few wishes for AE (Full Version)

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Czert -> few wishes for AE (4/18/2008 12:20:56 AM)

After quick expiriences i found these things need improvment :

1.unit statistic (viev aircraft,vehicle, troop, screen) -
a) here i miss filter butons - like select only figters, land bombers...etc - similiar to list of existing units
b) comparing of units - not only japanese planes (e.q fighters) vs Jp, but vs amicks too

2. overviev of industry - currently is pain to find which units I currently produce (and in which bases) - and if currently produced plane is obsolete or not (and if yes, auto upgrade to newer model - in production).

Edit -m i find it, but it is not interactive - i mean i find desired product, but I cant click on in and go directly to factory/base - i mus exit and manualy find base (on another scren or on map).
3. overviev of pool - i cant find it - I dont know ammount of planes which I have ready to replace/upgrade.
edit - i find it, but it is hiden and not easily acceaable (from main map screen).
4. upgrading of planes - it will be very heplful if game tell you if next upgrading plane was developed or is currently developed/not developed.
5. auto removing (on/off) of obsolete planes from production screen.

6.creating of task forces (transport) - currently you first create task force and then load units - and this sometimes lead to you have (big) over/under transport capacity for troops - it will be very helpfull if you first choice (multiple) troops to transport and destination (friendly port/base/beach or enemy p/b/b) and then chame auto choiuce best posible units.

7. production - it is paint to know which is good for what - if I want to increase e.q. aircraft production I have no clue if resource production is sufficient for expanded úproduction or not - look at e.q. HoI 2 - it is very easy game drectly tell you - 1 IC cost 0,5´rare, 1 metal 2 energy - and you imediatly know if you can expand or not or which resources to conquer. (it displaing you remaining time in days before you run out of this resource). Currently in game you have no clue.

8. map filters - filters - ít is pain to find desired resources to conquer - if it will be in large strategic map - similiar to task forces (and others things)filtering - it will be best.

And anothers - surender evebnts - for booths - nations and units.
a)units - this is simple - if attaker have cca 20 and more mens, then defending unit insted of retreating (and again retreating) will simply surrender. In my game I hunting (and slovly killing) 200 mens size unit ()base force) with my tank regiment - and chasing them around map (IIRC over 20 combats until they are finaly eliminated) - and this is not funny.
b) nations - if you capture capital and cca 70% of all his bases - it will serender - it will give you control over all remaining bases (and at certain chance of units).

Unit
a) disbanding of subunits - it is very funny to have one (or two) men subunits without chance to disband them (and disbanded unis will simple will be adde to core unit - transfre will be dona via pool).
b) changing of units - this is simple - give us possibility to change type of plane of unit to another - of course - base unit type will remain (e.q. transport plane) - tranport/recoon plane with range of only 2/3 is pracicaly useless (and without chance to upgrade) - and it is not funny - and you have much better planes (with 2x bigger range).




Terminus -> RE: few wishes for AE (4/18/2008 12:33:18 AM)

Loading TF's will be much better; not having enough ships to load a unit should be almost impossible. The rest of it probably won't happen; too much rewriting.




jcjordan -> RE: few wishes for AE (4/18/2008 7:17:19 AM)

One thing I'd like to see that is currently partly in WITP & assume the same is in AE if this already isn't going to be in AE, is that when a land unit upgrades a device to see it on the turn report. We currently see where a unit arrives or air unit upgrades.




doc smith -> RE: few wishes for AE (4/18/2008 12:03:22 PM)

One thing that bugs me concerns loading units onto ships.

Say I have a TR TF with a 4K AP and several 7K AKs. I try to load a unit on the TF and, often, the AKs will fill up in one or two turns while the AP, which holds more men, takes longer. Now, after all ships have 100% of their load, I find some ships have units plus supplies, while a small fraction of the land unit hasn't been loaded. What has apparently happened is that the TF began loading supplies before all the troops were loaded.

What I'd like to do is be able to unload the supplies BEFORE the land units are unloaded. (i.e., be able to identify which "cargo" would unload 1st.)




doc smith -> RE: few wishes for AE (4/18/2008 12:13:29 PM)

Currently, if I'm going to invade someplace, I've noticed that only escorts and troopships suffer casualties from shore-based guns. I've also noticed that troops and supplies unload apparently simultaneously, so each turn that the troop landing happens, ships can get hit. Also, as you know, the landed troops often desperately need supplies.

