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RE: What would you want in War in the Pacific 3?

 
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RE: What would you want in War in the Pacific 3? - 2/17/2018 8:37:10 PM   
ericv

 

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I agree. More people in the game equals more funds. Program it in such a way, that micromanagement still pays off.
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RE: What would you want in War in the Pacific 3? - 2/18/2018 3:03:33 AM   
jc4751

 

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quote:

ORIGINAL: rustysi

quote:

Basically, I think I would want the ability to simply be able to play the game more quickly, by helping me focus on the decisions I need to make, as opposed to micromanaging every variable that goes into those decisions.


And that is an entirely different game.


Why? Any game is a matter of simply moving the slider in one direction or the other. No reason that there can't be some things done to make the game more accessible to people who don't have unlimited time to put into it.

(in reply to rustysi)
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RE: What would you want in War in the Pacific 3? - 2/18/2018 3:48:08 AM   
BillBrown


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The two things I would ask for is no slots in the databases, open ended relational databases, and little or no hard coded data, put the data in the scenario files so it is available to be moded.

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RE: What would you want in War in the Pacific 3? - 2/18/2018 8:32:34 AM   
RichardAckermann

 

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quote:

ORIGINAL: BillBrown

The two things I would ask for is no slots in the databases, open ended relational databases, and little or no hard coded data, put the data in the scenario files so it is available to be moded.


+1 for anti hardcoding. Modding friendly and quite easy to do. Currently, I have as little hardcoded as restricting kamikaze to Japan.

(in reply to BillBrown)
Post #: 124
RE: What would you want in War in the Pacific 3? - 2/21/2018 8:28:49 AM   
RichardAckermann

 

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For a hyperlinked status report indicating things that need attention, what things should be in the report?
Surely idle task forces, LCUs in move mode without movement and bases low on supply.
Anything else?

(in reply to RichardAckermann)
Post #: 125
RE: What would you want in War in the Pacific 3? - 2/21/2018 9:30:28 PM   
BBfanboy


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quote:

ORIGINAL: RichardAckermann

For a hyperlinked status report indicating things that need attention, what things should be in the report?
Surely idle task forces, LCUs in move mode without movement and bases low on supply.
Anything else?

Enemy sightings, collisions, groundings, out of fuel, your own subs sighted, units in Strat mode with no destination or not loading on a ship. Air units that lost an aircraft or pilot last turn. Bases reaching max build-out of AF or Port (to decide whether to move construction units).

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Post #: 126
RE: What would you want in War in the Pacific 3? - 3/14/2018 8:21:02 AM   
CaptBeefheart


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Here's a rough idea for pilot training: Set levels that you want pilots to reach and let the system automatically spit out pilots into reserves (I see LST brought this up already--here are more details). For instance, here are some possible settings:

USAAF
Pilot Profile 1: 40%; EXP 60, AIR 70, DEF 70 (standard fighter pilot; it would put 40% of pilots in training to achieve those skill levels; once achieved, they'd be put into the reserve pile)
Pilot Profile 2: 20%; EXP 60, Ground Bombing 70, DEF 70 (standard 2E or 4E bomber pilot)
Pilot Profile 3: 15%; EXP 60, Low Nav 70, DEF 70 (standard 2E skip-bombing pilot)
Pilot Profile 4: 5%; EXP 50; Recon 70 (standard recon pilot)
Etc.

Squadrons would be assigned as "TRACOM" or "regular" by the player ("regular" squadrons could still be set to training as in the current game), and the more squadrons assigned to TRACOM and the more 80 EXP pilots in TRACOM, the faster pilots get trained.

Good luck Mr. Ackermann's friend. I wish you great success in this endeavor.

Cheers,
CC

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RE: What would you want in War in the Pacific 3? - 3/14/2018 9:03:45 AM   
RichardAckermann

 

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Automated pilot training was one of the first things I added, though in a more simple fashion.
Every airgroup can have a "Trainer" value set that kicks out pilots reaching the specified skill at the mission being done or trained.
This allows for active squadrons that release any expert pilots that are "produced". Together with auto replacements this works well to reduce the klickfest.
All my backarea squadrons release pilots at skill 70, so they generate a steady stream of good pilots while doing combat.
The AI also makes use of this method for rear area units.

