Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

What do you want to see in WITP II?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> What do you want to see in WITP II? Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
What do you want to see in WITP II? - 9/14/2005 6:38:28 PM   
doktor1957

 

Posts: 134
Joined: 6/6/2004
Status: offline
I'm hoping that WITP II will be a reality some day. WITP I is the most enjoyable wargame I have ever played. I play like a fiend for three months, go on to something else (Rome: Total War, Vampire: The masquerade, etc.) but I always return. Taking what we've learned from the game, what could a possible sequel do differently?

I'd like to see a TF screen interface as in Harpoon, so I could place ASW and AAW assets, then the combat animation could show the enemy aircraft engaging the screening units, moving inward, towards the high value targets. It might be quite dramatic.

I'd also like to see a more detailed damage interface. Engineering hits, ammo hoists, electrical central. You could have a schematic view of each ship (probably pretty memory intensive).

Anyway, those are my thoughts. Any others?
Post #: 1
RE: What do you want to see in WITP II? - 9/14/2005 7:00:07 PM   
TulliusDetritus


Posts: 5521
Joined: 4/1/2004
From: The Zone™
Status: offline
From what they said (if I remember correctly) WitP II will be only for PBEM. Since I don't play that, I don't know. I am waiting for War in Russia though

Oh well, I would say perhaps: "I'd like to see naked geishas/starlettes"

< Message edited by TulliusDetritus -- 9/14/2005 7:01:31 PM >

(in reply to doktor1957)
Post #: 2
RE: What do you want to see in WITP II? - 9/14/2005 7:25:14 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
No one of any real import at Matrix has ever said anything about WITP II. Frag posted a poll on his own (not an official Matrix poll) asking if people would be interested in a PBEM version, but I seriously doubt that the economics would support a PBEM only project. WITP was a very involved project, fairly expensive to make (for a wargame). I do not picture any effort at a WITP II in the forseeable future. Maybe in another ten of fifteen years the guys who make up 2by3 might forget their frustrations with WITP and decide to revisit the idea.

I hope that I'm wrong, but I don't think so...

_____________________________

fair winds,
Brad

(in reply to TulliusDetritus)
Post #: 3
RE: What do you want to see in WITP II? - 9/14/2005 7:31:56 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Better graphics and animations - like some South Pacific girls waving when a recon flight passes over...

< Message edited by LargeSlowTarget -- 9/14/2005 7:33:38 PM >


_____________________________


(in reply to bradfordkay)
Post #: 4
RE: What do you want to see in WITP II? - 9/14/2005 7:40:51 PM   
Brausepaul


Posts: 484
Joined: 8/11/2004
From: Braunschweig, Deutschland
Status: offline
A better user interface.

(in reply to doktor1957)
Post #: 5
RE: What do you want to see in WITP II? - 9/14/2005 7:48:07 PM   
jay102

 

Posts: 197
Joined: 8/15/2005
Status: offline
more hotkeys, more friendly interface, I love WitP but current WitP is something like a micromanagement nightmare.

(in reply to doktor1957)
Post #: 6
RE: What do you want to see in WITP II? - 9/14/2005 7:54:40 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
well if there is one....GG wont be doing it. I think he meant what he said when he said he would never attempt such a large scale project again. Course anyone can change their mind but given the trial that WitP represents, I doubt it.

_____________________________


(in reply to bradfordkay)
Post #: 7
RE: What do you want to see in WITP II? - 9/14/2005 8:03:30 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
Early involvement of testers and experts on the subject. If this had been done with WITP we would not be talking about a WITP2 right now and for a while after.

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Nikademus)
Post #: 8
RE: What do you want to see in WITP II? - 9/14/2005 8:08:01 PM   
invernomuto


Posts: 986
Joined: 10/8/2004
From: Turin, Italy
Status: offline
My requested features of WITP II:

- improved graphic.
- more user frendly interface (righ click to open tasks menu and so on...)
- improved land movement/combat model
- better logistic
- better management AI (AI for production, resources management etc)

I hope to see WITP II. I'd buy it immediately.
WITP has some bugs but it's a great wargame.

(in reply to doktor1957)
Post #: 9
RE: What do you want to see in WITP II? - 9/14/2005 8:19:21 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

I would be happy if the source code for WITP I was placed under the GPL when its marketable lifespan is complete. The only way to address some of the WITP issues is to change the code, e.g. land combat, ASW combat.....

(in reply to invernomuto)
Post #: 10
RE: What do you want to see in WITP II? - 9/14/2005 9:24:56 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Ron Saueracker

Early involvement of testers and experts on the subject. If this had been done with WITP we would not be talking about a WITP2 right now and for a while after.


Funny, i recall differently.


