RE: WitP Wish List (Full Version)

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Pascal_slith -> RE: WitP Wish List (1/11/2006 2:42:25 AM)

Corrections to the database on aircraft endurance. For example, B-17s regularly ferried from the West Coast to Pearl Harbor. In the original db, you can only fly to Lahaina first. There are numerous other Allied and Japanese aircraft with wrong endurance data (usually too short).




Pascal_slith -> RE: WitP Wish List (1/11/2006 10:59:43 PM)

Add to the fog of war in the onscreen Operations Report. You should not see the results of searches of your opponent. Rather, you should see, e.g., "recon aircraft sighted next to TF...", or something to that effect. The operations report should almost never indicate the activities of the enemy.




Pascal_slith -> RE: WitP Wish List (1/11/2006 11:26:51 PM)

I know I'm probably repeating a lot of past posts in my messages....

Is there going to be a summary of all this at one point?

Well, here goes, for the umpteenth time for many: do not indicate any information on airfield, port, or LCU occupation of an enemy base EXCEPT for the most recent RECON overflight or own unit passage in that same hex.

Belaboring, belaboring....




Marten -> RE: WitP Wish List (1/12/2006 5:58:03 PM)

on the list of all ships i'd like to see the name of commander next to the name of the ship. (same with other units)




tigercub -> RE: WitP Wish List (1/13/2006 9:01:18 AM)

When clicking on move TF to bla bla using a TF it gives you an option to make bla bla home base if required for that TF down the botton of screen!To replace default return to port botton or even better add one more!




tigercub -> RE: WitP Wish List (1/13/2006 9:03:11 AM)

My biggest wish of all would be a in game edit!!!!!!!




tigercub -> RE: WitP Wish List (1/13/2006 9:06:01 AM)

remove the lines behind air attacks showing were attacks are coming from!!




m10bob -> RE: WitP Wish List (1/15/2006 1:34:02 PM)

I did not read all 15 pages of these "wishes", so this may have been mentioned ?
I would like to be able to hover the curser over a friendly land unit, and get the composition of that hex,(men, assault value,supply, etc.)




Pascal_slith -> RE: WitP Wish List (1/23/2006 10:38:38 AM)

Oh, yes. Probably mentioned already, but how about manual movement of supplies overland/roads/trails/rail/etc etc.?




treespider -> RE: WitP Wish List (1/24/2006 8:49:33 PM)

New Wishlists broken down by game aspects ie Production, Logistics, A2A, Land etc...




Jonny_B -> RE: WitP Wish List (1/28/2006 3:49:07 PM)

Mr. Kid:

Why is the Japanese Float Plane Fighter (A6M2-N-Rufe) not Have a Naval Attack option ???

[&:][&:]




lucascuccia -> RE: WitP Wish List (1/29/2006 2:42:50 AM)

Actually Marine defense battalion split to become both the aa battalions and marine corps artillery. As they stand now, only the 155 guns and the tanks would be withdrawn. No real need to change them then.

Lucas




Apollo11 -> RE: WitP Wish List (3/4/2006 6:24:53 PM)

NOTE:
As per Joe's instructions I post this in "wish" list thread...


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!!! [&o][&o][&o]) 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




m10bob -> RE: WitP Wish List (3/4/2006 7:47:16 PM)

1.During land combat, I would like to either hover the mouse over a friendly unit and get the numerical/strength composition of that stack (as you can an enemy stack, or when going to the senior leader in that stack see the strength of the troops with him..

2. During air combat, I would like that button at the top right corner to be enlarged (for those of us with older eyes).
We can see the button easy enough, its' *hitting* the button in the big otherwise empty corner that is difficult.[8D]




DFalcon -> RE: WitP Wish List (3/4/2006 8:19:10 PM)

1. I have a small interface request. I would like to see the number of planes avalable for replacements listed beside the accept replacements button. The same way you see it when you turn on upgrades. Example if there were 12 panes of the correct type in the pool;

* Accept replacements (12)




scout1 -> RE: WitP Wish List (3/4/2006 8:54:16 PM)

Though I'm not one of the control freaks, there are several on the forum (duck). Why not a "God mode" for the game where there is NO AI whatsoever. Let them mke EVERY single decision for EVERY location ....




bilbow -> RE: WitP Wish List (3/5/2006 12:16:33 AM)

Two suggestions:
1 I find it very cumbersome dealing with the large allied airgroups of 48-72 planes. The allies should be represented at the squadron level as has been done in some of the mods.

2 For the Japs, the daitai level is fine, although it would be nice to be able to break down more that 9 daitai for special purposes. For instance I like to break down my floats and divebombers for ASW patrol to maximize my coverage area.




1275psi -> RE: WitP Wish List (3/5/2006 1:04:01 PM)

probably already listed

The ability to attempt a mid ocean intercept with surface task forces

Done by something like airgroup missions choices

Button: attempt to intercept enemy Task forces
Button: attempt to avoid enemy task forces (retreat option)

Anything that allows a greater chance for mid ocean intercepts!




1275psi -> RE: WitP Wish List (3/5/2006 1:05:30 PM)


Also -please can we have some sort of way of listing carrier group, surface group and transport commanders seperately!




Captain Cruft -> RE: WitP Wish List (3/6/2006 2:26:14 AM)

Suggestions for current WitP engine, giving it better longevity.

