Alikchi2 -> RE: What would be the perfect WITP III? (10/23/2009 2:37:30 AM)
|
OOB of AE++, zoomable map like Google Earth down to, say, a 30 square mile/hex scale, an extremely complicated air combat resolution engine with more order options, naval surface combat again, quite detailed indeed.. more data to take into account re weather, leader stats, positioning, radar, blah blah blah. Naval combat would not be the current interface but rather a top down view 2D of the hex in which you saw combat play out with fast forward and rewind buttons.. before the turn began you could set 'battle settings' ie attack in line, defensive/aggressive posture, protect transports/seek out enemy/scatter on contact, etc etc. Japanese (and American) industrial stuff would have a lot more flexibility. You'd be able to prioritize certain research areas over others, and build custom-designed (or at least pre-selected) ship classes, or go fully historical if preferable.. but say you're contemplating an invasion of New Zealand in late 1942 and want LSDs. You could add them to the build queue. Or hey, what if you want to build the Montanas, or accelerate Vanguard (at a huuuge expense in PPs/VPs or whatever point system exists)? In WitP III (and AE for that matter), you're Roosevelt, Marshall, Nimitz, Spruance, and John Thatch all at once. You should be able to build the ships you need. Ground combat.. god knows how you'd remodel that. WitP IV would break from the shackles of hex-based combat..
|
|
|
|