_____________________________


(in reply to Ron Saueracker)
Post #: 11
RE: What do you want to see in WITP II? - 9/14/2005 11:29:20 PM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
I think the whole concept of covering the Pacific war at squad/plane level is suspect to start with. I think they did an amazing job at attempting the impossible.

But I would hope that any future redo would start from scratch. Someday some brilliant young developer will come up with a new way of treating the theater in a comprehensive way but without such an extreme level of detail.

(in reply to Nikademus)
Post #: 12
RE: What do you want to see in WITP II? - 9/14/2005 11:31:18 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Except that said "brilliant young developer" will be from a generation reared on RTS's and FPS's, and will know that there's no money to be made in the PC market gaming. Never going to happen...

Forgot to take my anti-cynic medicine tonight...

< Message edited by Terminus -- 9/14/2005 11:35:01 PM >


_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to doktor1957)
Post #: 13
RE: What do you want to see in WITP II? - 9/14/2005 11:32:41 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
are you saying the detail level is too fine? Don know about that. After having played Carrier Force (8bit SSI), i just couldn't get into SSG's "Carriers at War" despite some design advantages that it had (and allegedly a killer AI) I hated the fact that the planes were represented in squadrons and you only got squadron level combat reports. I loved how CF detailed the combat down the individual plane.

_____________________________


(in reply to moses)
Post #: 14
RE: What do you want to see in WITP II? - 9/14/2005 11:33:20 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Terminus

Except that said "brilliant young developer" will be from a generation reared on RTS's and FPS's, and will know that there's no money to be made in the PC market. Never going to happen...

Forgot to take my anti-cynic medicine tonight...


ARRRRG dont even think it. Real time sucks! give me turn based any day.

_____________________________


(in reply to Terminus)
Post #: 15
RE: What do you want to see in WITP II? - 9/14/2005 11:34:53 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Sign of the times, buddy. Wake up and smell the RTS...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 16
RE: What do you want to see in WITP II? - 9/14/2005 11:35:45 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: Nikademus


quote:

ORIGINAL: Ron Saueracker

Early involvement of testers and experts on the subject. If this had been done with WITP we would not be talking about a WITP2 right now and for a while after.


Funny, i recall differently.



You are forgetting how many times we asked for change and met the stone wall of statements like, "Sorry, there will be no change as it would require to much work." This obviously suggests that old code and any new stuff was already to far entrenched to be feasably altered. This is what I mean by being involved earlier than simply being monkeys asked to break something. Ground floor design is the issue, otherise we just get further rehashes of older approaches. New ideas and methods are a must.


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Nikademus)
Post #: 17
RE: What do you want to see in WITP II? - 9/14/2005 11:38:28 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Terminus

Sign of the times, buddy. Wake up and smell the RTS...


I did during Fighting Steel and i gagged and choked. Only RTS game i can stomach is Combat Mission and thats only because they came up with an innovative way to eliminate two of my by biggest complaints about RTS, that of not being able to see all the action because its all occuring at once and having to rush around giving orders without a staff to help me. The blending of turn based and RTS elements was a stroke of pure genius.

However in the end i still prefer the Steel Panthers series. NWS has greatly improved Fighting Steel (version 10.0 now) but it still has the RTS bugaboo....the biggest one being that naval actions can be a bit boring to watch when it's long range fighting.....fire, steam....wait.....fire steam...wait.....was that a hit? no.....fire steam...wait. Give me turn based !!!!!


_____________________________


(in reply to Terminus)
Post #: 18
RE: What do you want to see in WITP II? - 9/14/2005 11:38:37 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Well, obviously. 10+ years of God only knows how tangled spaghetti code is not conductive to making new games. Clean slate, and that's unlikely, at best, considering how monstrous a task a second WitP would be.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Ron Saueracker)
Post #: 19
RE: What do you want to see in WITP II? - 9/14/2005 11:43:02 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
I remember, however you are forgetting how many adjustments and changes they did incorporate. A balanced view is required. I would have loved it in particular if they could have implemented the surface model changes I wanted....but in the end i accepted their explanation. Whether we want to admit it or not....the making of a wargame, any wargaming is a business venture and economic and coding limitations must be accepted.

To balance that memory i recall that at long last MikeW was able to incorporate a supply destruction factor into the ship damage model and finally nailing down the exp drop bug. Player upgrades were for a long time a taboo subject but in the end they made it happen. lots of changes...lots more not changed but thats the nature of the beast.



_____________________________


(in reply to Ron Saueracker)
Post #: 20
RE: What do you want to see in WITP II? - 9/14/2005 11:43:08 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
I like the game, warts and all. Yes, I wish it were better in certain areas, much better in some areas (like the interface and easing play effort through data management, etc.).

With regard to entrenchment of code, it seems clear that much of the code was a hold-over from long ago. The real deal for what we collectively want (barring minor differences of opinion) is to start from scratch. Certain algorithms and concepts would be useful, but the design, data elements, and code would be best begun from scratch.

