WITP II Wishlist (Full Version)

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treespider -> WITP II Wishlist (3/4/2006 7:04:31 AM)

Surprised this hasn't been started yet....

1. Revised database format

2. 30 mile hexes

3. Manual/trace supply...I'm thinking Gamers OCS series...mixture of supply points and trace supply


I'm sure there is plenty more...




trojan58 -> RE: WITP II Wishlist (3/4/2006 7:28:13 AM)

1. the ability to specify different weapons load-outs for aircraft depending on mission type

2. increase the size of the scenario database.

3. Limit aircract to specific mission. ie 4E bombers cant do naval strikes.

4. Stacking limits for ports.




tsimmonds -> RE: WITP II Wishlist (3/4/2006 7:34:46 AM)

Stacking/loading/unloading limits for ports

Port size-based limits on replenishment of ammo/torps (including aerial torps).

Rationalization of ZOC effects on LCU movement and tracing supply.

A/C VPs based on # of engines.

A/C capacity of bases based on # of engines.

Aviation support based on # of engines.

Player-assignable base supply requirements.





ChezDaJez -> RE: WITP II Wishlist (3/4/2006 9:43:44 AM)

Oh, what the heck....

1. Ability to target a specific task force with air units.
2. Customizable and informative data and intel screens.
3. Ability to determine through data screens which cities are producing and which aren't.
4. Display airfield symbol at all bases having at least a level 1 airfield, not just those with aircraft.
5. Assign available mission sorties to land airbases (similar to carriers) but based on size of airfield.
6. Surface/subsurface combat check for every hex entered.

I got a whole bunch more but am too lazy tonight to type them out.

Chez




Monter_Trismegistos -> RE: WITP II Wishlist (3/4/2006 10:17:06 AM)

1. Inclusion events file. In this file there would be information on which date which field of database should change to another one. This could make possible historical reorganizing of units, historical renaming etc.
2. TFs do not need to be dissolved while anchored
3. Air stacking limits
4. No RR movement into enemy owned hexes




kokubokan25 -> RE: WITP II Wishlist (3/4/2006 10:18:27 AM)

Well, why not...

1-Double the size of art ship and plane screens to enjoy the art.
2-Better combat animations
3-Better combat animations and.....
4-MORE and MORE combat animations!!




Ideologue -> RE: WITP II Wishlist (3/4/2006 10:20:59 AM)

1. Revamped economic system:
a. Different kinds of supply, including: food; ground force munitions; naval force munitions; air force munitions; aviation fuel; naval fuel; autmobile gasoline. This splitting of supply would solve most of the issues regarding logistics.
b. Easier to deal with, GUI-wise. Right now it's too hot to handle, too cold to hold.
c. Control over non-Soviet Allied production.
2. Better ground combat system, especially get rid of the "units never say die outside a base hex" problem. Heck, that's a WitP 1 wish.
3. Better threat recognition for task forces.
4. Revamped submarine warfare. Like, really revamped.
5. Somewhat better air combat system, but I don't think the current one's all that bad.
6. An intercept TF command for your own task forces. I.e., tell the Hood to go find Bismarck.
7. Waypoints!
8. Better logistics.
9. Better regional command limitations. Not the stupid ones existing now.
10. Better command hierachy.

I also have an idea about how to make replacements more realistic. In essence, one would have a command for transport TFs "load replacements," i.e. from the national pool. Obviously, you'd select a destination first, and then the AI would pull replacements to load onto the AKs or whatever. Don't know how workable this is.




Akos Gergely -> RE: WITP II Wishlist (3/4/2006 10:23:28 AM)

Agree with better combat anims, (perhaps a limited 3D one with a fixed viewpoint would rock (ala Civ3)....)

- OK, what is more important is stacking limits
- less sys damage for ships in steaming
- selectable targets for naval attack for a/c (or at least some preference setting)
- better submarine patrol areas
- waypoints for TF movement
- better air to air (something like Nik's mod.)





