Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WITP2 Ruminations (Was "OT:WitE Forum")

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WITP2 Ruminations (Was "OT:WitE Forum") Page: <<   < prev  1 2 [3]
Login
Message << Older Topic   Newer Topic >>
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/5/2012 4:04:05 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
I was a bit baffled by seing this thread active after a whole week! I won´t try to comment on any technical stuff that has been mentioned here since I really don´t understand it.

I may be a bit negative as Bullwinkle58 so nicely pointed out but I´m pretty sure I´m right!

If WITP2 are going to have any hope at all to obtain good sales it has to improve vastly on some major areas. As far as I have heard/understood by reading this forum for the last six years this is not doable with the current engine. I may be wrong here so please correct me if I am!

1. UI. Don´t think I will have to go into detail on this one... Its just 20 years past its best before date.
2 Ground combat. Needs a completly new model. Don´t think an overhaul could save this one.
3. A proper system for handleing the OOB. The PPs system is not very good and don´t allow you to maintain a real OOB. Its just restricted/unrestricted.
4. A new airmodel that gives you a better control and makes a little more sense.
5. Better INGAME tools for handling information. You shouldn´t have to need a third party program to play the game (Tracker)

There are a lot more stuff then thoose five that has to be "upgraded" in order to have a proper WITP2. I don´t think a single one of the above can be "fixed" with the current engine. The engine has simply run its course. Henderson did a fantastic job with it but I don´t think you can improve it much more. Certainly not enought to make is sellable as WITP2.

Thats why I think the only hope we will have for something close to WITP2 is the WITE engine. If they can realativly "cheaply" do a Pacific version I think there is good hope to see it in 10 years or so when they are done with the planned "War in Europe" games.

My 2 ören


(in reply to Dili)
Post #: 61
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 12:57:25 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Hi JocMeister,

Whereas I am not sure what is discussed here could fit your bill, I believe the current engine is less limited than you think. The changes made by the DaBabes team seem to prove that point (btw, US87891, have you received my PM? I haven't received your email, no rush of course, just to let you know).

A few ideas on your five points

1. UI. Don´t think I will have to go into detail on this one... Its just 20 years past its best before date.
5. Better INGAME tools for handling information. You shouldn´t have to need a third party program to play the game (Tracker)


These are not related to the game engine, and are two issues adressed in this thread. What we suggest is that the UI could be redone, and incorporate Tracker-like features, while keeping the turn resolution (ie the engine) unchanged.

Then it is either Mahomet going to the mountain or the other way around : the new UI could be done in the game program, or out of it, as Tracker is now (instead of looking at tracker, and then inputting your turn, you'd input your turn into Tracker)

3. A proper system for handleing the OOB. The PPs system is not very good and don´t allow you to maintain a real OOB. Its just restricted/unrestricted.

This point is interesting because it sits right on the border...

If the idea is to help the player handle his OOB, view his units, help manage changes and all that, this belongs to the UI, and is possible without touching the engine. Instead of visualizing your units as lists, you could see them as "trees" or hierarchies, describing the chain of command, and this would make changing the OOB much easier.

I don't know how the engine handles restricted units, but I would suspect that even if the whole concept of PP cannot be changed, it probably can be tweaked to a certain extent. For instance, you could probably improve PP costs to avoid some famous 'tricks' (like assigning land units to air HQ), or have the UI spend PP in better way (for instance, having the cost of transfers vary over time, or limiting the possibility to "hoard" PP).

But then, I wonder whether PP really are an engine feature. Are they necessary for the turn resolution? If not, then, they just are a UI thing, something that limits the orders (in this case assignment) you can give a unit. If so, changing the PP system would be part of the UI...

4. A new airmodel that gives you a better control and makes a little more sense.

The control part probably belongs to the UI. The sense part, I don't know. One benefit of an approach that keeps the model as is, is that the maintenance currently done by HFD could continue. My impression is that the air model is more in want of small adjustments than a full rewrite.

2 Ground combat. Needs a completly new model. Don´t think an overhaul could save this one.

This is the main issue. I used to think like you, until I saw some of the DaBabes modifications, and how they could change the game. And now, I am wondering... Perhaps, the model is complex enough, has enough degrees of freedom, to allow a very wide range of "tweaks", that allow for a lot of improvements. Would that be enough for the same engine to be used in a more "land intensive" campaign? I don't know, maybe some of the DaBabe people could chime on this.

