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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Page: [1]
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- 9/17/2003 11:02:31 AM   
Snigbert

 

Posts: 2956
Joined: 1/27/2002
From: Worcester, MA. USA
Status: offline
I agree, waypoints would be nice. Sometimes a path will go around an island the opposite way I would like it to, for example. But the distance is short enough that it will get there in a turn so I can't do much about it.

Hopefully control of TF speed in WitP will help with this problem.

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(in reply to Tristanjohn)
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- 9/24/2003 1:52:05 AM   
tiredoftryingnames


Posts: 1919
Joined: 12/10/2001
From: Chesapeake, Virginia
Status: offline
[QUOTE=Tristanjohn]Extremely well stated.

I might add a nicety: a mouse click to designate a rendezvous hex accessible by all friendly TFs.

There needs to be no limit on how many hexes of a given route may be selected as waypoints: if an intended course requires a transit of 57 hexes or 116 hexes the player should be allowed to specify each and every one of those hexes for his TF.[/QUOTE]

First I'm all for waypoints. But, every hex really wouldn't need to be a waypoint. A few waypoints is all you would need to plot a course with the automatic path system filling in the rest between those points. The number of hexes isn't important as the number of waypoints. I've suggested waypoints several times for UV and WITP and from what I've tested you wouldn't need anymore than 5 on the WITP map. That would be plenty to plot a course from the West Coast to any destination within range of most ships. A southern route from San Francisco to Brisbane avoiding all Japanese bases and normal sub patrols needs just 2 waypoints along it's route not counting the final destination point. That's alot of hexes, but clicking 50 to 100 waypoints would just be wasting your time when you would be clicking the same empty ocean hexes between the waypoints as the AI would pick.

(in reply to Tristanjohn)
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