Monter_Trismegistos -> RE: WITP II Wishlist (3/4/2006 10:33:51 AM)

And more:

- more sys damage to ships in steaming
- more info in combat reports and then evaporate ALL animations
- ship repairs no longer based so heavily on random numbers




Knavey -> RE: WITP II Wishlist (3/4/2006 3:04:38 PM)

Tracking of individual bullets from factory to impact!

[:D]




treespider -> RE: WITP II Wishlist (3/4/2006 3:15:02 PM)


quote:

ORIGINAL: Knavey

Tracking of individual bullets from factory to impact!

[:D]


We do have some micro-managers here don't we...[;)]






Nomad -> RE: WITP II Wishlist (3/4/2006 3:44:00 PM)

quote:

ORIGINAL: Knavey

Tracking of individual bullets from factory to impact!

[:D]


And we want to know which factory worker made each and every bullet. [:D]

that is so we can have morale/weekday checks to see if the bullet functions or not. [8D]




Demosthenes -> RE: WITP II Wishlist (3/4/2006 3:50:26 PM)

Ok, since we are doing this-

1) Ships operate from divisions..which form TFs.
2) Naval combat formations (line ahead, Tident, etc..)made up of divisions
3) Ok, little hope here, but...Allies control their production like Japan does (Japanese production is a kick)
4) Control of supply on land....
5) Control of supply on land....and,
6) Control of supply on land.

7) The ability to toggle "OFF" repairs of ports and airfields (eats valuable supply, and sometimes it's absolutely insane to do that)....this would help control supply on land....

Air model I won't mention - EVERYONE must know about that by now[:D]

EDIT:

I forgot this one - The ability to DESTROY Your Own Facilities, such as Ports, Industry,Oil Production, etc...so you may do what was done in real life - scorched earth before/during a retreat.

Also - YES - 30 mile hexes would be oh so much nicer...(10 mile hexes would be better[;)])




scout1 -> RE: WITP II Wishlist (3/4/2006 4:01:49 PM)

Apollo's listing is just too good not to re-post (below), but have added a few of my own ...

quote:

Hi all,

This is digest and expansion of a message I wrote 6+ months ago in which I listed several ideas I come up in 2+ years we have WitP...


First of all I must say that WitP is the _BEST_ wargame that I ever had and that I am enjoying it from Day1 and will be enjoying it in future as well!

Nonetheless there are certain minor/mayor things that I (and I think others) would like to see changed in future (possible WitP v2.x in few months/years time).

I know that it is very late in WitP development and that programmers time (thanks again Mike Wood - you are our hero!!! ) is very very limited but things might change in the future and, hopefully, WitP and it's legion of faithful followers would be revisited!


Below 10 ultimate improvements / fixe are, IMHO, the most important ones that are worth perusing (hopefully) in future (if it would be possible)... with those the WitP, again IMHO, would be almost best possible and our gaming experience would be even greater...


#1 Ammo replenishment should be depending on port size

In current WitP we can replenish ammo of almost any ship in any port size.

IMHO it is impossible to believe that some lowly port size 3 would have, for example, 16" shells for BBs.

This should be altered to reflect historical situation and something simple could be implemented (numbers are just for example):

port size 1-3 : ammo for all guns up to 5"
port size 4-6 : ammo for all guns up to 8"
port size 7-9 : ammo for all guns

NOTE:
For simplicity sake the AI should not be bound with this - this should only be valid for human player!

[EDIT]
The rule above would have exception when supplied AE (at least port size 1 + at least 20,000 supply) would be present in port.



#2 Number of ships anchored should be depending on SPS for port size

In current WitP we can anchor as many ships as we want in any port size that is larger than 3 (and that makes all those ships 100% safe from submarines and mines).

There was a specific reason why during WWII in the Pacific USN and IJN could use only certain places as bases for their fleets (due to good geographic properties of those special places) but in our current WitP we are free to, unhistorical, do what we want regarding this...