I think the DaBabe people showed (and lead) the way, and there probably are more things in this engine than dreams in our philosophies...

Francois

< Message edited by fcharton -- 8/6/2012 1:29:01 PM >

(in reply to JocMeister)
Post #: 62
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 6:14:43 PM   
US87891

 

Posts: 422
Joined: 1/2/2011
Status: offline

quote:

ORIGINAL: fcharton
This is the main issue. I used to think like you, until I saw some of the DaBabes modifications, and how they could change the game. And now, I am wondering... Perhaps, the model is complex enough, has enough degrees of freedom, to allow a very wide range of "tweaks", that allow for a lot of improvements. Would that be enough for the same engine to be used in a more "land intensive" campaign? I don't know, maybe some of the DaBabe people could chime on this.

I think the DaBabe people showed (and lead) the way, and there probably are more things in this engine than dreams in our philosophies...

Francois

Thank you Francois.

I received your PM. Answered, and am trying to get my hands wrapped around some of the things we are doing currently and some of the things that could be possible tweaks, but I am not conversant with the code. I have input and the command chain listens, but realistically, I execute on the basis of input parameters.

There are a lot of things hidden away in the engine. John knows of them but he is serious about his NDA so there are things he won’t tell anybody. We were all working on a combat model and have the I/Os and flow and J, Sam, and Jeremy were building a state machine when he got whacked. I have no idea how or where it applys but the I/Os look very familiar. Under the circumstances, I don’t think this is going to see daylight.

There are some further data ‘tweaks’ that can help and there’s work in progress in the Babes collective to make them happen.

John was working on an AI editor when he got whacked. You might want to ask him about it.

(in reply to fcharton)
Post #: 63
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 7:01:39 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
quote:

ORIGINAL: fcharton

I don't know how the engine handles restricted units, but I would suspect that even if the whole concept of PP cannot be changed, it probably can be tweaked to a certain extent. For instance, you could probably improve PP costs to avoid some famous 'tricks' (like assigning land units to air HQ), or have the UI spend PP in better way (for instance, having the cost of transfers vary over time, or limiting the possibility to "hoard" PP).

I think the PP system as is largely works. Unless there were going to be a whole new political over-game written (not going to happen) which makes PPs political rather than operational constraints I think they work now. One change I would like to see if possible, and easier if PPs are in the UI, is to allow scenario designers to change PP accrual rates inside scenarios, to accelerate or decelerate either by date or by trigger event (if only by date I could live with that.) This would reflect economic ramp-up on the Allied side and perhaps war weariness on the Japanese. But the general military-political environment was very different for both sides in Jan. 1942 than summer of 1945.

But then, I wonder whether PP really are an engine feature. Are they necessary for the turn resolution? If not, then, they just are a UI thing, something that limits the orders (in this case assignment) you can give a unit. If so, changing the PP system would be part of the UI...

2 Ground combat. Needs a completly new model. Don´t think an overhaul could save this one.

This is the main issue. I used to think like you, until I saw some of the DaBabes modifications, and how they could change the game. And now, I am wondering... Perhaps, the model is complex enough, has enough degrees of freedom, to allow a very wide range of "tweaks", that allow for a lot of improvements. Would that be enough for the same engine to be used in a more "land intensive" campaign? I don't know, maybe some of the DaBabe people could chime on this.

Beyond Da Babes-type OOB mods, but done by HFD when they added Pursuit attacks, I would like to see a new attack type of Probe. Various ways this could be designed such as stripping away all arty support but altering the casualty calculator to reflect sneaking around at night rather than a frontal anything. It would eliminate the need to do "recon by arty" and remove some of the constant complaining about para frag attacks to gather intel. In concert I would remove the ability of LCUs to do stand-alone non-bombardment attacks unless they had a positive integer in unit AV.




< Message edited by Bullwinkle58 -- 8/6/2012 7:03:13 PM >


_____________________________

The Moose

(in reply to fcharton)
Post #: 64
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 9:41:29 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline

quote:

ORIGINAL: Bullwinkle58
I think the PP system as is largely works. Unless there were going to be a whole new political over-game written which makes PPs political rather than operational constraints I think they work now.


