wdolson -> RE: your dreams about witp 2 :) (12/23/2013 9:56:32 PM)
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ORIGINAL: Califvol People will probably like some ideas and hate others. To each their own, this is just my druthers on a subject that could go on at length. They go from minor to just out and out game changers. Heck for that matter could be some of them would be a game stopper, as they are just ideas and might not work/unbalance game play in some cases! 1. Have a new announcer in Japanese say “Enemy Carriers Spotted” instead of the same announcer for both sides giving the same report. 2. Have an English announcer say when a major base is recaptured/ or liberated. I had an idea to have news reports about things happening in Europe and the Med, but we didn't have time for that. Nor did we have anyone to do the recordings. quote:
3. Instead of specific unit withdrawal have each unit have a PP value. Have the requirement be to withdrawal that PP value by a specific date, rather than exact units. 4. Stop the micro-unit withdrawals of saving one gun from a division being enough to rebuild a division without having to buy with PP from the dead list. These submarine/air boat evacs of 10 guys should not be enough to get the unit “saved”. This is pretty much gone for AE. Submarines transports are very limited in what they can transport now. Most land units can be bought back after being destroyed, so the incentive to save a fragment is mostly gone. quote:
5. Have squares hit by A bombs glow during night turns. (LOL) OK, put a flame icon on city squares on fire with a bigger icon for bigger fires. This is not a bad idea. It would actually be possible with the current engine. Kelley and I did the crossed swords and exclamation point icons. It could be done similarly. quote:
6. Enemy icons- Make enemy Carrier TF Icons significantly bigger (or maybe even pulse) and make all icons change in size based on size of reported force. 7. Always allow a disband for Dutch units. Incur a VP penalty of unit cost when disbanding. Would this be to free up devices for other units? quote:
8. After creation of a level one (1) base slow down base building by a factor of like four (4), modified to be quicker based on the amount of engineering assets being employed. 9. Increase the effectiveness of Anti-Aircraft units and bonuses for many units to a hex for base, city, port and airfield defense. Do not increase use for ground unit air defense. 10. The “S” class series of US Sub’s need to be dumbed down. They are uber killers that don’t breakdown for the US in the early game and that just isn’t the history- they were old boats, shallow diving, without a TDC that had barely adequate performance in real life and even that was the result of the amazing performance of the crews (Some real heroes in getting those S boats to perform as well as they did). Part of the S-boat revamp-Revamp the aggression of initial US sub commanders. Right now it seems the most timid people in the history of the USN are a boat commander in Manila in 1941. Get those initial commanders aggression back up to the 50’s but dumb down the S boats and you’ll get historical results IMO; without a player having to use all their PP to replace all the sub commanders in Manila on Dec 8. There is nothing in there now for the age of a ship. Older ships should have more mechanical breakdowns than a brand new ship. The S boats were hampered in the real war by their antiquated systems constantly breaking down. The last of air conditioning on the boats also made crew fatigue in the tropics a much bigger problem than on the newer boats. quote:
11. Subs need to have a huge delay in port before they get back on patrol. A one day turn around on a sub off a patrol is very much too short. At a minimum it should be a week and a random of several weeks up to a month would be more reflective of the history. The game doesn't really take crew fatigue into consideration on ships. quote:
12. Revamp the artillery or at least the artillery reports so it appears in a reporting basis to make sense to use artillery. As it stands now it appears more effective based on the combat reports to use air power than artillery on ground units. Yet, the biggest weapon killer of soldiers in WWII was artillery (location/circumstances grossly modify that discussion- such as Tarawa.) The entire land war system is something of an afterthought. It was intended for island invasions in Uncommon Valor and really wasn't designed for large scale land combat in Asia. A rewrite was discussed, but it was out of scope. quote:
13. Eliminate the on map use of air training units. Move that whole function into a pool concept at the national level. Allow units to be moved into and out of the pool by transfer at the National Designated transfer base (NO PP to transfer). Within that pool have a slider to adjust at what level a pilot should graduate. Have graduation rates dependent upon aircraft of the right type and 80+ exp. Pilots being in TRACOM. Only use the reserve system for pilots that have flown actual missions and are no longer with their sqdn’s. The Japanese have had the ability to train pilots on map since WitP. AE expanded this to the Allies. quote:
14. For major head quarters only, add player defined (with an initial default) area shown on the map. Treat all units as restricted unless that belongs to that HQ. Allow new units to come in undesignated and their initial HQ get’s designated for free. This will include naval units as well. Allow the HQ area to adjust based on expenditure of PP’s. Allow a new TF designation of “Replacement” that will load any restricted units, but must unload the restricted units in their restricted area. (The willy-nilly use of units in the game is a-historical. Adding a very abstract restriction of unit assignments will have significant impact on game flow and would slow down a game that based on its nature is a slow game anyway. However, it gets the game more toward depicting one of the most critical aspects in the way the war was fought.) 15. Oh, I would add this as well for WITP AE II- Some eye candy chrome- On the combat animations an overhead plot for naval surface, air, and sub engagements. Show ships maneuver, flak bursts, splashes, torpedo tracks, plane auguring in and getting hit/sunk with a 2d overhead shot. Maybe even a zoom in to water level shot of ship sinking’s. The animations now are fairly primitive. More could be done in a major rewrite. Bill
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