RE: WitP Wish List (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945



Message


Jutland13 -> RE: WitP Wish List (3/2/2007 7:48:59 AM)

Are there any plans for another update?




wworld7 -> RE: WitP Wish List (3/2/2007 5:37:30 PM)


quote:

ORIGINAL: Jutland13

Are there any plans for another update?


They are working on another patch.

Flipper




scout1 -> RE: WitP Wish List (3/3/2007 6:12:28 PM)

Probably has been asked before, but ......

It would be nice when choosing leaders to sort on "type of unit to command". If I'm after a fighter commander, I'd like to be offered those choices rather than visiting EACH and EVERY one to see would is and who isn't ......




Jutland13 -> RE: WitP Wish List (3/3/2007 11:55:37 PM)

Is there any info on this patch, when and what might be included and a potential timeline? Thanks.




KDonovan -> RE: WitP Wish List (3/3/2007 11:57:27 PM)

how about more control over "home base" and "retirement allowed" As it stands now, with retirement allowed on, once a TF reaches its desitnation, it will retire back to its home base. I would like to see a feature where the home base is set to a TF, that way players can detach warships from CV TF's for night bombardments, and have them meet back up with the CV TF by day break




1EyedJacks -> RE: WitP Wish List (3/14/2007 2:32:00 AM)

In the Operations Report, when recon planes take photos of LCUs like this:

---snip---

Ki-15 Babs takes recon photos of 22nd Prov Army Temp. Division
Ki-46-II Dinah takes recon photos of 5th CCP Infantry Corps
Ki-46-II Dinah takes recon photos of 5th CCP Infantry Corps
Ki-15 Babs takes recon photos of 5th CCP Infantry Corps
Ki-15 Babs takes recon photos of 69th CCP Infantry Corps
Ki-15 Babs takes recon photos of 99th CCP Infantry Corps
Ki-15 Babs takes recon photos of 99th CCP Infantry Corps
Ki-36 Ida takes recon photos of 2nd CCP Guerilla Brigade
Ki-36 Ida takes recon photos of 9th CCP Guerilla Brigade

---snip---

Can you please add the location where they were photographed? The game seems to give a location for naval units like:

---snip---

PBY Catalina sighting report: 1 Japanese ship at 40,55 , Moving Southwest
PBY Catalina has spotted Chokai at 40,55
PBY Catalina sighting report: 1 Japanese ship at 45,52 , Moving Southwest
PBY Catalina has spotted Nagara at 45,54
PBY Catalina sighting report: 1 Japanese ship at 47,45 , Moving East
PBY Catalina has spotted Nagatsuki at 45,49
PBY Catalina has spotted Mizuho at 45,54
PBY Catalina sighting report: 8 Japanese ships at 45,46 , Moving West

---snip---

Thank you.





Jo van der Pluym -> RE: WitP Wish List (3/14/2007 8:15:30 AM)

A button on the start screen that you can choose for the Japanese
Kamikaze Yes or No (Or better choose between very low ; low ; normal or high




Sonny II -> RE: WitP Wish List (3/14/2007 12:38:07 PM)

An indicator of which direction troops are moving - kinda like the info you get about which direction TFs are moving.

Once an LCU has moved 30 miles or more in one direction your recon should be able to tell you this. For multiple units in a hex the largest one is the one for which the info is given.




Pascal_slith -> Extend possible missions of aircraft (3/14/2007 7:07:15 PM)

The Hudson/A-29 was used for more than just supply transport.  How about extending the list so that it is not limited to just bomber missions?  You should be able to use Hudsons for troop transport too (the Japanese used captured Hudsons to fly their paratroopers in the DEI).

It sounds like we're building a wish list for WitP II....




Pascal_slith -> Extend the set of possible aircraft in the dataset (3/14/2007 7:10:05 PM)

Probably one that has already been asked, but please increase the number of aircraft that can be included in the dataset so that we can use more variants or more different aircraft, including more artwork.