I agree. I would see tweaks in the current system as a way to close loopholes and implement home rules. It should be possible to tweak once and for all the various discount schemes most of us view as gamey, or implement the PP-for-border rules as a game option.

On the other hand, I believe this split of game parameters between UI-things-we-can-tweak and engine-things-we-won't-touch has a lot of potential, and it might be interesting to look at the game from this perspective.

For instance, plane upgrade paths are UI things. This means a new UI could probably redo the PDU thing, and allow for situations less difficult than PDU off, but more historical than PDU on. The same could be true for factory expansion and upgrade (I believe you could even allow for a limited control of the Allies over their production).

quote:

Beyond Da Babes-type OOB mods, but done by HFD when they added Pursuit attacks, I would like to see a new attack type of Probe. Various ways this could be designed such as stripping away all arty support but altering the casualty calculator to reflect sneaking around at night rather than a frontal anything. It would eliminate the need to do "recon by arty" and remove some of the constant complaining about para frag attacks to gather intel. In concert I would remove the ability of LCUs to do stand-alone non-bombardment attacks unless they had a positive integer in unit AV.


This is probably off-limit, as it would imply engine code change. But then, maybe the independent UI approach would make this easier for HFD. In the current system, adding a new type of attack means updating the engine, and all the references to other attacks in the UI code (which might mean a lot of updates, and risks of bugs). With a better separation of engine and UI, the new attack would be made available in the engine, and integrated in the UI.

Francois

(in reply to Bullwinkle58)
Post #: 65
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 10:29:59 PM   
Mobeer


Posts: 662
Joined: 1/17/2007
Status: offline
quote:

ORIGINAL: Bullwinkle58

This post was by janh, originally in the other thread.

..... END Bullwinkle58 material.

Ah, I recall, yes. I guess in principle you are right. It would be interested in a questionaire, maybe with the possibility to rate the items one would like to see improved or expanded, or removed. Just out of pure curiosity to see what the majority would like. And ideally also those who do not regularly read or participate in the forum, and are part of the silent single-player audience.

A questionaire could be done by Matrix pretty easily. I think to be useful in stratifying features, rather than open the floor, they could comb the forum for past ideas and put them into three budget buckets: Expensive, Moderate, Cheap. Then let responders "chose one from Column A and two from Column B." IOW, if AI were the top request of that responder give a weight to its development cost (maybe 80% of total) and only let the responder have a few other choices. OTOH, if AI is not important to that responder let him choose many Cheap upgrades to go with a Moderate. That type of thing. The objective would be to impose some discipline on responders who otherwise would want 100-man-years of new game for their money, while giving Matrix some idea of the heat behind each request topic.


A questionnaire would be interesting. Some other websites I use allow the use to cast a fixed number of votes (say 10) on whichever issues they see as most important. This can work to allow users to spread their votes around or pick just one issue. It would also be useful (but perhaps not something to make public) to know which similar games the respondent has bought, whether they play often, whether they play vs AI or pbem (or both) etc.

I suspect a big challenge would be in trying to decide what "better" actually means. To one person it could mean more detail to give more control, to another it could be less detail where that detail seems inappropriate to the scale of the game. Ultimately there would have to be enough of a grouping of interests to aim a new game at to justify the expense, and I would fear that the interests revealed in a survey would be so wide that there was no reasonable set of development that would justify a new game.

(in reply to Bullwinkle58)
Post #: 66
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 10:32:47 PM   
Mobeer


Posts: 662
Joined: 1/17/2007
Status: offline
quote:

ORIGINAL: fcharton
On the other hand, I believe this split of game parameters between UI-things-we-can-tweak and engine-things-we-won't-touch has a lot of potential, and it might be interesting to look at the game from this perspective.

For instance, plane upgrade paths are UI things. This means a new UI could probably redo the PDU thing, and allow for situations less difficult than PDU off, but more historical than PDU on. The same could be true for factory expansion and upgrade (I believe you could even allow for a limited control of the Allies over their production).


Really? Plane upgrade paths are surely a database (or data store) issue. The UI should allow the user to upgrade planes, but the upgrade routes are not UI.

