Posts: 614
Joined: 5/20/2000 From: San Diego, CA Status: offline
Well, as Kid says this is the wish list and not the bug list, I will add a few but please FIX the bugs and OOB issues FIRST.
1. I'd like to be able to have table/screen showing all aircraft production by base and what its producing. Having to go from base to base in order to see what's being made where is a chore.
2. An expansion of the above, just have a selectable table/screen for all production by base, so you can see it all at once instead of having to get a pad of paper and right is all down. I know in PacWar there was a list of resources by base screen.
Added to list
< Message edited by Kid -- 8/10/2004 2:26:18 AM >
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"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant
It would be nice for the user to give the scenario a specific name when he launches a new one. This name could be added to the Intel and Combat reports files. Next step would be to add the date of the report to the file name to keep a better history. Probably a preferences switch to enable/disable this kind of history.
Even better would be to keep track of all those reports ingame in a kind of a database. Wouldn't it be nice to click on an enemy base and you could check all the intel you ever got about that base...
A way of toggling the hex grid numbers on and off on the map.
I second that. I really need it, when I want to enter the DH of a TF, e.g. I want to send 5 subs laid out in line in the assumed path between two enemy bases.
Another one: I would like to see my already planned missions or missions under execution, something like vectors between home base and DH.
How about assigning the correct type leaders to air firmations especially on the US airgroups.....right now bomber commanders are in charge of fighters and vice versa. Check out scenario 15 and see the initial setup of the commanders of the formations.....happens a little with British and Aussies but less so there than the US folks. No apparent problems with the Ducth as I see.
Automatic Convoys: - Bases need to request supply sooner. Maybe raise the default levels a tad? - Let me set supply/fuel target levels for a base. I'd like to set Pearl and Brisbane to 250,000/250,000 and let the auto-convoys do the work.
I'd like to endorse these two points in the strongest manner possible.
Also, please fix the map name spelling errors! Seeing, for example, Lokai instead of Lanai, Nihau instead of Niihau, and Johnson instead of Johnston takes a lot away from the game. Not a wish
< Message edited by Kid -- 8/10/2004 2:28:31 AM >
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Posts: 3652
Joined: 3/17/2004 From: England Status: offline
Can we have a LCU stacking limit please? Right now you can stuff 75 divisions into one small atoll ...
Can lead to unrealistic ground combat results.
We really thought about this one the entire time we were testing and there was just too many problems associated with trying to get this to work. Sorry. look on th ebright side. If your enemy puts 75 divisions all in one place, then you can take everthing else.
Posts: 614
Joined: 5/20/2000 From: San Diego, CA Status: offline
quote:
ORIGINAL: pablomagno
The turn cycle and a combat replay
You indicated a reply to me, I don't understand your comment?
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"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant
Posts: 614
Joined: 5/20/2000 From: San Diego, CA Status: offline
quote:
ORIGINAL: CoffeeMug
quote:
ORIGINAL: Point Luck
A way of toggling the hex grid numbers on and off on the map.
I second that. I really need it, when I want to enter the DH of a TF, e.g. I want to send 5 subs laid out in line in the assumed path between two enemy bases.
Another one: I would like to see my already planned missions or missions under execution, something like vectors between home base and DH.
Cheers,
CoffeeMug
Another big yes on this feature!
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"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant
Posts: 614
Joined: 5/20/2000 From: San Diego, CA Status: offline
quote:
ORIGINAL: Kid
We have been concentrating on bugs. I will go through this thread in the next few days and decide what to add to the list.
I know you guys would do that, I just wanted to mention it so that people would recall that is top priority over 'nice to have' features.
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"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant
Posts: 24082
Joined: 6/7/2001 From: Zagreb, Croatia Status: offline
NOTE: Since this thread is selected as "special" I will repeat my wish(es) here...
Hi all,
I got my WitP yesterday and I only quickly read the manual (don't ask me when I went to bed last night) but I think I didn't see and change regarding TF refuel/rearm in WitP compared to UV...
TF Rearming (replenishing ammo)
Right now (as far as I know now) any TF can rearm (replenish ammo) all guns (all calibers) in any size port.
IMHO this is not OK and should be changed.
Since we have the torpedo load restrictions and mine load restrictions why not add the restrictions for different guns (based on gun caliber)?
Why not add restriction that depending of port size only certain gun caliber ammo can be rearmed?
Port size 1-2: Ammo for below 5" caliber
Port size 3-4-5: All previous + ammo for above 5" caliber
Port size 6-7-8: All previous + ammo for above 8" caliber
Port size 9-10: All previous + ammo for above 10" caliber
TF Refueling
Right now (as far as I know now) any TF can refuel at any speed (i.e. take same amount of fuel) in any size port.
IMHO this is not OK and should be changed.
Why not add restriction that depending of port size the refuel takes more OPs (operation points) and thus take more time in smaller port size?
For example the 15 ship TF totally empty would be able to refuel fully in port size of, let's say, 6 and spend maximum number of OPs (operation points) but that same TF in port size of, let's say, 2 would only load 33% of fuel.
What do you say gentleman?
Matrix/2By3: any hope for this in some future WitP patch?
Posts: 1233
Joined: 5/17/2002 From: Philadelphia, PA Status: offline
quote:
Why not add restriction that depending of port size only certain gun caliber ammo can be rearmed?