I have tried to keep these in the realm of the possible.

  • Fix all data corruption bugs. OK we knew that already ;)
  • Increase (at least double) all slot limits for the database. This should be possible without breaking compatibility with current scenarios. The code can check the file sizes before loading to see whether to use the old or new array sizes. Re-jig magic slot numbers appropriately.
  • Make the hex size variable rather than hard-coded. Derive in-game speeds and distances from real world values in the database. Shouldn't be too much work. This would allow Med size scenarios like the one I gave up on etc.
  • Allow some degree of user configurability of combat parameters. There must be some variables that could be exposed without giving away the proprietary routines. This data could just go in a text or INI file or something. SPWaW preferences would be the analog (Mike W can elucidate).
  • Allow some user control over overland supply. This could be as simple as allowing the "Supplies required" and similar values to be over-written by the user.
  • Add a toggle for whether Resources produce Supply or not.
  • Provide an in-game "dump to CSV" function so that people can look at the data using whatever spreadsheet or other tools they like. This would eliminate a good proportion of the UI enhancement requests.


I would also add my support to the well-thought out suggestions of Leo "Apollo11".




GaryChildress -> RE: WitP Wish List (3/6/2006 3:18:56 AM)


quote:

ORIGINAL: 1275psi

probably already listed

The ability to attempt a mid ocean intercept with surface task forces

Done by something like airgroup missions choices

Button: attempt to intercept enemy Task forces
Button: attempt to avoid enemy task forces (retreat option)

Anything that allows a greater chance for mid ocean intercepts!


I'll second this. It would make commerce raiding more practical out in the middle of nowhere so long as the target TF has been sighted by recon planes.




Admiral DadMan -> RE: WitP Wish List (3/6/2006 3:28:12 AM)


quote:

ORIGINAL: Gary Childress


quote:

ORIGINAL: 1275psi

probably already listed

The ability to attempt a mid ocean intercept with surface task forces

Done by something like airgroup missions choices

Button: attempt to intercept enemy Task forces
Button: attempt to avoid enemy task forces (retreat option)

Anything that allows a greater chance for mid ocean intercepts!


I'll second this. It would make commerce raiding more practical out in the middle of nowhere so long as the target TF has been sighted by recon planes.



I would love to be able to park a CV TF about 3 hexes behind the bait, and then spring on the Surface Action TF that went after the the convoy [:D]




GaryChildress -> Ship ASW and AA values displayed (3/6/2006 3:48:05 AM)

I would like to see the ASW and AA values of ships displayed next to each ship on the list of ships available to drop into a TF. It would make TF composition easier.

Thanks,

Gary




GaryChildress -> RE: WitP Wish List (3/6/2006 4:02:49 AM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: Gary Childress


quote:

ORIGINAL: 1275psi

probably already listed

The ability to attempt a mid ocean intercept with surface task forces

Done by something like airgroup missions choices

Button: attempt to intercept enemy Task forces
Button: attempt to avoid enemy task forces (retreat option)

Anything that allows a greater chance for mid ocean intercepts!


I'll second this. It would make commerce raiding more practical out in the middle of nowhere so long as the target TF has been sighted by recon planes.



I would love to be able to park a CV TF about 3 hexes behind the bait, and then spring on the Surface Action TF that went after the the convoy [:D]



I agree! I think the ability for surface groups to intercept TFs in open ocean would give a whole new dimension of cat and mouse to the game. It might also tie up your carriers on convoy duty leaving other parts of the ocean free and clear for the enemy to do whatever he likes.




siRkid -> RE: WitP Wish List (3/6/2006 10:39:47 PM)

1. Japan should lose 100 PP the first time its homeland is bombed.
2. Ability to disband Land Combat Units and merge them into units in the same hex.
3. We really need to be able to destroy air units. List the aircraft as operationally destroyed and send the pilots back to the pool. This will help get rid of fragments.




siRkid -> RE: WitP Wish List (3/6/2006 10:43:00 PM)

Just to let everyone know I am no longer working on WITP. This thread was started a long time ago. [;)]




Ursa MAior -> RE: WitP Wish List (3/6/2006 10:45:21 PM)

quote:

ORIGINAL: Gary Childress
I agree! I think the ability for surface groups to intercept TFs in open ocean would give a whole new dimension of cat and mouse to the game. It might also tie up your carriers on convoy duty leaving other parts of the ocean free and clear for the enemy to do whatever he likes.


CVs ascorting Transport Tfs are fine most of the Cvs (both sides) were busy doing it in 1943, but I am not so sure of the historical accuracy of the first one. AFAIK all surface battles were near to bases, not in the open ocean.




siRkid -> RE: WitP Wish List (3/6/2006 11:04:57 PM)

You know the debate about open ocean intercepts has been going on since the first day this game hit the streets. I recommend making it an option that can be turned on or off depending on the player's preference.




siRkid -> RE: Infochart (3/6/2006 11:11:22 PM)

I would like to have an on/off repair button for ports and airfields. I hate using supplies to repair a base I know I'm going to lose. Also repairs are made before forts are built and a player can keep you from building forts by keeping your port and airfield damaged.




Ursa MAior -> RE: Infochart (3/7/2006 12:44:53 AM)

Undo for every action I can make. (even transferring squadrons between bases etc.). One notable exception. If the action has immediate results, thus avoiding even more gameier solutions.




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