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RE: Ideas for change regarding TF refuel/rearm dependin... - 7/17/2004 1:06:26 AM   
jcjordan

 

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Since the long campaign can go into 46, would like to see some of the more advanced types of a/c like the F7F Tigercat, P80 Shooting Star , also the C46 & C54 transports maybe Dragon Rapid too, mostly the C46 as it was used extensively - lose the Lysander as it's usage was very little & not as a FB as in the game. Midway class CV. Can't speak much about the IJ types but they would probably had their version of the ME262, forget what it's called. For the Top Pilots list to work like in UV & actually work right (yep I'm anal rententive control freak )
If the Allies are doing bad enough for the game to go into 46, all these types would be coming into play.

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Post #: 151
RE: wish list for patch - 7/17/2004 4:40:48 AM   
Gneisenau

 

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I have found out that by hitting the Esc key during the execution phase greatly speeds up the turn.

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RE: wish list for patch - 7/17/2004 4:55:56 AM   
Gneisenau

 

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It would be nice to add the full ship type-name into the "View Ship Database" portion of the game. When playing the game I sometimes forget what certain ship types are (ex: AD). When one goes into the Database portion it will only say "AD" when it would be nice if it said "AD - Auxillary Destroyer Tender". I realize that the appendicies cover all the info but it seems the Ship Database should list this also.

Already on the list.

< Message edited by Kid -- 8/10/2004 2:59:26 AM >

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Post #: 153
RE: wish list for patch - 7/17/2004 6:31:59 AM   
The Gnome


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quote:

ORIGINAL: Gneisenau

It would be nice to add the full ship type-name into the "View Ship Database" portion of the game. When playing the game I sometimes forget what certain ship types are (ex: AD). When one goes into the Database portion it will only say "AD" when it would be nice if it said "AD - Auxillary Destroyer Tender". I realize that the appendicies cover all the info but it seems the Ship Database should list this also.


Yah rule #1 of post DOS/terminal GUI design: don't make the user look up arbitrary codes - display something meaningful.

(in reply to Gneisenau)
Post #: 154
RE: wish list for patch - 7/17/2004 7:02:42 AM   
Cmdrcain


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quote:

ORIGINAL: Cmdrcain

Maybe Missing something but if not I think theres a Need for a "support" Mission.

Some ships not sure how to use to get the effects they
have like the AR, AS, etc ships... In port, Docked at Port, in the hex, or in a TF but then what type TF..

I tried putting a PBY squad at French Frigate Shoal, with a AV ship
there, but never mind theres an Seaplane Tender there, they sit there without any useable.

Now a PBY lands on water, an AV should be able refuel it and all, fact is AV's and other support ships should have a Support TF mission, where their special abilys come in play, seaplanes like Pbys should be able land even on a water hex ;-0)) Where an AV is..

Anyway a Support mission/TF which would enable the ships would make more sense, then DD's at a location could easy be supported by AVD's and AR's in a support TF would repair ships at sea in the hex (support could follow a TF with damaged ships)

Otherwise need clearer explained how Av, Ar, AVD, AGP etc can work in port and outside a port...


Update on this, I put supplies/fuel in at French Frigate and the parked AV and now the Planes show as ready, hopefully also actually searching

Before then they were parked showing damaged.

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Post #: 155
RE: LCU stacking limit - 7/17/2004 7:14:56 AM   
Cmdrcain


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quote:

ORIGINAL: Captain Cruft

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.


Umm thats too true, I thought and expected that Grigsby would have learned and Matrix heard from the Original games feedback that we did not want the old games stack problem in a new one.

An atoll type should have some limit like X number of Divisions , rgts, etc alone or mixed.

And a Limit on how much can unload at such in attacking so japanese cant unload like 10 divisions vs 2 divisions on a mere atoll

In the Original Game
As Japan I used take like Midway and put enough LCU on it to give me 1500-2000 strength, when allied AI came to play I chewed up its effoers to land... ridiculous since that represented like 6-8 divisions on that bitty land.

Islands also need limits you cant have 75 divisions on an island, not even Pearl, since Japan is an Island perhaps a special Island type for some of the bigger ones that would allow large numbers but islands like Hawaii, Suva, Java, should have reduced capacity.

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Post #: 156
RE: Ideas for change regarding TF refuel/rearm dependin... - 7/17/2004 7:20:09 AM   
Cmdrcain


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quote:

ORIGINAL: Commander Cody
quote:

ORIGINAL: The Gnome

quote:

Why not add restriction that depending of port size only certain gun caliber ammo can 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.

