Status: offline
Thanks Chuck, but why the symbols for upgrade and reinforcement so small? I do like this game and TOW also it's all I play!

_____________________________

Stupid rebellion, anyhow....D. Vader

(in reply to cpdeyoung)
Post #: 11
RE: Ideas on how to make this good game better - 9/27/2010 2:53:17 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline
Hey RJMI it is now 2 weeks since you asked this server and its posters about your ideas for a better game and NADA nothing no comment which in my humble opinion makes this one of the worst forums on the internet bar none over at the MWIF posts at least they show an interest is a game that may never be done.

Bo

(in reply to RJMI)
Post #: 12
RE: Ideas on how to make this good game better - 9/29/2010 11:59:12 PM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
In my Australian AAR I am finding that when the enemy has very few ships in a sea area it can be a painful situation. It seems about haf the attacks are intercepted, and the other half do no damage to naval units. If the interception occurs the planes are going to be followed back, one way or another. In truth a lone IJN carrier in 1944 is NOT going to survive fourteen attacks by Allied carriers. Did I mention the lone carrier was unescorted? I think if there is an interception the next attack must actually find enemy ships. We are talking 1944 here, and the USN could find the enemy more than 0 for 14.

Chuck

(in reply to bo)
Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Storm over the Pacific >> Ideas on how to make this good game better Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.500