IMHO this should be altered and something simple could be implemented (numbers are just for example):

SPS port size 3 : MAX number of anchored ships = 10
SPS port size 4 : MAX number of anchored ships = 15
SPS port size 5 : MAX number of anchored ships = 25
SPS port size 6 : MAX number of anchored ships = 50
SPS port size 7 : MAX number of anchored ships = 75
SPS port size 8 : MAX number of anchored ships = 100
SPS port size 9 : MAX number of anchored ships = 150

NOTE:
For simplicity sake the AI should not be bound with this - this should only be valid for human player!



#3 Number of ships loading/unloading should be depending on port size

In current WitP we can load/unload as many ships as we want in any port.

But during WWII in the Pacific USN and IJN had serious problem with port congestions (in Noumea, for example, some ships had to wait for weeks to be loaded/unloaded)....

IMHO this should be altered and something simple could be implemented (numbers are just for example):

port size 1 : MAX number of loading/unloading ships = 1
port size 2 : MAX number of loading/unloading ships = 3
port size 3 : MAX number of loading/unloading ships = 5
port size 4 : MAX number of loading/unloading ships = 10
port size 5 : MAX number of loading/unloading ships = 15
port size 6 : MAX number of loading/unloading ships = 25
port size 7 : MAX number of loading/unloading ships = 35
port size 8 : MAX number of loading/unloading ships = 50
port size 9 : MAX number of loading/unloading ships = 75
port size 10 : MAX number of loading/unloading ships = 100

NOTE:
For simplicity sake the AI should not be bound with this - this should only be valid for human player!



#4 Absolute maximum for aircraft operating from airfields

Right now it is possible to abuse the WitP game engine by overcrowding airbases and still achieve enormous air strikes as early as 1942.

This is real and serious problem!

IMHO there should be more effective (and absolute) limit for aircraft operating from airfields based on airfield size.


The best WitP community proposal so far regarding this is that we start counting aircraft engines instead of airframes for airfield capacity...

So... if airbase is size 4 it can currently host 4 x 50 = 200 MAX aircraft. But if we would count engines it would only mean that 200 single engines can be there or 100 2 engines or just 50 4 engines...



#5 "Diminishing returns" for all kind of troops depending on base size]

Right now we can place as many troops as we want anywhere in WitP world.

If we want we can place 10 divisions even on smallest atoll which is very very wrong...

Since WitP is all about bases and we already have SPS ("Standard Potential Size") values for all bases why not introduce "diminishing returns" for all troop actions in specific base HEX?

That way combat would be more accurate because surplus troops would not be able to participate and base building would also be more accurate because surplus ENG troops would no be able to participate.

This would effectively (and simply I might add) fix several problems we might encounter in WitP troop stacking (numbers are just for example - SPS can be MAX 9):