Now, here's an interesting factoid. If you have, in the same hex you're invading, a TF carry only supplies, it can unload and NOT receive fire from shore-based guns!! So, since I can't tell my invasion fleet to stop landing troops, just land supplies, after say the 1st invasion turns, I "Do Not Unload" the troop-bearing TF and instead begin unloading supplies from my Cargo TF ('cause they won't draw fire?!?!?).

If you can't fix the "select what to unload first", then this use of a cargo TF should probably be hindered by giving shore guns the ability to shoot at ANY TF landing troops or cargo.

That's just my opinion, I could be wrong.




Czert -> RE: few wishes for AE (4/18/2008 4:31:18 PM)

And anothers - posibility to give AI control over certain areas to certain weapon Branch - currently it is all or nothing which is not ideal - independent buttons for aircraft/fleet/land army will be ideal.
posibility to give units partial-AI contol - in this case AI will simply exectute yours order - e.q. - reinforce hawai island with these selected troops - and ai will automaticaly create, and later disband, TF when transfering selected troops and split units on all islands (based on points value).
similiar to previous but you will more free order - like send enginers to hawai to boost speed of expansion of base. And ai will search for idle enginers and send them (if sending iudle enginers requre changing of attaching (e.q. from home defence to pacific fleet) - game will ask.




2ndACR -> RE: few wishes for AE (4/18/2008 11:06:11 PM)


quote:

ORIGINAL: Czert

And anothers - posibility to give AI control over certain areas to certain weapon Branch - currently it is all or nothing which is not ideal - independent buttons for aircraft/fleet/land army will be ideal.
posibility to give units partial-AI contol - in this case AI will simply exectute yours order - e.q. - reinforce hawai island with these selected troops - and ai will automaticaly create, and later disband, TF when transfering selected troops and split units on all islands (based on points value).
similiar to previous but you will more free order - like send enginers to hawai to boost speed of expansion of base. And ai will search for idle enginers and send them (if sending iudle enginers requre changing of attaching (e.q. from home defence to pacific fleet) - game will ask.



Sorry, but I would hate to see this included in any way. The last thing I want is the AI messing around with my war. Everyone needs to learn micro-management. Very soon, your turn average in PBEM will be about 20 minutes. Admin turns will take longer, but the last thing you want is the AI messing with you.




Czert -> RE: few wishes for AE (4/19/2008 9:52:42 AM)

and another - modifiing of existing land units - adding of more subunits to currently exiting. Yes, this will be ahistorical, but can ease life. This is for simple reason - few existing units are undersupported by design (they are at 100% strength) and need outside support. Which is not ideal.
Another bad thing is if I need enginers/aviation support and nearest desired unit is to far away/unavaivable.
For balancing reasons lets limit this to certain units (support, enigenrs, infantry units - no chance of costal defence guns). And make this expensive - like costing  of political points combined with original cost of added unit*3.




Czert -> RE: few wishes for AE (4/19/2008 11:41:44 AM)

and another - you can set global/individul reserves rate for air units - for simple reson - to improve unit effectivity (slower strength losess, allowing rotation of most tired pilots).




doc smith -> RE: few wishes for AE (4/20/2008 3:35:48 AM)

I'm afraid I disagree with all the add-ons Czert mentions. I agree with ACR - I'd rather not let an AI do this. It might take units away from places I want to defend, it may run convoy routes thru contested areas (risking losses).

'Course, that's just my opinion, I could be wrong.




rockmedic109 -> RE: few wishes for AE (4/20/2008 11:36:07 AM)

I would not be opposed to a button allowing the AI to control certain areas {like there is currently}.....that will be the quickest way for people to learn the need to do the micro-management themselves.  At least that's how I learned to never trust the AI. 

The AI is the computer.  You are playing against the computer.  Computers do not like to loose and they cheat!  Never trust the AI.




Czert -> RE: few wishes for AE (4/20/2008 4:26:32 PM)

and another - displaying of current number of planes in pool directly on unit statistic, not only number of planes of possible upgrade. This add to player quick ifo about his pool, and if need to increase production of this plane, without need go to pool (saves closing/opening of anothers screens and searching in aircraft pool).