CC


Point #2 is why theres people asking for Way points

Way points would allow you to set multiple DH's so set a path to travise ending at last waypoint set.

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Post #: 157
RE: Ideas for change regarding TF refuel/rearm dependin... - 7/17/2004 7:29:37 PM   
The Gnome


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A message stating the following:
"You do not have enough transports to load the entire unit. Do you want to proceed? (y/n)".

That would save so much frustration.

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Post #: 158
RE: Ideas for change regarding TF refuel/rearm dependin... - 7/17/2004 7:44:01 PM   
CommC

 

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Another thing I would like to add to the wish list (which should be fairly simple to code) is multi-hex patrol zones for ASW TFs and submarines. This could also be extended to surface combat TFs, although I don't want to open any cans of worms.

Already on the list

< Message edited by Kid -- 8/10/2004 3:08:51 AM >


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RE: wish list for patch - 7/18/2004 12:57:13 AM   
hithere

 

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programable "hot keys" ie; <shift> + F2 to make F2 hawaii to move around the map quicker....clicking on the mini map is ok but it is not exact

added to list

< Message edited by Kid -- 8/10/2004 3:10:24 AM >


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RE: wish list for patch - 7/18/2004 1:25:58 AM   
BartM


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Downloaded the game last night :) no sleep... so please excuse any repeats...

I love alot of the ideas here, I do have a couple used from the first PAC game...

1. Creating task forces, would like more detail on the ships I am adding... instead of just right clicking and getting a small line of text of the ship, perhaps a larger screen from clicking detailing the ship...

2. Leaders... in the first game, it became daunting to sort them out, adding bad leaders to ghost TF's so you can shorten the list.... A filter for leaders screen... F (fighter) FB (figher bomber) DB (dive bomber) B (bomber) ... etc.. whatever would shorten the list of clicking each leader until you find a bomber leader... or carrier... so on

already on the list

3. Global production... the old "UTILS" tab had your pools,. what was being produced where, your Industry, all one click away, and easy to locate, adjust..

Personally, I still play PAC :) love it to death, and know I will not be sleeping for many months with this game..

Thanks again

< Message edited by Kid -- 8/10/2004 3:12:28 AM >

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Post #: 161
RE: wish list for patch - 7/18/2004 1:29:01 AM   
BartM


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oh thought of another...

the old "circles" where combat took place, either land or sea.... and have your combat results displayed there, instead of each single combat taking place... as it stands, you either get to see combat results or your dont.

click on the circle (lightning bolt) what have you now adays :) and see what took place.

(in reply to Germ29)
Post #: 162
RE: Ideas for change regarding TF refuel/rearm dependin... - 7/18/2004 2:11:02 AM   
Grouchy


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Posted this in another thread as well but was told this was the right thread to post in.

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.
Already on the list


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.

< Message edited by Kid -- 8/10/2004 3:13:40 AM >


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RE: Ideas for change regarding TF refuel/rearm dependin... - 7/18/2004 2:13:43 AM   
MadDawg

 

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Just to add a couple of game play (as opposed to interface, etc) ideas that i think could really add to game


** Ability to target a task force with air unit or *prioritise* target type (WOULD BE VERY USEFUL)

This wasnt such a problem in UV, but with the stronger AA fire and planes able to make otherwise suicidal runs in WITP it is. Often I am seeing air units target surface groups, only to be destroyed by heavy AA fire, whilst totally ignoring relatively undefending troops ships in the area that will soon be landing troops at their base. This is particually a problem for the Japanese player later in the war as they have very limited pilots and the allies early in the war when planes arent all that commen.

A system where you could either target a particular task force individually or more simply designate air groups to prioritise 'soft' (AP's, AK's) or 'hard' (CV's, BB's) targets would be very useful and allow for more tactical play.


** Blockading task forces

Thought Id mention this here. It would be great if a task force that has been stationary for more than one turn could be considered to be 'on station', and have a chance to attack any task force *passing through* its hex. This would allow players to blockade straights in the game or try and intercept enemy surface and transport fleets before they arrive at a base.

Already on the list

** Waypoints

Again, this wasnt a problem all that much in UV, but in WITP its significantly more so. The ability to give units even just 1 waypoint would allow for much more flexability when order ****s around enemy air units, etc.