Pascal_slith -> Influence of the rest of the Second World War theaters. (3/14/2007 7:18:11 PM)

A second 'randomization' button that allows for variable influence of the European/Mediterranean/Russian Front theater of operations.  If things are going well in these theaters for the allies (allow for more random outcomes around the historical), then reinforcement arrival rates are held the same or increased slightly.  If things are going poorly, then reinforcement rates, especially ground and air units, don't arrive as quickly (and some even never arrive).  This could go to the point of having to take Soviet units off the map (simulating reinforcement of the front against the Germans).  As with the variable reinforcement schedule toggle, this could be the choice between 'historical', 'some variability to historical', 'moderate variability to historical', 'extreme variability to historical'.




Pascal_slith -> Range of PBY Catalina is too short. (3/14/2007 7:30:35 PM)

I've said this time and time again, but the PBY Catalina range is too short.  The maximum range, for this 'generic' Catalina which represents a mix of PBY-5/5A/6As should be 2500 miles.  PBYs regularly flew from the West Coast to Pearl Harbor, which is not possible with the current data settings.

The CHS variant should have corrected this too...

Reference: http://www.history.navy.mil/branches/hist-ac/pby-6a.pdf




JoePirulo -> RE: Range of PBY Catalina is too short. (3/20/2007 12:29:45 AM)

In the pilots info screen of each air unit would be nice to see the WIA pilots of the unit and the estimated time of return of those pilots. For the japanese player, I think this information will be very usefull. Anyway, more japanese navy pilots would be much better [:)]. Thanks.
Max




cfulbright -> RE: Information/Order Screens (3/20/2007 2:23:59 AM)

Related to this would be ability to make reminders on a particular day in the future. I would think this would be useful for most Gary Grigsby games, considering their strategic scope.

Remember the F10 button in the old Harpoon game? It let you schedule a reminder to yourself at some future point in time. Things like, "Launch the EA6B's". Very useful feature. In the case of WitP, I would use this to plan major amphib actions.





Pascal_slith -> Finding the right leader. (3/21/2007 1:37:26 AM)

From the 1.9 post:

Make it easy to find the right type of leader for the type of TF, air formation or LCU. Who wants to scan through a hundred names to find the 'patrol' formation leader? The type of leader skill should also affect how well he can lead a type of formation. A 'fighter' leader at the head of a bombing formation should slightly reduce the bombing formations effectiveness, etc. (Is this already the case?).




Pascal_slith -> Railroad and Road construction units (3/21/2007 1:40:50 AM)

Railroad and Road construction units. And give the road construction capability to SeeBees, Aviation Engineer, Construction, etc. units, though obviously with far less capability than dedicated road construction units.




Pascal_slith -> Demolition (3/21/2007 1:44:19 AM)

Give Engineer units demolition capabilities. They should be able to target the type of facility (airfield, port, bridge hexside, road, railroad, oil, etc., etc.), supply or fuel units to demolish.




Pascal_slith -> Priortize repairs and replacements (3/21/2007 9:38:43 PM)

An ability to prioritize repairs on a base (airfield vs. port; planes of air unit x vs. planes of air unit y).

An ability to prioritize replacements.




Pascal_slith -> Disbanded ships with A/C (3/22/2007 1:20:35 AM)

Ships disbanded in port with a/c on board should automatically set those a/c to 'standoff'. CVs, for example, rarely 'shot off' aircraft while standing still, and in any case you would think the act of 'disbanding' would put the ship most times in a place where sending off aircraft would not be possible.




MineSweeper -> RE: Disbanded ships with A/C (3/22/2007 7:41:01 AM)

Aircraft targeting is a nightmare....once a ship is "unable to find target", the planes should target other ships in the task force.....




Pascal_slith -> Recon Rating and More explicit targeting (3/22/2007 10:32:34 PM)

When attacking with aircraft a base, the choices should not only be Airfield or Port, but also subchoices such as Port Supply, Runway, Airfield Infrastructure, Port LCU, etc. There should also be an explicit Industrial attack choice (e.g. hit the oil wells in Soerbaja).

These subchoices should also open up for Naval Bombardment missions.

A base and/or hex should have an explicit 'recon' rating based on how much is devoted to 'recon' missions and/or friendly LCU presence and/or ownership by your side. The Recon Rating would determine the level of detail of your knowledge of the hex/base, in many respects similar to now. This knowledge level would open up these new subchoices for air or naval units.