Czert -> RE: few wishes for AE (4/20/2008 6:08:43 PM)

and another - if you transfer planes from one base to another, damaged planes will remain at old base, creating new group, it is possible to have option to tell to game - transfer remaining planes to original units, after repairing of dameged planes are done.




saj42 -> RE: few wishes for AE (4/20/2008 6:30:58 PM)

quote:

ORIGINAL: Czert

and another - displaying of current number of planes in pool directly on unit statistic, not only number of planes of possible upgrade. This add to player quick ifo about his pool, and if need to increase production of this plane, without need go to pool (saves closing/opening of anothers screens and searching in aircraft pool).



It does this already -see 'draw one aircraft from pool (13)'
This shows me 13 a/c are available in pool of this a/c type


[image]local://upfiles/16324/DD71314CE7894562A067D6965539CC62.jpg[/image]




saj42 -> RE: few wishes for AE (4/20/2008 6:33:18 PM)


quote:

ORIGINAL: Czert

and another - if you transfer planes from one base to another, damaged planes will remain at old base, creating new group, it is possible to have option to tell to game - transfer remaining planes to original units, after repairing of dameged planes are done.


It does this already. Just give the AI a turn or 2 and they will move to the parent unit.




Czert -> RE: few wishes for AE (4/20/2008 6:34:05 PM)

and another - statistic screen in which you are not only see how many planes you have currently in pool and producing, but in service too. It is important to know.

Sory gfor many post, but ideas simply coming to my mind constinusosly, not all together.




Czert -> RE: few wishes for AE (4/20/2008 7:20:50 PM)


quote:

ORIGINAL: Tallyho!

quote:

ORIGINAL: Czert

and another - displaying of current number of planes in pool directly on unit statistic, not only number of planes of possible upgrade. This add to player quick ifo about his pool, and if need to increase production of this plane, without need go to pool (saves closing/opening of anothers screens and searching in aircraft pool).



It does this already -see 'draw one aircraft from pool (13)'
This shows me 13 a/c are available in pool of this a/c type


[image]local://upfiles/16324/DD71314CE7894562A067D6965539CC62.jpg[/image]


Interesing, which are requrements for those reinforing ? It never appeared for me.




saj42 -> RE: few wishes for AE (4/20/2008 8:34:53 PM)

Czert,
what game version are you running at? v1.806?




Czert -> RE: few wishes for AE (4/22/2008 12:57:53 AM)

tallyho - no, I will update [:)].

and others :
production - option to set min/max amount of desired product to produce, then auto holt/restart production - e.q. I producing ki-27 nate, and have it 600 in pool, but hey, this is tu much, I must manualy stop them, and when i running out of pool, i must restart them again. It will be much easier if I set - stop production in is more than 300 planes in pool, restart if is less than 50.   Ideal combination if you can set it relative to numbers of operating planes  - like stop if in pool is more than 50%, restart when is less than 20% (for each plane separately).
i dont n
similiar is to "virtual points " pool - e.q. armament - I dont need to produce it if i have over 100k in pool. Manual stoping/restarting is posible, but it is time consuming and not funny,.

aces - they give unit morale bonus (e.q +1 for each with more than 5 kills, +2 for 10 kills...etc), but OTOH - if you lose them, unit will suffer morale negative bonus for certain time.  Similiar with this go another idea - you can recall ace to special ace pool, from which you can assign him to unit of your wish. Alowing you to create ace squadron, similiar to german JgV 44 formed in late war, in which everyone have kross of knight ( ritterkroutz ) at minimal.




Czert -> RE: few wishes for AE (4/22/2008 1:12:47 AM)

and another - for setting of plane maximum range  - two buttons for normal/extended will save few clicks.




Czert -> RE: few wishes for AE (4/22/2008 11:22:11 PM)

unit training/mission automation (global, can be manual overrided for selected units) - you can set level of training/mision dedication related to current level of morale/fatigue e.q. if fatigue level is under 5 set training to 80, if is over 15, set it to 60. Similiar to morale.