combined SPS (Port+Airfield) 0: MAX number of land units available for combat = 1
combined SPS (Port+Airfield) 0: MAX number of ENG units available for building = 1
combined SPS (Port+Airfield) 1: MAX number of land units available for combat = 2
combined SPS (Port+Airfield) 1: MAX number of ENG units available for building = 1
combined SPS (Port+Airfield) 2: MAX number of land units available for combat = 3
combined SPS (Port+Airfield) 2: MAX number of ENG units available for building = 2
combined SPS (Port+Airfield) 3: MAX number of land units available for combat = 4
combined SPS (Port+Airfield) 3: MAX number of ENG units available for building = 2
combined SPS (Port+Airfield) 4: MAX number of land units available for combat = 5
combined SPS (Port+Airfield) 4: MAX number of ENG units available for building = 2
combined SPS (Port+Airfield) 5: MAX number of land units available for combat = 6
combined SPS (Port+Airfield) 5: MAX number of ENG units available for building = 3
combined SPS (Port+Airfield) 6: MAX number of land units available for combat = 7
combined SPS (Port+Airfield) 6: MAX number of ENG units available for building = 3
combined SPS (Port+Airfield) 7: MAX number of land units available for combat = 8
combined SPS (Port+Airfield) 7: MAX number of ENG units available for building = 3
combined SPS (Port+Airfield) 8: MAX number of land units available for combat = 9
combined SPS (Port+Airfield) 8: MAX number of ENG units available for building = 3
combined SPS (Port+Airfield) 9: MAX number of land units available for combat = 10
combined SPS (Port+Airfield) 9: MAX number of ENG units available for building = 4
combined SPS (Port+Airfield) 10: MAX number of land units available for combat = 11
combined SPS (Port+Airfield) 10: MAX number of ENG units available for building = 4
combined SPS (Port+Airfield) 11: MAX number of land units available for combat = 12
combined SPS (Port+Airfield) 11: MAX number of ENG units available for building = 4
combined SPS (Port+Airfield) 12: MAX number of land units available for combat = 13
combined SPS (Port+Airfield) 12: MAX number of ENG units available for building = 4
combined SPS (Port+Airfield) 13: MAX number of land units available for combat = 14
combined SPS (Port+Airfield) 13: MAX number of ENG units available for building = 4
combined SPS (Port+Airfield) 14: MAX number of land units available for combat = 15
combined SPS (Port+Airfield) 14: MAX number of ENG units available for building = 5
combined SPS (Port+Airfield) 15: MAX number of land units available for combat = 16
combined SPS (Port+Airfield) 15: MAX number of ENG units available for building = 5
combined SPS (Port+Airfield) 16: MAX number of land units available for combat = 17
combined SPS (Port+Airfield) 16: MAX number of ENG units available for building = 5
combined SPS (Port+Airfield) 17: MAX number of land units available for combat = 18
combined SPS (Port+Airfield) 17: MAX number of ENG units available for building = 5
combined SPS (Port+Airfield) 18: MAX number of land units available for combat = 18
combined SPS (Port+Airfield) 18: MAX number of ENG units available for building = 5

NOTE:
One other WitP player ("AmiralLaurent" ) suggested that instead of units we count squads - this is even better idea!



#6 Setting Supply / Fuel / Oil / Resource user selected MIN limits for bases

Right now in WitP we are at mercy of AI for internal distribution of Supply / Fuel / Oil / Resource.

What about giving user ability to set Supply / Fuel / Oil / Resource MIN limits he/she wishes the base to posses?

That way we would 100% sure avoid unnecessary automatic transfer of Supply / Fuel / Oil / Resource as AI for internal distribution wishes!



#7 Better Air to Air large combat

The current WitP large Air to Air combat is too bloody (i.e. too many downed aircraft and lopsided results).

Although no simple solution was found by developers this issue is still very very much worth investigating!



#8 Better Air Naval Search and Air ASW

I discovered (see my extensive tests) that currently every single pilot tasked with Air Naval Search and/or Air ASW flies (if passed various checks to see whether he flies or not) through every single HEX inside his range (as set via range dial in GUI) and has possibility to discover every enemy ships / submarine in those HEXes (deepening on various factors).

This is describable as concentric circles or spiral movement.

As I showed in my tests (and many other players confirmed during their games) even one single aircraft on search can discover several enemy ships / submarines and in some PBEMs the lists of discovered ships / submarines lasts for minutes in combat replays (i.e. there are that many discovered ships / submarines).

IMHO this should be checked and, if possible, redesigned because current way of implementing Air Naval Search and Air ASW is 100% unrealistic (there is no way every single search aircraft can check every single HEX in his range)...



#9 Level bomber accuracy and AA

a)
AA should be affected by time of day (day/night) and weather (we already have info on how is the weather over target so why don't we use it some more).

In day and good weather (i.e. best case scenario) the AA should be best and cause more damage than at night and bad weather (i.e. worst case scenario).