(in reply to fcharton)
Post #: 67
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/6/2012 11:06:42 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline

quote:

ORIGINAL: Mobeer
Really? Plane upgrade paths are surely a database (or data store) issue. The UI should allow the user to upgrade planes, but the upgrade routes are not UI.


Sorry I was unclear. What I meant is that the PDU path and upgrade choices are not engine issues.

The PDU off path certainly is a database thing. The choice to upgrade, and the used defined path under PDU on is a UI thing (probably subject to engine or database restrictions). But then, the UI would be able to read the database (Tracker certainly can). This means the PDU system could be changed, probably into something which allows more flexibility than "on and off", without needing to modify the engine.

Just one question for those in the know (and provided it doesn't force you to break a NDA), does the game file format allow from "additional fields' (ie provides empty slots for 'future use')? If the UI added some new parameters, like a PDU level, or tech points, it would be useful to store them in the game file.

Francois




(in reply to Mobeer)
Post #: 68
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/7/2012 6:22:41 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
fcharton,

I´ll try to respond to each thing in order!

About the UI:
I don´t know what can and can´t be done. If its possible to do a completly new UI that can acess the engine that would be great. Not so sure its technically possible though. If it was possible to do I´m sure we would have seen a ton of mods improving the UI adding basic stuff like "shift + click", better "lists" and so on.

About PPs:
My main concern here is the same as the above. The lack of a proper "system" or "tool" for managing an OOB is probably indicating that is either not possible or extremly hard to implement. Using "PPs" to move units around in the structure ( if you can call it that) is poor way of handling it. There needs to be a completly seperate way to handle the OOB aside from the PP system. If it was easy to do I think someone would have done this already!

Airsystem:
I think one of the things I have seen asked for the most is the ability to target a specific TF. I´m very certain I read somewhere that this is simply not possible to implement. Probably due to how detection works as you mention. Besides that the airmodel works mostly well and could probably be used in a possible "WITP2"

Groundcombat:

Well, I think we will have to agree to disagree here!

I think the ground war in WITP/AE is the weakest element in the game by far. There are so many things here that is not working well. Supply, airsupport, movment, proper OOB, recon, fighting "stances" (recon, fighting withdrawal, probing attack...) to name a few. Now its just a matter of piling on as much AV as possible and hope you can keep it in supply. Pretty booring way to fight a landwar if you ask me!

To summarize my thoughts:

If it was as easy as just making a new UI and slapping that ontop of the existing game they would done that already or atleast started doing that by now. My bet is that they have already looked at the possibility of doing a WITP2 either by improving the existing game or make a new one from scratch. They have alot more knowledge about what is doable and not with the current game and I bet they came to one of two possible conclusions.

1. It can be done to an extent but its too hard (not profitable) or the improvments won´t be big enough to generate the sales neccessary to cover for the investment.
2. It can´t be done. The engine has reach the end of its lifetime. Completly new game is needed but the cost and/or financial risk would be too high.

My bet is for Nr 2.

I hope I´m wrong though. I would love to see a WITP2 and would happily pay €200 for it! Would be my best investment ever.

(in reply to fcharton)
Post #: 69
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/8/2012 6:48:19 AM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much.


As usual, witpqs is an accurate translator of Joe speak

quote:


Even the notes players would make for a year would then need to be analyzed to suss out the details.

I do think we can analyze as we go - that's how I've been doing it. So a more complete discription of year one is write down how we play, analyze these writings and create the rudimentary rules to run the AI.

A few boardgames like Jon Southard's Solomons have AI engines and these do not have any computer programming, they just have some extra charts and tables and die rolls that allow the human player to determine what the enemy will do. Similar to the old book version of D&D, the "game master" had charts and tables to generate game actions. An AI can and should be designed by game players, not programmers. If the game players do a good job, the programming part will be easy.


This is a purely hypothetical suggestion and really could be applied to any game, but why not include a log of a player's actions from both sides, which is occasionally sent to Matrix or the developer, to help improve the AI over time? They could be used to create a databse/data set of events and how players respond to them, allowing the developers to identify common stratergies or tactics, along with what works and what doesnt. It would also remove the time and effort taken to manually record all the information and avoid any human error in the process.

quote:

ORIGINAL: Dili

In 3D animation there are two programs that have a node based animation system. Houdini and Softimage. I am familiar with later. The system is called ICE. The interface are nodes, math "scalar" "integer", logical "if" "and" "true" "false" and even have a f-curve editor node, forces: wind, turbulence... , a bunch of nodes making an effect or various is called a compound ...why i am telling this, what about a nodal language for games? wondering also if looking at particles/fluids effects can drive some logic. After all the units are like particles or like a crowd system, attraction and repulsion, destruction...