Never going to happen

** Bombard Groups with DD's

Id like to see Bombadment groups with DD's pull back if they are taking coastal gun fire and just use the BB's and CA's guns. Currently you have to break off a seperate BB task force to do this which opens them up to submarine and air attack (due to them loose the destroyer escort)

Added to list

Thanks for listening!
Dawg

< Message edited by Kid -- 8/10/2004 3:17:08 AM >

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RE: Ideas for change regarding TF refuel/rearm dependin... - 7/18/2004 3:00:20 AM   
siRkid


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quote:

ORIGINAL: CommC

Another thing I would like to add to the wish list (which should be fairly simple to code) is multi-hex patrol zones for ASW TFs and submarines. This could also be extended to surface combat TFs, although I don't want to open any cans of worms.


What is on the list is an option that would work a lot like the Continuous Supply option except it would be Continuous Patrol for ASW. The ASW TF would be given a DH and it would patrol back and forth between that hex and its homeport. Because submarine contact is checked for each hex, the ASW TF would be "patrolling" each hex it passes through.

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RE: Ideas for change regarding TF refuel/rearm dependin... - 7/18/2004 3:38:13 AM   
TF 38


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Hello everyone,

I'd like to see more intra-zone campaigns developed for the game, like ones for MacArthur's return to the Philippines in 1944 or the battle for the Aleutian Islands.

I'd also like to be able to assume the role of theatre submarine commander and have the AI runs the rest of the war for me!

TF 38

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Post #: 166
RE: wish list for patch - 7/18/2004 11:38:56 AM   
Iron Duke


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Hi

maybe not doable as a patch ? but I'd like to see a change in how aircraft upgrade.

At present a/c upgrade by slot number in the Database i.e slot 077 upgrades to slot 079 , upgrades to slot 081 etc
this is very restrictive and does not allow for any branching out of a/c type i.e bomber to fighter, bomber to transport .( can change default upgrade path once , but only the 1st upgrade that unit does)

Why cannot the a/c upgades be accomplished by 'refitting/upgrading' the squadron/group just like the ships are upgraded during the game? OK so the squadron/groups will have anything from 1 to 6 enteries in the database to represent the historical changes of a/c that they go through(more work for who ever does the database) but it will keep the force levels more historical as the game plays towards 1945.

cheers

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Ideas for rangefinding and HEXes covered on map... - 7/18/2004 12:07:58 PM   
Apollo11


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NOTE: Since this thread is selected as "special" I will repeat my wish(es) here...

Hi all,

With many _GREAT_ new features in WitP (compared to UV) we now, more than ever, need to know exact distances from one place (HEX) to another...


The "MAX Range" buttons for air squadrons are _FANTASTIC_ but range circles for selected squadron do not change when you alter the "MAX Range".

Therefore, essentially, player has no clue how far his squadrons would fly and what HEXes those user selected ranges include.

The only thing he can do is manually count HEXes moving his finger over screen (and that is, believe me, tiresome and "dirty")...


So... what can be done here...


IMHO, just one thing - give user tools for rangefinding and HEXes covered on map!


#1 Rangefinding tool

User presses some combination on keyboard (something like CTRL+R) and the cursor changes over map indicating that tool is activated.

User can then select HEX he wants with mouse click and rangefinding tool is started. When he moves the mouse the line is drawn (centered on HEX user first selected) indicating how far he is from that start HEX (above drawn line there is number measuring range of HEXes and in nm).

added to list

#2 HEXes covered tool

User presses some combination on keyboard (something like CTRL+A) and the cursor changes over map indicating that tool is activated.

User can then select HEX he wants with mouse click and HEXes covered tool is started. When he moves the mouse the transparent circle is drawn (centered on HEX user first selected) indicating HEXes covered range measuring from that start HEX (in the center of circle there is number measuring range of HEXes and in nm).

added to list

What do you think gentleman?

Matrix/2By3?


Leo "Apollo11"

< Message edited by Kid -- 8/10/2004 3:22:02 AM >

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RE: Ideas for rangefinding and HEXes covered on map... - 7/18/2004 4:50:51 PM   
GBirkn


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Two suggestions, based on an episode that had me pulling my hair out yesterday (apologies if these are already in the list):

1) When the player clicks on the "unload cargo/troops" button on the TF display, that should override the "do not unload" setting, and reset it to "unload cargo".

2) The TF display should not say "TF is docked at [port], unloading" if the TF is not actually unloading (as when "do not unload" is set), it should just say "docked".