- day + clear
- day + partly cloudy
- day + overcast
- day + rain(snow in cold zones in winter)
- day + thunderstorms (blizzard in cold zones in winter)
- night + clear
- night + partly cloudy
- night + overcast
- night + rain(snow in cold zones in winter)
- night + thunderstorms (blizzard in cold zones in winter)


b)
Level bombers should be affected by time of day (day/night) and weather (we already have info on how is the weather over target so why don't we use it some more)!

In day and good weather (i.e. best case scenario) the bombers should be best and cause more damage than at night and bad weather (i.e. worst case scenario).

- day + clear
- day + partly cloudy
- day + overcast
- day + rain(snow in cold zones in winter)
- day + thunderstorms (blizzard in cold zones in winter)
- night + clear
- night + partly cloudy
- night + overcast
- night + rain(snow in cold zones in winter)
- night + thunderstorms (blizzard in cold zones in winter)


c)
Heavy AA concentrations should throw of aim for level bombers (i.e. disrupt them).

More experienced bomber crews should suffer less but they should still suffer (i.e. in WWII anyways much of AA was indented to create strong barrage effect to drive incoming bombers off aim).


d)
The AA effect against level bombers should be increased overall and they should suffer devastating damage when flying low in area that was protected by significant AA (if all other conditions are met like time of day and weather).

Right now even several regiments of AA (100+ 75mm and 105mm AA guns) are almost useless against, for example, B-17 attacking from 10000 ft in broad daylight and clear weather which should not be the case at all (slow flying and big B-17 should present ideal targets for AA)...


e)
The so-called "altitude gap" that now exists should be a bit narrower.

Guns with max of 26K feet have a min of 7K in current WitP
Guns with max of 28K feet have a min of 7K in current WitP
Guns with max of 30K feet have a min of 8K in current WitP
Guns with max of 34K feet have a min of 9K in current WitP


f)
IMHO we still have way too precise attacks in WitP. Navigation was very hard in WWII PTO and much more 4E and 2E level bombers should fail to find proper targets. More experienced bomber crews should suffer less but they should still suffer.



#10 Better Air to Naval targeting (number of attacking aircraft more depending of perceived enemy ship number/type)

In WitP we already have limited info about enemy and under this (i.e. FoW = "Fog of War") we can many times get wrong info about enemy TFs for both number and ship type.

So... why not actually use this sometimes "flawed" info (just as it would be in real confusing war) for actual Air to Naval targeting?

Right now it is possible to "tire", for example, the enemy CV air crews by simply "feeding" them "bait" targets (i.e. if you want to lure/expose full strength of enemy CV air force you simply offer it few insignificant targets - like AKs/APs - and they would attack it in full strength whilst your own CV air force would wait them to "tire" and only then strike them)...

My idea is simple - the number of attacking aircraft (whether from CVs or from land) vs. sighted enemy TF (or TFs) should _ALWAYS_ be _DIRECTLY_ linked with number/type of enemy ships sighted in TF (or TFs)!

Therefore even in with multiple target rich environment the attacking aircraft would always attack with appropriate strength and even if available the "surplus" strength (i.e. number of excess available attacking aircraft) would not be used as deemed by commander.

This means that if there is enemy TF with, let's say, just 2x AK escorted by 1x DD your whole air strength (and you have, let's say, 27x dive bombers + 27x torpedo bombers + 27x fighters on 1x CV) would not be send - only appropriate (as deemed by commander) attacking number of aircraft would be send: 9x dive bomber + 9x torpedo bomber +9x fighter (if there is possible enemy CAP).

Please note that this would still allow for possible "screw ups" (like "Coral Sea Battle") because FoW can distort the sighted enemy TFs and thus trigger wrong response from commander - therefore we don't loose the uncertainty effect!