Interface look: http://vimeo.com/1392786

This show what data types it has: http://softimage.wiki.softimage.com/xsidocs/ICE_basics_ConnectingICENodes.htm#Rer77341


Many graphics programs are node based these days, including Fusion, Nuke, Massive and Filter Forge. However, while it is easier than having to write code, it is still farily technical or complex for the average user and probably also requires a lot more effort from the developers and programmers, to create the node based architecture. Although to be fair, the nodes for a WITP game, would likely be a lot simpler than you find in many of those programs.

(in reply to jwilkerson)
Post #: 70
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/8/2012 9:41:02 PM   
US87891

 

Posts: 422
Joined: 1/2/2011
Status: offline

quote:

ORIGINAL: fcharton
Just one question for those in the know (and provided it doesn't force you to break a NDA), does the game file format allow from "additional fields' (ie provides empty slots for 'future use')? If the UI added some new parameters, like a PDU level, or tech points, it would be useful to store them in the game file.

Francois

Hello Francois,

The savegame is very closely held. Rightly so. Cannot comment on its structure. But to answer your question, it’s been done before and those details are publicly known.

There were four new fields added to the device data file to support the DP as AA guns and AA as Nav guns system. There was a new field added to the class file data file to support the sub diving depth system. All these worked perfectly. Think of an accordion.

Redards. Matt

(in reply to fcharton)
Post #: 71
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/8/2012 10:30:49 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

ORIGINAL: noguaranteeofsanity

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: witpqs

AARs would not do it. Even for people who put a lot in their AARs, the stuff Joe is talking about is WAY more that doesn't get into AARs much.


As usual, witpqs is an accurate translator of Joe speak

quote:


Even the notes players would make for a year would then need to be analyzed to suss out the details.

I do think we can analyze as we go - that's how I've been doing it. So a more complete discription of year one is write down how we play, analyze these writings and create the rudimentary rules to run the AI.

A few boardgames like Jon Southard's Solomons have AI engines and these do not have any computer programming, they just have some extra charts and tables and die rolls that allow the human player to determine what the enemy will do. Similar to the old book version of D&D, the "game master" had charts and tables to generate game actions. An AI can and should be designed by game players, not programmers. If the game players do a good job, the programming part will be easy.


This is a purely hypothetical suggestion and really could be applied to any game, but why not include a log of a player's actions from both sides, which is occasionally sent to Matrix or the developer, to help improve the AI over time? They could be used to create a databse/data set of events and how players respond to them, allowing the developers to identify common stratergies or tactics, along with what works and what doesnt. It would also remove the time and effort taken to manually record all the information and avoid any human error in the process.





Part of what Joe is looking for is the "why" which would not be included in the log...

For example on our current map - look at Akyab. In a scripted AI to defend Akyab the AI would likely send the units dedicated to its defense to that hex and only that hex.

Whereas the human player may opt to hold a handful of units in the hex adjacent (east on map) across the river and not place them in Akyab. "Why?" Because those handful could potentially advance to the hex NW and cut off a stack that moves into Akyab following the road from the NW.

And within that decision are decisions that are made about which units to place into Akyab and which to hold across the river... and when to release them...and when to pull back.



< Message edited by treespider -- 8/8/2012 10:32:51 PM >


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to noguaranteeofsanity)
Post #: 72
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/8/2012 11:44:36 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
quote:

ORIGINAL: US87891
There were four new fields added to the device data file to support the DP as AA guns and AA as Nav guns system. There was a new field added to the class file data file to support the sub diving depth system. All these worked perfectly. Think of an accordion.


Hello Matt,

Thanks a lot, it makes perfect sense. This means additional features from the UI, which have an impact on player orders, but not on turn resolutions, could be included in the game file, without needing to change the engine.

For instance, a "staff meeting" system like the one discussed above, that limits the frequency at which certain orders can be given, would be a UI-only feature. It has no bearing on turn resolution and the engine. Yet, this information can be added into the game file, and the new system would not necessitate additional files.