(in reply to CaptBeefheart)
Post #: 128
RE: What would you want in War in the Pacific 3? - 3/15/2018 6:23:09 AM   
CaptBeefheart


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quote:

ORIGINAL: RichardAckermann

Automated pilot training was one of the first things I added, though in a more simple fashion.
Every airgroup can have a "Trainer" value set that kicks out pilots reaching the specified skill at the mission being done or trained.
This allows for active squadrons that release any expert pilots that are "produced". Together with auto replacements this works well to reduce the klickfest.
All my backarea squadrons release pilots at skill 70, so they generate a steady stream of good pilots while doing combat.
The AI also makes use of this method for rear area units.


Excellent. Can't wait to try this.

Cheers,
CC

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Post #: 129
RE: What would you want in War in the Pacific 3? - 3/15/2018 1:24:21 PM   
spence

 

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As the game exists, pilot training is overemphasized: sorry to be especially critical of the "Zoomies" but Naval Search means mostly that the pilot looks out the windows of his aircraft at the same time as he flies the plane, sorta like one would do when one drives a car. Meanwhile the experience of the 2000 men on an aircraft carrier or the 15000 men in an infantry division to perform myriad of completely different tasks is summarized in one experience value.

A more expansive "crew" training model in various tasks should be included for both land and naval units.

< Message edited by spence -- 3/15/2018 1:26:40 PM >
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RE: What would you want in War in the Pacific 3? - 3/15/2018 1:49:41 PM   
BBfanboy


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quote:

ORIGINAL: RichardAckermann

Automated pilot training was one of the first things I added, though in a more simple fashion.
Every airgroup can have a "Trainer" value set that kicks out pilots reaching the specified skill at the mission being done or trained.
This allows for active squadrons that release any expert pilots that are "produced". Together with auto replacements this works well to reduce the klickfest.
All my backarea squadrons release pilots at skill 70, so they generate a steady stream of good pilots while doing combat.
The AI also makes use of this method for rear area units.

If you are going to make pilot training realistic, you need to build in the significant casualty rates for both pilots and aircraft, plus the loss of new trainees who were scrubbed from the program because they could not progress satisfactorily. I should add that I am not sure if those things were/were not abstracted into the pilot and aircraft numbers provided with the base game.

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(in reply to RichardAckermann)
Post #: 131
RE: What would you want in War in the Pacific 3? - 3/15/2018 4:54:28 PM   
RichardAckermann

 

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I guess the AC losses are covered with the HI cost for pilot training. After all, some of the japanese AC appearing late in the war are pre-war training craft that "should" be ready for production right away. So since this is handled "offmap", the losses are probably factored into the cost.

(in reply to BBfanboy)
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RE: What would you want in War in the Pacific 3? - 3/15/2018 6:13:48 PM   
Yaab


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I picture an in-game animated aide-de-campe. A 3d avatar with simple facial animation like this . Let's call it Alfred. Appears as a dynamic manual-tooltip-popup box combo, chanelling forum's inner knowledge and search-fu directly into the game.

(in reply to RichardAckermann)
Post #: 133
RE: What would you want in War in the Pacific 3? - 3/16/2018 9:44:12 AM   
Barb


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quote:

ORIGINAL: Yaab

I picture an in-game animated aide-de-campe. A 3d avatar with simple facial animation like this . Let's call it Alfred. Appears as a dynamic manual-tooltip-popup box combo, chanelling forum's inner knowledge and search-fu directly into the game.

Yeah, and make it to occasionally produce a simple "Yes" and "No" statements based on your actions...

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Post #: 134
RE: What would you want in War in the Pacific 3? - 3/18/2018 4:44:52 PM   
Zorch

 

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quote:

ORIGINAL: Barb

quote:

ORIGINAL: Yaab

I picture an in-game animated aide-de-campe. A 3d avatar with simple facial animation like this . Let's call it Alfred. Appears as a dynamic manual-tooltip-popup box combo, chanelling forum's inner knowledge and search-fu directly into the game.

Yeah, and make it to occasionally produce a simple "Yes" and "No" statements based on your actions...