Leo "Apollo11"


P.S.
[EDIT]
Additions
quote:



Scout1's addition's (most of which I believe have been listed elsewhere)

11) Permit the creatation of an extractable file (either csv) or compatible with Michelm's database tool that creates a csv file that can be imported into Excel. This is a huge game that is data rich. Let us use a computer to track things (NOT notebooks and stickies). This would permit a pulling back of the layers to allow the player (if he chooses to use/manipulate the csv file) to actually manage (or at least clearly track) things. The current database/Michelm's tool permits us a detailed look at the status/dispositions/planning/assets, etc ..... on Turn 0. Just provide the ability to pull this same info outside of the game (per side) and manipulate however.
Now some of the information is available inside the game, such as viewing base listing to review supplies, fuel, resources, oil, etc .. by location/base. But there are hundred's of locations and they have no sort capability by region. There is a BIG difference between trying to read a "newpaper" online, vs spreading it out on the kitchen table. I just seem to be able to absorb more when I can spread it out. Thus, bring/permit the info to be brought outside of the game. Player created app's will follow.

12) Bring in Bodhi's tool into the game (really nice)

13) How about a production summary as to what's being built (total's, not just by site - this makes me do the addition/math), what was built and where. Also provide some indication when resouces/oil/manpower/etc ... is running low vs production needs (probably by production region). WitP does this for a LCU's supply, support, etc ... in terms of green, orange and red. Just would like a little help from the computer trying to manage japanese production. Ability to use this info outside of the game/print it out.

14) Gaming style should not affect the information available to a player. I run without animations on. But it comes with the disadvantage of not being able to see how the combat values are being modified for LCU's. Shouldn't matter whether a player does things one way or another, ANY information available to one style should be available to all styles.

15) Listing of reinforcements/new builds available at the start of each turn. I can't remember how many times I've forgotten that a brand new Betty group was just sitting in Japan, fresh from the factory.

16) Ability to load transport tf's in a much more human friendly manner. Creating smaller tf's and loading an individual unit repetitively to optimize the load out (game timewise) and then transferring these series of smaller tf's into larger ones is VERY time consuming. There must be a better way (game mechanics wise) to do this that is time friendly.

17) Automatic distruption of air support assets upon a base change. Afterall, you really can't drop a large support asset into a new location and have it working at peak efficiency right from the get go. It takes time to unpack your suitcases.

18) Ability to display on the map all units/bases of a given command. I always seem to get units going everywhere and so are scattered to the 4 winds.

19) The ability to effectively turn off (or making them ALL equal) ALL leader effects. Just in case, this database problem is never really fixed, would like to continue on with a game that I can "even" things out by no longer caring whether Nagumo gets replaced or not. Just hedging our bets here.







Ursa MAior -> RE: WITP II Wishlist (3/4/2006 4:04:28 PM)

Less unnecessary details, which dont fit into the scope of ths game such as

- setting altitudes
- setting commanders of EVERY (sub)unit (except TFs and big LCUs like divisions)

Contrary to my friend csatahajós we DO need higher dam caused by overusing full speed.




Demosthenes -> RE: WITP II Wishlist (3/4/2006 4:08:50 PM)

quote:

ORIGINAL: Ursa MAior

Less unnecessary details, which dont fit into the scope of ths game such as

- setting altitudes
- setting commanders of EVERY (sub)unit (except TFs and big LCUs like divisions)

Contrary to my friend csatahajós we DO need higher dam caused by overusing full speed.


This is not the place to argue with you - but IF they would do that Ursa, I (and a lot of others) would rather see that as a Game Menu Toggle so it can be taken or not[;)]




Apollo11 -> RE: WITP II Wishlist (3/4/2006 4:21:09 PM)

Hi all,

quote:

ORIGINAL: scout1

Apollo's listing is just too good not to re-post (below), but have added a few of my own ...


Thanks!

And I like suggestion about data export a lot (i.e. #11 in list)!