(in reply to Ron Saueracker)
Post #: 21
RE: What do you want to see in WITP II? - 9/14/2005 11:44:35 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Terminus

Well, obviously. 10+ years of God only knows how tangled spaghetti code is not conductive to making new games. Clean slate, and that's unlikely, at best, considering how monstrous a task a second WitP would be.


Maybe 2b3 should quote the total number of pages of "code" that make up WitP. Might temper some harsh judgements. Will never forget Zoomie1980's sweeping proclamations over what was wrong here or there or on how easy it would be to fix this change that.

_____________________________


(in reply to Terminus)
Post #: 22
RE: What do you want to see in WITP II? - 9/14/2005 11:47:19 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Tens of thousands of lines of code... with plenty of 'em performing no function whatsoever. God, I hate coding...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 23
RE: What do you want to see in WITP II? - 9/15/2005 12:04:31 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Yes....love computers, but i found in high school i didn't have the knack for programming. I can only admire someone of the caliber of MikeW, Kieth Bros or Gary Grigsby who can turn 'code' into something that looks and feels like a wargame.

_____________________________


(in reply to Terminus)
Post #: 24
RE: What do you want to see in WITP II? - 9/15/2005 12:04:49 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline

quote:

ORIGINAL: Nikademus

are you saying the detail level is too fine? Don know about that. After having played Carrier Force (8bit SSI), i just couldn't get into SSG's "Carriers at War" despite some design advantages that it had (and allegedly a killer AI) I hated the fact that the planes were represented in squadrons and you only got squadron level combat reports. I loved how CF detailed the combat down the individual plane.



Yes. Covering half the earth at squad level cannot be done to the level of accuracy demanded by the average Grognard. The developers can work the next 20 years but in version 6.0b of WITP 4, people will still be saying that this or that major aspect of the game is crap.

(in reply to Nikademus)
Post #: 25
RE: What do you want to see in WITP II? - 9/15/2005 12:11:46 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
you might be right....but Gary's done his damage though...i dont think i could ever settle for a pacwar game that doen't resolve the combat down to the current detail level. Its true though that wargames devoted to a specific battle will always have an advantage since they can focus exclusively on the variables that impacted that specific battle. I've heard very good things about the Decisive battles series (i think thats what it was called....games like Korsan pocket)

And yes....no matter what, there will always be people who will be unhappy with this or that....its the nature of the beast in wargaming. Matrix/2b3 took the hard road in opening up their design process/feedback to the degree that they did. Other wargame companies will post forums but will have little to do with it nor will the discussions there impact much.

_____________________________


(in reply to moses)
Post #: 26
RE: What do you want to see in WITP II? - 9/15/2005 12:14:42 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Concur. I'm amazed sometimes that these forums even stay open with some of the cr*p that gets flung around in here.

< Message edited by Terminus -- 9/15/2005 12:17:16 AM >


_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 27
RE: What do you want to see in WITP II? - 9/15/2005 1:09:57 AM   
trojan58


Posts: 266
Joined: 8/8/2004
From: bendigo, Victoria, Australia
Status: offline
Getting back to the original question.
I would love to be able to specify a aircrafts weapon loadout by mission.

ie bombs for land attack
torpedoes (if carried) for naval attack.
rockets and small bombs for sweep.

that sort of thing

_____________________________

There are two types of ships in the world

Submarines and Targets

D.B.F

(in reply to Terminus)
Post #: 28
RE: What do you want to see in WITP II? - 9/15/2005 1:14:42 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline

quote:

ORIGINAL: Nikademus

you might be right....but Gary's done his damage though...i dont think i could ever settle for a pacwar game that doen't resolve the combat down to the current detail level. Its true though that wargames devoted to a specific battle will always have an advantage since they can focus exclusively on the variables that impacted that specific battle. I've heard very good things about the Decisive battles series (i think thats what it was called....games like Korsan pocket)

And yes....no matter what, there will always be people who will be unhappy with this or that....its the nature of the beast in wargaming. Matrix/2b3 took the hard road in opening up their design process/feedback to the degree that they did. Other wargame companies will post forums but will have little to do with it nor will the discussions there impact much.



Yes, but with Korsan Pocket its harder to argue because so many things are abstracted that everyone accepts that its just a game. In WITP, with every squad and plane open to inspection, and a thousand turns to exploit any inacuracy or flaw.....

(in reply to Nikademus)
Post #: 29
RE: What do you want to see in WITP II? - 9/15/2005 1:17:37 AM   
mdiehl

 

Posts: 5998
Joined: 10/21/2000
Status: offline
I'd like to see a WW2 sim in which Axis logistical capability and sealift capacity represents something like that which was actually available.

_____________________________

Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?

(in reply to moses)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> What do you want to see in WITP II? Page: [1] 2 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.141