This also adresses a question Bullwinkle raised earlier in this thread. So far, Matrix seems to have allowed utilities to read the game file (under a suitable NDA, think tracker), but writing it, as in changing orders, tweaking industry, creating and disbanding task forces, was considered sensitive, if not off-limit.

Now, such a limitation could be handled by making all orders given through the UI additional fields in the game file. To explain, once you open your turn, the UI would read the game data, and allow you to modify orders, but the modified turn would written separately. At the end of the turn, just before resoltion, the game engine could commit those modifications, ie write them over the original orders. If those fields mirror the original, this would be very easy to do. The only down side would be larger game files.

This could have several merits :

1- it would make the UI-AI rewrite possible under an NDA close to that of Tracker, without knowledge of how to write the game file, or need to have access to the AE source code.
2- it would eliminate the "Allied hindsight feature", where the player that goes second may see in the game file the effect of orders by the player that goes first
3- in fact, it could even allow for simultaneous play by both players : at the end of the replay, the turn is saved, and both players can use it in "their UI", adding their new orders. Once both are done, the Japanese player would send his turn to the allied, who would "close the turn", and send it back to the Japanese for the replay.
4- pushing the reasoning a little further, this could allow for teams to play simultaneously, the general idea being that all the players in the team can edit the turn, and the UI reconciles all of those into one final file, using some precedence rule when orders conflict. This would also handle refereed games,

I am not saying this is how things should be done, but I believe it works are a proof of concept that you can redo AI and UI under a "read only" NDA, à la Tracker, while keeping the engine and turn management system unchanged, therefore allowing for independent evolution of the engine.

Francois


< Message edited by fcharton -- 8/8/2012 11:45:51 PM >

(in reply to US87891)
Post #: 73
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/9/2012 7:30:51 PM   
US87891

 

Posts: 422
Joined: 1/2/2011
Status: offline
two emails just went your way.

Regards, Matt

(in reply to fcharton)
Post #: 74
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/9/2012 8:05:48 PM   
Dili

 

Posts: 4708
Joined: 9/10/2004
Status: offline
quote:

Many graphics programs are node based these days, including Fusion, Nuke, Massive and Filter Forge. However, while it is easier than having to write code, it is still farily technical or complex for the average user and probably also requires a lot more effort from the developers and programmers, to create the node based architecture. Although to be fair, the nodes for a WITP game, would likely be a lot simpler than you find in many of those programs.


I think AI would be much easier to do, and were are mostly talking about AI. Behavior of crowds and particles can have several triggers: size, location, speed, quantities etc

(in reply to US87891)
Post #: 75
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/21/2012 8:47:06 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Is this thread dead, or are others still thinking about it?

I, for one, am toying with some of the ideas discussed here, but can wait until the next iteration of this discussion (in 2013, I suppose)

Francois

(in reply to Dili)
Post #: 76
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/21/2012 9:43:04 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
Thoughts from a player:

Graphics: Zoom, with more and more detail available as you drill down. IMHO (I am color blind to a degree) WITP-AE uses an Avalon Hill'ish scheme, I prefer a more SPI theme, less bright art and more features, and texture mapping without needing an add on graphic card. Replays with launches (in game time) visable where FOW permits (or radar! and weather). Top down replays with formations, weather overlaced. These features would most likely be skipped by most, most of the time, but would help sell the game. IMO. Note: Halsey: love the improvements!!

Land combat; additional Op modes: recon in force, etc. with some extra modes for commando type units ie escape and evasion. LCUs in combat mode shown in location in hex. I think I waste alot of time with the Hexside control key in China. I like the icons ok but maybe deployed combat formations shown with hexside control better. A better supply line short cut, show me the convoy route ie how much and where is it. No comment on casualties, It was far more shocking the first few times, I,m used to it now.

Air Combat: I love the detail present. Again modders thanks for the additional art!! I don't have any ideas but the replay should be really cool looking to attract buyers. As far as mechanics I leave that to others.

I post this stuff because you want to sell the game. I am only concerned with graphics to a degree, but if you want a big winner you have to have candy.

personal note: since beginning my game with THINZ, over a year ago now, I have not touched another. Most fun I have ever had in a war game.