Leo "Apollo11"




CMDRMCTOAST -> RE: WITP II Wishlist (3/4/2006 5:04:46 PM)

Ability to semi fortify non base hexes and place mines in land hexes
to attrit attacking forces and slow down attackers mobility of defended hexes.




rogueusmc -> RE: WITP II Wishlist (3/4/2006 5:19:23 PM)

I wish there was no need for a wish list...[:D]




scout1 -> RE: WITP II Wishlist (3/4/2006 5:26:59 PM)

quote:

I wish there was no need for a wish list...


I wish you were right [:D]




Black Mamba 1942 -> RE: WITP II Wishlist (3/4/2006 5:34:13 PM)

Repair ports/airfields, on/off toggle.

Manual accept/do not accept supplies for bases AND LCUs.

Make submarines submersible during the search phases.[:D]

Others have already listed the majority on my list.[;)]





jwilkerson -> RE: WITP II Wishlist (3/4/2006 6:36:43 PM)


quote:

ORIGINAL: scout1

quote:

I wish there was no need for a wish list...


I wish you were right [:D]



I wish, we could get all these wishes into a database instead of in a thread which just creates fun work for someone to have to rekey these wishes into a database ! [:D]





Apollo11 -> RE: WITP II Wishlist (3/4/2006 6:48:39 PM)

Hi all,

quote:

ORIGINAL: jwilkerson

I wish, we could get all these wishes into a database instead of in a thread which just creates fun work for someone to have to rekey these wishes into a database ! [:D]


As per your wish I re-posted my (latest) wishes to "wish thread"... [:D]


Leo "Apollo11"




33Vyper -> RE: WITP II Wishlist (3/4/2006 6:53:31 PM)


quote:

ORIGINAL: Nomad

quote:

ORIGINAL: Knavey

Tracking of individual bullets from factory to impact!

[:D]


And we want to know which factory worker made each and every bullet. [:D]

that is so we can have morale/weekday checks to see if the bullet functions or not. [8D]



bwhahahahahahhaahahaha

We also need to have factory leaders.....not to mention bullets should move from large centers to smaller centers based on a random number generator :) and only if the smaller center has no troops





moses -> RE: WITP II Wishlist (3/4/2006 8:12:27 PM)

An idea for ground combat. Almost certain this would be out of the question for WITP I but maybe for II.

Base combat on percentage of hex ownership. Each side owns a percentage of the hex based on the number of forces it has and how long it has been there. Here are some ideas.

When a unit moves into a hex for the first time it begins to take ownership of the hex based on the size of unit and hex type. Example: A brigade which lands on an unoccupied atoll would gain ownership fairly quickly. Maybe 20 to 30 % per turn. A brigade moving into a mainland hex would gain control much more slowly, perhaps only 2 or 3 percent per turn. Movement through a hex would require some minimum % of control say 10-15 %. A much higher % (maybe 75%) would be needed to move into an enemy contolled hex.

Maximum unit control would be based on unit size and terrain type. It should operate on a logrithmic scale of some type. So for example: Two divisions occupy a mainland Chinese wooded hex. They might gain 5% control on the first turn, 3 % more on the second, 2% on the third up to a maximum control of maybe 40% after a few weeks of occupation. If a greater level of control is wanted then more forces would be required. So essentially it would be difficult to maintain high levels of control in large mainland areas. Allowing the weaker side some scope for activity which would tie down significant forces of the attacker.

Combat would have the effect of increasing the attackers hex control at the expence of the defenders. When a defender reaches 0% he is ejected from the hex, but this should be somewhat difficult to achieve. In the example above I mention 75% control as allowing movment into other hexes and so at this point the defenders supply line could effectively be cut and so in many cases he might feel compelled to retire at this point.

These are just some ideas and would need to be fleshed out and thought through. But this type of thing seems a reasonable way to simulate ground combat in 60 mile hexes.







niceguy2005 -> RE: WITP II Wishlist (3/4/2006 8:17:44 PM)


quote:

ORIGINAL: trojan

3. Limit aircract to specific mission. ie 4E bombers cant do naval strikes.


The above would not be historically accurate.