And an 'Ask Alfred' button on every screen.

(in reply to Barb)
Post #: 135
RE: What would you want in War in the Pacific 3? - 3/18/2018 5:27:29 PM   
RichardAckermann

 

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Would give an "out of memory" message every time on loading the game - no matter how much memory you have....

(in reply to Zorch)
Post #: 136
RE: What would you want in War in the Pacific 3? - 3/21/2018 7:14:57 PM   
Edward75


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1. I want alternative scenario, where ships can be built not historically, but as i wanted. For example, like in game: Supremacy at Sea - WWII (any design, displacement, guns, speed, planes, etc.)
2. Alternative scenario where you can choose Allie for me, for example I want to create mod, where Japan and USSR are allies at start of war against Allies!

3. Add new TF Raider mission (BC, AMC, CL only 1 ship in TF). This TF can capture merchants ships and send to home.

4. Add filter for Pilots in pool: Light Bombers, Medium Bombers, Heavy Bombers. For Navy and Army. Same filter for Pilots of seaplane and flying boats

5. Possibility to build railways and roadways (long and expensive, but possible)

6. Possibility search device, radars, guns like planes

7. AS must also refuel and reammo SS

8. More variaties conversion of ships.

9. and many ideas, but these are only dreams...

< Message edited by Edward75 -- 3/22/2018 10:25:32 AM >

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RE: What would you want in War in the Pacific 3? - 3/22/2018 12:23:07 AM   
trojan58


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Better AI

I for one get sick of seeing Air combat TF's with 1 CV and two DD's sailing into the teeth of enemy LBA and constantly getting destroyed.

I'd be happy if WITP-AE was just updated with better AI

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Submarines and Targets

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RE: What would you want in War in the Pacific 3? - 3/22/2018 5:28:30 AM   
adarbrauner

 

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quote:

ORIGINAL: trojan58

Better AI

I for one get sick of seeing Air combat TF's with 1 CV and two DD's sailing into the teeth of enemy LBA and constantly getting destroyed.

I'd be happy if WITP-AE was just updated with better AI



This is the single most difficult thing to implement, ever and forever

(in reply to trojan58)
Post #: 139
RE: What would you want in War in the Pacific 3? - 3/22/2018 9:53:32 AM   
RichardAckermann

 

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So true. You need to balance in the range of suicide/taking risks and getting the job done.

Edward75. Just write the dreams here, too. Won't hurt to have a good input of ideas. That what this place is for.


< Message edited by RichardAckermann -- 3/22/2018 9:59:09 AM >

(in reply to adarbrauner)
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RE: What would you want in War in the Pacific 3? - 3/22/2018 1:02:50 PM   
LeeChard

 

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5. Possibility to build railways and roadways (long and expensive, but possible)

I've long wanted to have this capability.
Maybe build the bridge over the river Kwai
There are also RR's that lead to nowhere that seem to serve no purpose but have an obvious destination.
I wonder if in the beginning the designers had this function in mind.

(in reply to Edward75)
Post #: 141
RE: What would you want in War in the Pacific 3? - 3/22/2018 1:07:25 PM   
btd64


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quote:

ORIGINAL: LeeChard

5. Possibility to build railways and roadways (long and expensive, but possible)

I've long wanted to have this capability.
quote:



A BIG PLUS ONE....GP

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RE: What would you want in War in the Pacific 3? - 3/22/2018 1:45:56 PM   
tarkalak

 

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The ability to make notes and alerts in game. And attach them to units, bases and turns.

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RE: What would you want in War in the Pacific 3? - 3/22/2018 1:57:09 PM   
RichardAckermann

 

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quote:

ORIGINAL: LeeChard

5. Possibility to build railways and roadways (long and expensive, but possible)

I've long wanted to have this capability.
Maybe build the bridge over the river Kwai
There are also RR's that lead to nowhere that seem to serve no purpose but have an obvious destination.
I wonder if in the beginning the designers had this function in mind.


I guess so. I'v added this construction ability to my game, but then you do need to add overlay graphics for both roads and RR, and they often do not fit right into the map picture, running in water on coastlines, etc. Not pretty, maybe that's why it was left out.