AIvsCG: IMHO make it simple for the AI. PLay through a series of scenarios with losses considered. This might PO some but if done with consideration might be much easier to build an AI capable of kicking arse.

2cent

(in reply to fcharton)
Post #: 77
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/21/2012 9:48:18 PM   
Empire101


Posts: 1950
Joined: 5/20/2008
From: Coruscant
Status: offline

quote:

ORIGINAL: zuluhour

Thoughts from a player:

Graphics: Zoom, with more and more detail available as you drill down. IMHO (I am color blind to a degree) WITP-AE uses an Avalon Hill'ish scheme, I prefer a more SPI theme, less bright art and more features, and texture mapping without needing an add on graphic card. Replays with launches (in game time) visable where FOW permits (or radar! and weather). Top down replays with formations, weather overlaced. These features would most likely be skipped by most, most of the time, but would help sell the game. IMO. Note: Halsey: love the improvements!!

Land combat; additional Op modes: recon in force, etc. with some extra modes for commando type units ie escape and evasion. LCUs in combat mode shown in location in hex. I think I waste alot of time with the Hexside control key in China. I like the icons ok but maybe deployed combat formations shown with hexside control better. A better supply line short cut, show me the convoy route ie how much and where is it. No comment on casualties, It was far more shocking the first few times, I,m used to it now.

Air Combat: I love the detail present. Again modders thanks for the additional art!! I don't have any ideas but the replay should be really cool looking to attract buyers. As far as mechanics I leave that to others.

I post this stuff because you want to sell the game. I am only concerned with graphics to a degree, but if you want a big winner you have to have candy.

personal note: since beginning my game with THINZ, over a year ago now, I have not touched another. Most fun I have ever had in a war game.

AIvsCG: IMHO make it simple for the AI. PLay through a series of scenarios with losses considered. This might PO some but if done with consideration might be much easier to build an AI capable of kicking arse.

2cent



+1...Great ideas!

_____________________________

Our lives may be more boring than those who lived in apocalyptic times,
but being bored is greatly preferable to being prematurely dead because of some ideological fantasy.
- Michael Burleigh


(in reply to zuluhour)
Post #: 78
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/22/2012 3:32:32 AM   
StK


Posts: 76
Joined: 8/18/2012
From: Upper Austria
Status: offline
As a new player I think much could be done about presentation of information.
as zuluhour said this is a game in desperate need for a zoom function
and maybe a map overlay where i can see all the orders that are given right now maybe in form of arrows to actually see where everything in a theater is moving. It would make things a lot easier.
Some more thoughts:
- if I'm able to name a taskforce i should be able to see this name in the list of task forces so i can actually look for it. (I name Taskforces according to the job they should do.. but right now there isn't really a use for this)

- the information screens need a search function. there are so many bases on the map looking for the one I need in the list is tedious. (same goes ofc for ships, task forces, air units and Land units)

- maybe different map-overlays for example for the supply situation in hexes indicating heavy use of supply etc. or color coded combat strengths located in a hex (my own and depending on my recon an estimate for the enemy) (in combination with the zoom it would help painting a picture)

- a graphical display for the command hierachy

- combat reports in the combat report list should be constructed as fold-outs. so the list of combat reports would only show the essentials of the combat (position, outcome, .. ) the rest should be hidden until i click on it to see it. the list of hits for example or who spotted whom.. can be helpful to analyze why something happened but its not first page material

- A search function in the main window for hexes (by number and name (if its a base))

- the industry report screen needs representation as to what is what and how much i need of something to produce stuff

edit: - small shortcuts and simplifications to give orders to units. right-clicking while having a taskforce selected should give a move order, holding shift while doing so should result in waypoints and maybe ctrl to set up patrol areas (alt for follow?). this would greatly shorten the time needed to do things that should be easy to do because they have to be done so often.

This is a truly great game but it makes it so difficult to get to the information one really needs. Especially new players struggle to find what essential information (I use me and a friend of mine here as references)

I don't know enough about the finer mechanics to comment on improvements.



< Message edited by StK -- 8/22/2012 3:55:44 AM >


_____________________________


Changing ones point of view isn't easy, but it provides one with a different view on the subject.