My wish list would include naval strikes for 4E bombers.




treespider -> RE: WITP II Wishlist (3/4/2006 8:27:29 PM)

quote:

These are just some ideas and would need to be fleshed out and thought through. But this type of thing seems a reasonable way to simulate ground combat in 60 mile hexes.



For II I suggested smaller hexes...




Bombur -> RE: WITP II Wishlist (3/4/2006 9:07:53 PM)

1. Separated subdirectories for graphics mod, like in Civ III, thus avoiding the need for double installations
2.Map editor, with the ability to create scenarios with 60 miles or 30 miles hexes
3.Bigger database, covering all equipment from 1922 to 1950, including what is if weapons.
4.The ability to set to what side each nation will start and also to make some nations neutral in the start and having them triggered by specific events, which take us to:
5.An event editor, similar to that of TOAW, which could allow more flexibility in scenario design. Such an event editor could be used to:
5.1-Stop out of map replacements for planes when they become obsolete, this is particularly useful for small map scenarios, but also will prevent allied players from getting Buffalos until 1946 in the GC scenarios
5.2-Simulate accidents like the loss of Mutsu and the damage to the Hiyo engine in Guadalcanal capaign. These accidents could happen by chance. It could also e used to simulate out of map events with ships that are listed as reinforcements (again useful for small map scenarios)
5.3-Trigger entry of nations in the war (useful for what is if scenarios)
5.4-Trigger/withdraw specific reinforcements, for instance, if you some events point to a bad outcome of war in Europe, then allied reinforcements wouldn´t arrive in the scenario. This would be more useful for earlier Soviet activation, but could also be used in a conventional GC.
5.5-Increase/decrease out of map supply. For instance, we could have a scenario where a friendly USSR would provide Japan with some extra resources by sea trade. These resources could be increased or decreased depending on political events. In a eventual SoPac scenario the amount of supply reaching Truk also could be affected by out of map events.
5.6-Change the avaliability date of some weapons, including the atomic bomb
5.7-Increase/decrease out of map aircraft and equipment replacements (for instance, allowing the USA to increase production as it happened historically)
5.8-Change statistics for equipment (the Zero bonus!!)
5.9-The event editor would also include theater option choices just like in TOAW
6-Each aircraft would be rated for mechanical reliability, that would correlate with operational losses (that would be much higher in this new game)
7-Planes would need fuel, not only supplies
8-Each plane would have a specific heavy industry points cost (not only the number of engines). If you want to stop Ki-43 production to have only Ki-44 and Ki-61, it´s ok., but it will have a higher cost.
9-Higher costs for changing the aircraft/engine of each factory. No auto upgrade to factories. You could go on with Ki-27´s production until 1944 if you want.
10-Allied production control (subjected to events and to the same constraints mentioned before)
11-Training aircraft to build the pilots pool (no more free pilots, you must allocate planes and train them, when they have enough experience you discharge them in the pilot pool). This should allow players to customize pilot training programs according to necessity.
12-Restrictions to aircraft overstacking in each base (just like in the old PacWar)
13-Options to convert/not convert ships while being built (like the ability to end Shinano as a BB)




moses -> RE: WITP II Wishlist (3/4/2006 9:09:58 PM)

quote:

For II I suggested smaller hexes...


To do divisional/Corps ground combat with daily turns you probably need at least 10 to 15 mile hexes. That is if you want to do a traditional ground combat wargame. I really don't see how that could be possible.

Could they really even reduce to 30 mile hexes??? Think of the size of the map!!!!

I think my suggestion of a less traditional ground combat system is radical enough and probably destined for the trash heap. But a doubled size map!! I really don't see how many would play such a thing. I'm pretty hard core but I think I would have to pass.[:D]




Dino -> RE: WITP II Wishlist (3/4/2006 9:43:57 PM)

A lot of toggles... This is not a whish, it's a conclusion.




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