Reported as bug

< Message edited by Kid -- 8/10/2004 3:24:37 AM >


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RE: Ideas for change regarding TF refuel/rearm dependin... - 7/18/2004 5:47:42 PM   
Blackhorse


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quote:

ORIGINAL: MadDawg

Just to add a couple of game play (as opposed to interface, etc) ideas that i think could really add to game


** Ability to target a task force with air unit or *prioritise* target type (WOULD BE VERY USEFUL)

** Blockading task forces

** Waypoints

** Bombard Groups with DD's

Thanks for listening!
Dawg


I just want to second all four of Dawg's excellent suggestions . . . especially the first two.

If the player can control the altitude of each aircraft squadron, he ought to have some ability to direct the types of targets that they engage, or at least apply restrictions to avoid suicidal missions.

In a game of this detail and scope it boggles my mind that naval surface interceptions are still determined the old Pacwar way -- after all movement has been completed -- allowing advancing fleets to blithely ignore blockaders, or fleets guarding straits, so long as they do not "end the turn" in the same hex. From what I've read in this forum it would be a major coding effort to rectify this (IMHO) egregiously bad game design choice. Dawg's suggestion may be more practical -- in any event, some sort of fix should be a priority for a patch.

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Wish List - 7/18/2004 8:23:05 PM   
pad152

 

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Kid

I’ve consolidated all of my requests in one list, some old, some new. Just to make it easier for you to find the good stuff

Requests:

1. Add a delete save file to the save data screen. There is going to be a ton of save files with this game.

2. Add a next /previous button to the data screen in the on-line database when viewing planes, ships, etc.

3. Ability to disband PT boats, where they will show up back in PT pool, say 60 - 90 days later. There are lots of groups of one or two PT boats all over the map and it’s hard to get them where you want because of the short range. It’s a complete waste of using a tanker for 2 wks to move PT boats around the map.

4. Add a star next to the name of HQ’s that are restricted, in the change HQ screen, so players do waste PP’s to change a unit from one restricted HQ to another.

5. Recon – ability to send a recon mission to a specific TF and any hex, currently only recon a hex with a base or land unit in it.

6. A new arrival button in the intel screen that will show a list of newly arrived units and locations. New units show up all over the map, and you may miss the arrival message because of all the other info.

7. Show damage level and low ammo (change color) in the list ships screen, to make it easy to find damaged ships and ships/subs with low on ammo!

8. I use to think land combat was too simplistic, but now I think it's reporting of land combat that's too simplistic. I would like to see more favor(detail) to Land Combat Reports.

Example
--------------------------------------------------------------
Ground combat

Japanese Deliberate attack

Attacking force 22235 troops, 243 guns, 17 vehicles
33rd Division

Defending force 11934 troops, 75 guns, 1 vehicles
2nd Burma Rifle Brigade

Japanese assault odds: 0 to 1 (fort level 0)


Japanese ground losses:
33rd Division
----------------------
152 casualties reported
152 - IJA Inf
7 Guns lost
3 - 3in Mortor
4 - 70mm Inf Gun
Vehicles lost
1 - Type92 Tankette

Allied ground losses:
2nd Burma Rifle Brigade
----------------------
417 casualties reported

207 - CW Rife Inf
190 - CW Eng
30 - Support Units
6 Guns lost
3 - 3in Mortor
3 - 57mm AT Gun



9. Display ETA in the TF/ship screen, I’m tried of calculating 122 hexes/2 hexes per day = 61 days.

10. Waypoint or offset where a ship/TF will go to the waypoint/offset hex first before proceeding to its destination. Just setting a destination for a ship or TF it will too often sail to close to enemy held bases.

11. Display aircraft range in hexes instead of endurance in the aircraft database.

12. Add equipment/ground loss to intel screen to show loss of ground units and equipment, so the Japanese player will know what is being lost and when to adjust equipment production.

13. Option set message delay (on/off) - (Auto Esc Key) when the AI is processing turns.
Right now your have to press the Esc Key during each turn. This should help speed this up!

14. Reduce the number of escorts that attack subs (1 or 2), it’s unrealistic to have every ship in TF conduct attacks on a single sub!

15. Reduce the effectiveness of allied subs for the first 3 or 4 months of the war. US subs were historically very ineffective in the early part of the war.