For example, a major strategic mistake of the Japanese at Pearl Harbor was to NOT target the fuel tank farm. The Japanese had very detailed knowledge of the layout of the base including the tank farm.




histgamer -> RE: Recon Rating and More explicit targeting (3/23/2007 2:56:42 AM)

Increase the effectivness of mines vs bombardment groups or any other groups that pass through a mined hex.




pnzrgnral -> RE: WitP Wish List (3/23/2007 7:50:47 PM)

Would like to see some OOB inclusions. These units were present in theater during the war: 2d NZ Division, 8th AUS Div, US Philippine Div (get rid of the separate bde's/rgt's for each of these, where possible), 6th Ranger Bn, 3d MAW. I recommended these inclusions in a previous posting but there was a response, to the effect, that these units never fought as complete entities. The problem with that is that they COULD have been employed as complete units. CVL conversion: would like to see the CS Mizuho made available for CVL conversion, comparable to Chitose & Chiyoda. Mizuho was a near sister to the others but was lost very early in the war, prior to the other conversions. Another OOB issue: repeating units. The 153rd US Inf Rgt & 30th US FA Rgt are doubled. I've seen this in every patch, up to 1.8.0.4.




Pascal_slith -> Suggested Map System: Google Earth (3/31/2007 8:15:03 PM)

How about a using the Google Earth system as a map system? This would allow for waypoints, distance calculations, etc. and would rid the system of map distortions...

Of course, this would require simplifying the current satellite shots to something simpler...




Terminus -> RE: Suggested Map System: Google Earth (3/31/2007 8:47:20 PM)

And require a couple of man-years of recoding...[:D]




Pascal_slith -> RE: Suggested Map System: Google Earth (3/31/2007 8:51:32 PM)

The coding already exists. Google sells licenses...




wworld7 -> RE: Suggested Map System: Google Earth (3/31/2007 11:36:45 PM)


quote:

ORIGINAL: Pascal

How about a using the Google Earth system as a map system? This would allow for waypoints, distance calculations, etc. and would rid the system of map distortions...

Of course, this would require simplifying the current satellite shots to something simpler...


I believe you are greatly underestimating the effort to accomplish this. Simply changing the map does not automatically allow for things such as waypoints. Much more coding is required.

But maybe some day...




wdolson -> RE: Suggested Map System: Google Earth (4/1/2007 2:18:48 AM)

quote:

ORIGINAL: Pascal

The coding already exists. Google sells licenses...


The entire game would have to be adapted to the new map system. The map would also have to be modified to put the hexagonal grid system over it.

What you are proposing is equivalent of putting a different engine in a car. True the car already has n alternator, transmission, etc., but everything has to be adapted to the new engine.

As a programmer, I can begin to scope out the task in my head and it's huge.

Then there is also the matter of licensing fees. I don't know what Google's licensing for Google Earth costs, but it could be prohibitively expensive for this application. If the game sells retail for $70, the wholesale cost is probably $35. Out of that they need to pay off the cost of the programmers to develop the application, keep the company running, an dhopefully return something to the investors. Licensing costs of even $5 a copy could cut too deeply into profits to make it worth while.

A 3D map is a good idea and it does solve some of the problems with the existing map. The new game would likely need to run on a much more powerful computer and would probably be slower than the existing game. Going from 2D to 3D graphics has a huge impact on the processor and video. It's a much more complex problem for the computer to handle.

Over all, it is a good idea, but I don't see Matrix taking it on for version 1.9 of WitP. Maybe WitP II, possibly even WitP III (in about 10 years).

Bill




Buck Beach -> Interface items (4/1/2007 10:48:09 PM)

There are two items I would like to see put in the game. A Hot Key to exit a Combat Summary pop up as opposed to clicking the "Done" , and a Click, Hold and Drag function to be able to see the location behind the various items.




Dixie -> RE: Interface items (4/1/2007 11:11:35 PM)

I don't know if these have been mentioned, but here goes:

1) Some decent British and Commonwealth leaders
2) The ability to rotate CV air units
3) The ability to send Aussie DDs back with withdrawn naval units
4) The naval withdrawl rule to apply to all ship classes including subs and such
5) If a withdrawl is not met then a delay in the arrival of another future arrival




Page: <<   < prev  22 23 [24] 25 26   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.671875