Czert -> RE: few wishes for AE (4/23/2008 4:25:10 PM)

pilots - if you have exelent pilot (e.q. exps over 90) it helping to train another less expierenced pilots. His bonus will apply max. up to 20 exps belov - it means 90 exps pilot givining bonus up to 70 exp pilot, 60 exp pilot up to 40. Of course, bonus is lowering when reaching maximum level of exps.





Czert -> RE: few wishes for AE (4/23/2008 4:54:01 PM)

I told it in another thread, but i post it here again - game need build in screen in which we find description/best use  of all ships clasesm in game - commonly known shortcut like CV, CVL, DD - makes no problem for me and others, but hey, for which is good Ao ? In which is difference between AK and AP ?
We need pop-up or hoovering over shortcut e.q. - TK - and pop-up screen will tell - oil tanker, used for moving fuel around bases. And I have sometimes with this - I forget, and assign TK for troops transports (t = troop transport in my mind). And i know we have in game floating dock for fast ship repairs, but i cant remember shortcut.

For devs, can you please tell me yours option of my ideas ?




Czert -> RE: few wishes for AE (4/23/2008 5:39:17 PM)

events system - there will be two types of evernts - only informing and with effect. Informing will be displayed after certain requerements are meed, and can serve asi gude to beginers -e.q. - at start of game it will display japanese attacked on pearl harbor and at same time on filipinese (with historical background). After player conquer philipenese, then another event (info) screen will display - after conguiring of philipinese japanese turn atention on singapore, burma and java.  And after player conquer SRA, then another info sreen will apear. And so on.
With effect can be launched by realizing of certain conditions - like cut offing of australia from reinforcments from Us by conquring all islands between them (new gunea,solomon islands,santa crus island, new caledonia, new herbides, new zeeland).  And high command give you two or more options - conquer australia, continue with push agains US and others. Every decision will have different bonuses - at choising of path, ahn when you succed, and penalties if you fail.  




Czert -> RE: few wishes for AE (4/23/2008 5:50:28 PM)

fast repair - it repair factories at 1,5x rate (or 2x) but it will consume extra supplies (6x more). (useful if you need emergency build up).
ability to lower capacity, not only expand - for simple reason - to lower resource drain. Of course here is option to lold production, but you can run up to troubles, if you forget to restart production.




Czert -> RE: few wishes for AE (4/23/2008 6:11:46 PM)

and another - option to expand (at big price) number of trained pilots (pilot pool).




Monter_Trismegistos -> RE: few wishes for AE (4/23/2008 7:36:18 PM)


quote:

ORIGINAL: Czert

I told it in another thread, but i post it here again - game need build in screen in which we find description/best use  of all ships clasesm in game - commonly known shortcut like CV, CVL, DD - makes no problem for me and others, but hey, for which is good Ao ? In which is difference between AK and AP ?

You have manual for that.

quote:


We need pop-up or hoovering over shortcut e.q. - TK - and pop-up screen will tell - oil tanker, used for moving fuel around bases.

To devs: Please do not add unnecessary popups which will only upset players.





Czert -> RE: few wishes for AE (4/23/2008 9:44:01 PM)

I know, i have manual, but searching in it for quick info not ideal IMO - and if we have buil-in info screen with this (similiar to e.q. pilot pool) - this can solve few problems, and combined with fact that in AE we will have cca 3x more ship clases than in Witp, then thing go more funny.




Czert -> RE: few wishes for AE (4/23/2008 9:53:10 PM)

add wolfpack idea to submariners - subs under computer rest at his favorite hex, doesnt matter known enemy convoys pasing his position only one hex close. And sub have another subs right hex next to him, and they sleep to.  Annd wchis is bad too, I have cripled many enemy ships vith my carriers, subs are close to enemy cripled ships....and they dont engage them. [:@]. I know, many gamers can sey, lets manual control them, but you must understand, if is Ai bas as your ally, then is bad as enemy, and game agains bad ai is not to much funny.
and another idea is simmiliar to previous - add interecp mission - can work for booth - submarines and surface fleets (and carriers).  Task force will simly try to engage and destroy selected enemy TF.




Terminus -> RE: few wishes for AE (4/23/2008 10:11:07 PM)

Like it says in another thread, we're locked down for features in the AE. No more new stuff for the release, and we're pretty well set for the patches as well.




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