16. Provide a way to show if Air groups or LCU’s are in command (range) and receiving benefits/replacements from HQ’s.

17. Ability to preview ship upgrades, like the show TOE for land units.

18. Click on items in the Operational Report , Ability to click on items in the operational report that takes you to that location on the map. It's no fun having to scroll all over the map trying to find that TF spotted move southwest at location 37,67, the map is just to big for this.

19. Beef up the Japanese AI in China, in the 4 months of the campaign the AI has done little or nothing in China!

20. Automatically turn off Add Replacements to LCU when they are being loaded on TF's, this seems to cause split LCU showing up after the TF leaves port.

6 of the above were added to the list - Note I will publish the list

< Message edited by Kid -- 8/10/2004 3:36:48 AM >

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RE: Wish List - 7/18/2004 8:34:04 PM   
Warspite**

 

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I don't know if its been mentioned, but get rid of the plane upgrade paths and let me upgrade squads with what I want to upgrade them with. Kind of makes the production system pointless. Make it toggleable (is that a word) so purists can keep it historical.

(in reply to pad152)
Post #: 172
RE: Wish List - 7/18/2004 8:39:38 PM   
Black Cat

 

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Sorry if this has been mentioned, or I`m missing it in the Game, but some way to identfy leaders in the Lists who are currently already assigned to ships, TF`s Air Units, etc.

I spend a lot of time with the Leader functions and often end up changing a high quality leader who is already assigned, to another unit, when I thought he was not already in a job.....if that makes any sense

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Post #: 173
RE: Wish List - 7/18/2004 9:47:03 PM   
freeboy

 

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quote:

I don't know if its been mentioned, but get rid of the plane upgrade paths and let me upgrade squads with what I want to upgrade them with. Kind of makes the production system pointless. Make it toggleable (is that a word) so purists can keep it historical.
]


I am sure there are many out there whoo want greater ij control.. I do as well, but to what degree.. ie fighter dive bombers 2 engine 4 engine restrictions on the above comment kind of make sense.. but it doesn't stand to reason that a fighter 1 eng group could easily transition to anouther plane out of the historical path.. so a modified ditto [:D

< Message edited by freeboy -- 7/19/2004 3:48:59 AM >

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RE: Wish List - 7/18/2004 11:05:16 PM   
siRkid


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quote:

NOTE: Since this thread is selected as "special" I will repeat my wish(es) here...


Thats why its pinned at the top.

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Post #: 175
RE: Wish List - 7/19/2004 12:07:41 AM   
Grotius


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I'd like to see the computer select more sensible destinations for crippled TFs. Right now it defaults to the home base, even if there's a suitable port closer by. It does this for both the AI and the human player. (At least I think it does; please correct me if I'm mistaken.) For me, the human player, this isn't the end of the world; I can manually change and re-change the home base as a TF passes through different waters, though that's tedious.

But the AI really needs help getting its crippled ships to port. Is it programmed to send them to the nearest large port? I keep reading reports that it's not, and in my own game against the AI, I'm pretty sure I see crippled ships sinking in mid-ocean when they could've docked at a size 3+ port.

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RE: Wish List - 7/19/2004 12:47:31 AM   
Bill Durrant


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How about....

When you click on a base, TF, unit from the list the map then centres on what you've clicked on

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RE: wish list for patch - 7/19/2004 1:04:02 AM   
MJLHistory

 

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From: Orange County,Ca
Status: offline
I Hate To Complain But, What Is Giving Me A Real Headache Are The To Small Of A Font Size Messages!!! Is There A Way To Increase The Font Size? Please Consider Increasing The Font Size.

(in reply to Aelbric)
Post #: 178
RE: wish list for patch - 7/19/2004 1:06:48 AM   
andytimtim


Posts: 150
Joined: 7/15/2004
From: Livingston, Scotland
Status: offline
this has been mentioned so many times...so i thought id bring it up again!!, so when i start to play the game id love to see which ship sunk who!!

(in reply to MJLHistory)
Post #: 179
RE: wish list for patch - 7/19/2004 1:27:20 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
quote:

RE: wish list for patch (in reply to Aelbric)




I Hate To Complain But, What Is Giving Me A Real Headache Are The To Small Of A Font Size Messages!!! Is There A Way To Increase The Font Size? Please Consider Increasing The Font Size.



agree, maybe the pop ups could be larger.. and the area in the map larger.. maybe two settings.. standard and zoom out

(in reply to andytimtim)
Post #: 180
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