< Message edited by RichardAckermann -- 3/22/2018 1:58:04 PM >

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RE: What would you want in War in the Pacific 3? - 4/15/2018 5:53:36 PM   
FlyByKnight


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The option to bombard an enemy-held airfield. This would go hand-in-hand with a more expanded system of hex control, where after each day of combat, different units have to pass some form of 'range check' before their guns can shell the field. Might also need some kind of 'holdout' modifier to represent situations where the harassing units are hiding in the jungle and hard to find.
@RichardAckermann are you thinking of adding something like this to your pet project?

< Message edited by CharlieVane -- 4/15/2018 5:54:58 PM >

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RE: What would you want in War in the Pacific 3? - 4/15/2018 11:49:58 PM   
pnzrgnral

 

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I think something that should be included, and this could be easily modded to the existing game, is establishing & maintaining lend-lease support for the Soviet Union: the air bridge from Alaska to Siberia. During the war, thousands of single- and twin-engine aircraft were sent to the USSR via this air bridge. Bases to buildup, say to minimum airfield level 3, and some ports minimum 2, include Nome, Fairbanks, Anchorage, Whitehorse & Great Falls. Now why go to the effort? Failure to construct bases to these levels, and committing (engineer) resources to do this, by a given date should result in PP penalty. This would reflect negative Soviet feelings towards the US should the promised lend-lease effort not be attained. On the opposite hand, Japanese military action against any of these bases, resulting in interruption of the lend-lease flow, could result in accelerated Soviet activation against Japan. The existing game crudely models certain actions based upon real-world geo-political considerations of the time, primarily through the use of the PP system, so establishing and maintaining the lend-lease air bridge can easily be done, using existing resources in game, but new air base elements would need to be added to the database (Nome, for instance). Commence debate.

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RE: What would you want in War in the Pacific 3? - 4/16/2018 12:09:26 AM   
Alfred

 

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quote:

ORIGINAL: CharlieVane

The option to bombard an enemy-held airfield. This would go hand-in-hand with a more expanded system of hex control, where after each day of combat, different units have to pass some form of 'range check' before their guns can shell the field. Might also need some kind of 'holdout' modifier to represent situations where the harassing units are hiding in the jungle and hard to find.
@RichardAckermann are you thinking of adding something like this to your pet project?


Ahem ... cough ...

Enemy airfields can already be "bombarded" in AE. From land, air, and if located at an accessible coastal/riverine hex, naval forces.

Alfred

(in reply to FlyByKnight)
Post #: 147
RE: What would you want in War in the Pacific 3? - 4/16/2018 8:20:43 AM   
RichardAckermann

 

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Just for being clear about that: Bombardment by LCU can damage airfields and aircraft?

@CharlieVane: I am considering such a system, but it is difficult to implement, since I want all those AE mods to be compatible with my game.



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Post #: 148
RE: What would you want in War in the Pacific 3? - 4/16/2018 8:34:38 AM   
adarbrauner

 

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quote:

ORIGINAL: pnzrgnral

I think something that should be included, and this could be easily modded to the existing game, is establishing & maintaining lend-lease support for the Soviet Union: the air bridge from Alaska to Siberia. During the war, thousands of single- and twin-engine aircraft were sent to the USSR via this air bridge. Bases to buildup, say to minimum airfield level 3, and some ports minimum 2, include Nome, Fairbanks, Anchorage, Whitehorse & Great Falls. Now why go to the effort? Failure to construct bases to these levels, and committing (engineer) resources to do this, by a given date should result in PP penalty. This would reflect negative Soviet feelings towards the US should the promised lend-lease effort not be attained. On the opposite hand, Japanese military action against any of these bases, resulting in interruption of the lend-lease flow, could result in accelerated Soviet activation against Japan. The existing game crudely models certain actions based upon real-world geo-political considerations of the time, primarily through the use of the PP system, so establishing and maintaining the lend-lease air bridge can easily be done, using existing resources in game, but new air base elements would need to be added to the database (Nome, for instance). Commence debate.


I like very much the general idea,

but,

I think that anticipated soviet entry into war is more complicated than what you suggest, anyhow, yours is a possible addition;

(in reply to pnzrgnral)
Post #: 149
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