Port size 1-2: Ammo for below 5" caliber
Port size 3-4-5: All previous + ammo for above 5" caliber
Port size 6-7-8: All previous + ammo for above 8" caliber
Port size 9-10: All previous + ammo for above 10" caliber
These brackets seem slightly too restrictive, but I'd love to see something along these lines. Great idea!
Maybe destroyer tenders in a size 1-2 port could allow it to rearm its guns as well. Same with an AS letting subs rearm their deck guns. The presence of an AE should allow any size gun to be rearmed.
< Message edited by The Gnome -- 7/15/2004 10:20:55 AM >
Posts: 1233
Joined: 5/17/2002 From: Philadelphia, PA Status: offline
I won't count these as bugs, but more as annoyances, so I'll lsit them here. Clicking the following buttons causes enough delay to be a distraction: - TF Destination - TF Follow - TF Home Base - LCU March To - LCU Future Objective - Aicraft Transfer to base
These are actions we do often within a turn of planning and the 2-5 second delay can really ruin a train of thought - as well as add up. The interface for the most part is very smooth and fluid, and a real joy to use. If this could get cleared up it would be a real boon!
Posts: 2301
Joined: 7/4/2003 From: Seoul, Korea Status: offline
quote:
ORIGINAL: The Gnome
quote:
Why not add restriction that depending of port size only certain gun caliber ammo can be rearmed?
Port size 1-2: Ammo for below 5" caliber
Port size 3-4-5: All previous + ammo for above 5" caliber
Port size 6-7-8: All previous + ammo for above 8" caliber
Port size 9-10: All previous + ammo for above 10" caliber
These brackets seem slightly too restrictive, but I'd love to see something along these lines. Great idea!
Maybe destroyer tenders in a size 1-2 port could allow it to rearm its guns as well. Same with an AS letting subs rearm their deck guns. The presence of an AE should allow any size gun to be rearmed.
Good idea and let me second the idea on AE ships nullifying the requirement.
Two other points:
1. How about allowing flexible aircraft upgrade paths? I've got useless Wirraway squadrons and will have to wait months until Boomerangs come off the line, when I could be replacing them with Spits or Hurris. Ditto the Fulmar, and probably others.
2. If you have a transport TF heading from San Fran to Noumea, how about automatically routing it well away from Tarawa and Kwajalein? As it is, I have to set the home to Noumea and pick a spot due east of Noumea as the DH.
Posts: 1233
Joined: 5/17/2002 From: Philadelphia, PA Status: offline
Couple more ideas after playing last night, mostly about being able to look at the map and get a better window on what's going on.
- Would like to see a symbol on the base's hex to signify the following: Oil, Resources, HI, shipping.
- Show the resource level on mouseover. added to list
- Would like to see a little lightning bolt symbol on the hex if it was included on the sigint report. Hover the mouse over the symbol and you would see the report. For example in the sigint report you might see a line item of "4th Fleet setting Wake Island as its objective". I'd like to see a little lightning bolt on the map at Wake Island and see that message on mouseover. added to list
- Would like a slightly larger base flag for bases with a combined port and airfield size greater than or equal to 10. This would show the major bases at a glance.
I have a faster computer and I agree the combat resolution is lengthy. I love the game, but streamlining the processing would be nice if it doesn't compromise the mechanics, if feasible in a future release.
From the TF list would like to go to the task force's location on the tactical map when I select a TF, at sea doesn't help
It does that now
Grid numbers would help if ther were an option to toggle display of them on the Tac Map
Already on the list
Is it possible to filter ship list by type, I haven't figured out how to do this yet, same for bases by Air or Port size. Yes by using the filtes at the top of the information screen
List all ships in port (anotherwords just those not assigned to TFs) sort by location
Posts: 1233
Joined: 5/17/2002 From: Philadelphia, PA Status: offline
Had an idea for a Fighter Patrol Mission. It works similar to a cross of the LR CAP and patrol missions. -Can intercept transport aircraft within the patrol range like LR CAP -Can spot/attack naval units within the patrol range like patrol mission -Chance to add to the cap of TF's/Bases within the patrol range (simulates encountering the strike while on patrol). -Chance to encounter opposed patrol resulting in aircombat.
Have too many memories of Baa Baa Blacksheep going through my head today lol.
simplified interface for production for jap player... all home base .. automatically adjusts levels based upon input, ie raise troops , stop making judy;s concentrate on r@d etc
Posts: 254
Joined: 5/3/2001 From: Bainbridge Island, Washington Status: offline
How about a simple interface addition: the ability to use "cntl-left click" (or some other method) to select multiple units, and then give them the same order?
Couple more ideas after playing last night, mostly about being able to look at the map and get a better window on what's going on.
- Would like to see a symbol on the base's hex to signify the following: Oil, Resources, HI, shipping. Show the resource level on mouseover.
- Would like to see a little lightning bolt symbol on the hex if it was included on the sigint report. Hover the mouse over the symbol and you would see the report. For example in the sigint report you might see a line item of "4th Fleet setting Wake Island as its objective". I'd like to see a little lightning bolt on the map at Wake Island and see that message on mouseover.
I was also thinking about requesting these.
Another thing. This one seems so simple and basic that I can't believe it wasn't included to start with. A message when a TF reaches its destination! When you have 100+ TFs wandering around it is way too easy for forget about that transport you sent off to load up on oil before the Nips overrun the base.
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