(in reply to Empire101)
Post #: 79
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/22/2012 7:46:33 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
StK: Some great ideas. I especially like: "Combat reports in the combat report list should be constructed as fold-outs. so the list of combat reports would only show the essentials of the combat (position, outcome, .. ) the rest should be hidden until i click on it to see it. the list of hits for example or who spotted whom.. can be helpful to analyze why something happened but its not first page material."

In that vein, I'd also like to be able to filter information on the operations report (intel report?). One turn I may be looking for unit arrivals, another for sub sightings, etc. In most cases I'd filter out the Jimmy Buffett-like coastwatcher reports.

This is a bit of reiteration, but some other ideas:

1. Task Force/Fleet Structuring: For complicated ops like amphib invasions, you'd be able to assign ships to different function task groups. For instance, you'd have a surface escort TG and perhaps ASW TG that would lead interference, a bombardment TG, a fleet CV TG, CVE TG, amphib TG, follow-up supply TG, etc. You'd be able to structure it how you'd like in terms of spacing and save templates for future use. There'd no longer be "well, you didn't have this TF follow the other TF, therefore your CVs where taken out." Of course, standard templates would be available for noobs and the AI.

2. Pilot Training: Could be simplified quite a bit by putting it off map and allowing training to set targets. In other words, you could set your "Torpedo A" pilots to 50 EXP, 70 NAVB and 70 ASW. Once a pilot reached those levels he'd go in the hopper. You might have a "Torpedo B" pilot group that skewed more towards search skill. Anyway, you'd set up as many pilot groups as you wanted. You'd assign airframes and/or squadrons to specific pilot training groups. The squadrons could have real locations so as to be susceptible to B-29s or the KB (with the option of being activated for combat), but have training controlled in off-map windows.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to StK)
Post #: 80
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/22/2012 10:46:41 AM   
janh

 

Posts: 1216
Joined: 6/12/2007
Status: offline
quote:

ORIGINAL: StK
- a graphical display for the command hierachy

- combat reports in the combat report list should be constructed as fold-outs. so the list of combat reports would only show the essentials of the combat (position, outcome, .. ) the rest should be hidden until i click on it to see it. the list of hits for example or who spotted whom.. can be helpful to analyze why something happened but its not first page material

- A search function in the main window for hexes (by number and name (if its a base))

- the industry report screen needs representation as to what is what and how much i need of something to produce stuff


I like your ideas, StK. Searching for bases gets easier after a time, you'll just know the region much better. But such a function would help. Maybe one could also create a link from the combat report etc. to the unit or base? Something to simplify life in this game.

The beauty of AE, it's level of detail and depth, can sometimes turn into a real pain. Reading the reports when things are getting really hot can be very tiresome, to the degree that I get too lazy to really check the details. And often I miss important hints and information, cursing myself afterwards. Here is where even just "representation improvement" like you suggest could ease things. It would be awesome if the reports would be more structured, i.e. could be grouped with drop-down fields, could be clicked to get to the spot on the map, TF, base or squadron. It would also be awesome if the messages could be sorted, or certain categories blanked out to reduce the "less important" noise (like skipping the recon: "blah blah takes pictures of..."; "... was damaged on landing", "...spotted oil..." etc.). Then you would have to glance through all of it every time... and the reports can get reeeeeaaally long.

I find there is actually a great interest in modest improvements. Maybe G&G will listen and think over a small commercial addon to address some of it? It could even be released as AE2 if done with a little more enthusiasm (e.g. also addressing the AI or redoing the Land Combat model). It seems anyway that there are plenty new players here in recent months, despite the price and age of the game. Maybe they could keep that trend going with an thorough upgrade?

(in reply to StK)
Post #: 81
RE: WITP2 Ruminations (Was "OT:WitE Forum") - 8/22/2012 11:58:09 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
The other thing I always forget to mention:

I would like to be able to make "way points" (name them if possible) then order ship to proceed to pre arranged way points. TF move to WP4 ie It would save alot of time to set up sea lanes and switch TFs to alternate routes when needed. I see this as a transport-supply routine which would still be fun and detailed to set up as a player and facilitate alot of turns.

(in reply to janh)
Post #: 82
Page:   <<   < prev  1 2 [3]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: WITP2 Ruminations (Was "OT:WitE Forum") Page: <<   < prev  1 2 [3]
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

1.672