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How to improve the game... - 7/17/2004 7:15:43 PM   
TF 38


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Joined: 7/17/2004
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Add more sub-theatre scenarios (as opposed to playing the entire map).

TF 38
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RE: How to improve the game... - 7/17/2004 8:53:59 PM   
Platoonist


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Joined: 5/11/2003
From: Kila Hana
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I'm sure with a built-in editor somebody (smarter than me) will start building their own scenarios. I would love to see one covering just the Burma Theater...or the defense of the Phillipines .

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RE: How to improve the game... - 7/17/2004 8:55:45 PM   
Huskalator

 

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From: Kansas
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More streamlined interface.

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RE: How to improve the game... - 7/17/2004 9:27:46 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
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I agree the interface is "kludgy", but doubt it will change much. I wouldn't mind see-
ing variables that would allow you to play a single "role" everywhere on the map with-
out dealing with other roles. Like maybe COMSUBPAC..., which would allow you to
play all the subs without worrying about airplanes, grunts and the rest.

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RE: How to improve the game... - 7/17/2004 9:43:59 PM   
kev_uk

 

Posts: 288
Joined: 6/5/2004
From: South Wales, UK
Status: offline
Interface is 'smoother' than UV along with (some) with quicker response times. Disbanding TFs does take a wee bit longer mind

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RE: How to improve the game... - 7/17/2004 10:19:02 PM   
Grouchy


Posts: 1117
Joined: 9/26/2001
From: Nuenen, Noord-Brabant, Nederland
Status: offline
1. Improve the interface. The information is there but you have to click too many times to get it.

The recources all in one screen would be nice. Your different industry (engines for example) on one screen etc.


2. Much more important: improve the AI. Game has not much longlivety with the current one.

I understand the AI will not match a human, but right now it's pretty "inactive".
Main shortcommings i noticed are:

Huge concentrations at certain bases who just setup camp there and then well...just camp there. And this while locations in their sector are falling.

It' seems to miss the concept of advancing or deploying beyond the reach of friendly airpower.

Lost count of all the doomed TF's entering your air and sea ZOC's..two weeks later; new TF same result.

Bases that are under attack or are on the brink of falling: no evacuations of airgroups (or ships). Would be nice to see some of them to retreat and fight another day.

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RE: How to improve the game... - 7/17/2004 10:33:49 PM   
Crimguy


Posts: 1409
Joined: 8/15/2003
From: Cave Creek, AZ
Status: offline
I have a pretty simple request: a print button on the combat and intelligence summary pages. Like the print button on MS Word so you don't get a dialogue to select the printer - just a quick print to the default printer.

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Post #: 7
RE: How to improve the game... - 7/17/2004 10:52:37 PM   
hithere

 

Posts: 432
Joined: 4/13/2004
From: Atlanta
Status: offline
programable "hot keys" ie; <shift> + F2 to make F2 hawaii

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RE: How to improve the game... - 7/17/2004 11:35:19 PM   
kev_uk

 

Posts: 288
Joined: 6/5/2004
From: South Wales, UK
Status: offline
quote:

ORIGINAL: Grouchy

1. Improve the interface. The information is there but you have to click too many times to get it.

The recources all in one screen would be nice. Your different industry (engines for example) on one screen etc.


2. Much more important: improve the AI. Game has not much longlivety with the current one.

I understand the AI will not match a human, but right now it's pretty "inactive".
Main shortcommings i noticed are:

Huge concentrations at certain bases who just setup camp there and then well...just camp there. And this while locations in their sector are falling.

It' seems to miss the concept of advancing or deploying beyond the reach of friendly airpower.

Lost count of all the doomed TF's entering your air and sea ZOC's..two weeks later; new TF same result.

Bases that are under attack or are on the brink of falling: no evacuations of airgroups (or ships). Would be nice to see some of them to retreat and fight another day.


Agree with the resources point; instead of filtering through them all, seperate locations for a/c, armaments etc, plus if you click on the location where produced, it takes you there (save a lot of time).

AI: well, it really is the same as UV in its predictability. Playing PBEM is the way to go unfortunatly (which is what I am doing), but inbetween turns I like to play against the AI as well, and there are many folk who dont do PBEM. So that I think really needs to be addressed. Team up with SSG !

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Post #: 9
RE: How to improve the game... - 7/18/2004 12:38:40 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
Just to let you know there is a wish list thread pinned at the top. It is where I will be looking to add items to the wish list.

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


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Post #: 10
RE: How to improve the game... - 7/18/2004 1:06:27 AM   
Vaevictis_386

 

Posts: 103
Joined: 7/14/2004
Status: offline
For logistics help, something to tell you how many resources per day/week or month are arriving at a basevia the ground transport net, and how many resources per month from CS convoys.

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Post #: 11
RE: How to improve the game... - 7/18/2004 3:04:15 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
I'm going to lock this thread before any good suggestions get lost. I don't want to get two or more wish list started.

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


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Post #: 12
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