Oznoyng -> RE: What do you want to see in WITP II? (9/15/2005 10:17:57 PM)
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ORIGINAL: Brady 1) No AI Sorry, I plan to have one, though it will come later rather than sooner. quote:
ORIGINAL: Brady 2) Smaller Hex scale (Half what we have now) 20 nautical miles at the equator, approximately 5 miles at 75 degrees north latitude. quote:
ORIGINAL: Brady 3) Compleat OOB* Subject to scenario designer's whims. OOB will come in two forms, historical and "what if". "What if" only has ships, aircraft, airgroups, etc. under development historically as of scenario start date. New ships, airgroups, etc. can be laid down in game. (Both sides) A substantially more complex political point acquisition system (and resource/production system) will govern creation of new units. Game actions will affect the date neutrals join the conflict. For instance, in campaign scenarios that start prior to 12/7/41 US actions in the war will be restricted until game events cause US declaration of war, which may or may not come as a result of a PH attack. US actions once war begins will be affected based upon the events that cause the US to enter the war. In other words, anyone want to play "What if Japan did not attack Pearl Harbor?". quote:
ORIGINAL: Brady 4) larger Map, Includes African Coast and Madagascar, Panama Canal. World map from 75 N to 60 S latitudes, all longitudes. quote:
ORIGINAL: Brady 5) More deatield suply system, Crtical Items Like Torpedoes, Large ordance Avation fuel, exc acounted for. Designed by scenario, with automatic detail reduction as a scenario option. (A user selectable option will allow varying levels of detail by scenario). quote:
ORIGINAL: Brady 6) Adational Land Units, Medical, Training, Suport trops for special Boats, landing craft excetra, Un Armed Working Labor units, Wheather units,Code breaking signals intercept, Vetenary,USO,Brothels, as well, to name a few. Subject to game designer concerns, but currently reading book on WW2 code breaking. Radio intercept locations in Shanghai or the Phillipines, for instance, will sometimes give warnings about air raids as they are forming and effect CAP levels at the target. quote:
ORIGINAL: Brady 7) Lighter than Air....(I am not Blimp Boy,[:)]) Hmmm... Probably doable. quote:
ORIGINAL: Brady 8) Baloon Bombs Not something I thought of, honestly. Although a variation on mine drift would accomplish the same thing. I'll add it to the "to think about" list. quote:
ORIGINAL: Brady 9) Ordance load out options for planes, playes can select load out, linked to suply of specialaised ordance types. Already in design, although in lowest level of detail, ammunition types will eventually reduce to "supply" as in WitP. quote:
ORIGINAL: Brady 10) More detailed Land combat. Biggest area I need to work on. Not sure precisely how to do it. But starting to solidify thoughts on it. There will definately be stacking limits on hexes. Hexes will have capacity ratings on transportation systems. You will not be able to move 10 divisions from hex to hex without speed penalties and heavily stacked hexes will be more susceptible to bombardment. quote:
ORIGINAL: Brady 11) More detailed resource requirments for Japan, Coal, and other resources realistiacal acounded for and required, Includes food stuffs,and alows for compleat Merchant Marine represenation and effort made to represent all types of ships, throught the war. No "slots", so no limit on classes, ships, squadrons, etc. Theoretical limit is in the 2^32. Limits will be upon scenario designer's anal retentiveness. quote:
ORIGINAL: Brady 12)No hard codding of options Like Zero Bonious, or Allied Heavy bomb boniuos without a switch to turn the darn thing off, same for the carrier react rule. "Hard coding", no. But there will definately be a bonus that the Zero will enjoy early war, it will be more based upon doctrine levels, training levels, and suprise factor of *any* new a/c type than to any bonus only the Zero gets. (In other words, the Corsair, or the P-38 will enjoy certain suprise benefits when they enter combat as well. Selected Allied groups could have superior starting pilot ratings in some categories that will allow greater success against Zeros than other groups. quote:
ORIGINAL: Brady 13) Russian Fleat added All of world war 2, not just Pacific. Engine will support UV/WitP scenarios on a subset of the map. quote:
ORIGINAL: Brady 14) Reworked Intell system, present model gives allied players more than it should at times. And less. As above, I am currently reading a book on intelligence in WW2. Makes for interesting reading. Lots more operational intel and probably a bit less strategic intel. FoW will be double blind. Each side gets their own AAR, which may differ significantly from each other. US sees 60 bombers shot down and 300 fighters shot down on bomb raids in Europe. You will not know whether you shot down 300, or 25. There is no intel report to tell you what actually happened until the game is over. No information gleaned in the game will be absolutely reliable. Recon, signals intercepts, patrols, etc. will be far more important for obtaining information about enemy activity. You may get a report that says "CV Lexington hit by Torpedo.", but the report could be completely erroneous, or it could have been CVE Long Island. Moreover, certain types of information (like the contact report we all get from subs that are sunk in an engagement) will either be completely eliminated (dead men tell no tales), or delayed (until sub breaks contact). Taskforces (and air groups) can be ordered to maintain radio silence. If they do, they suffer penalties to operations (delayed contact reports, coordination penalties) but gain benefits (KB not detected before PH attack.) Radio silence orders will allow specification of conditions under which radio silence can be broken. (after contact, or detection of enemy group of defined size) Subs sunk in an engagement will typically not known by the controller until they fail to return from patrol. quote:
ORIGINAL: Brady 15) Radar represented in beter detail, Including Aircraft types, for Surface search, MAD equipment, exc.. Sensing and communications equipment is part of the loadout (devices in WitP parlance) and will have an effect upon the game. (IJA/IJN aircraft will likely suffer more group tactical penalties due to lack of quality radios) quote:
ORIGINAL: Brady 16) Did I Mention NO AI[:)] Sorry to disappoint, but I fully intend to provide an AI for the game. If there was an open API for WitP, I'd probably have more fun writing an AI to play the game than I would playing it myself. Writing the AI will be fun. quote:
ORIGINAL: Brady * Includes some things I mentioned above but generaly speaking, if it was left out of WiTP put it in the game, planes like the Alabacore, Ansion, Sea FoX, Rex, Paul, P47N, exct, Midget's, Allied and Japanese (axis) Armend merchants, Miniour countries troops Like Portigual, Tialand, ect...Better Bomb types, intened to include them all not just vanalia represenations of a few types for all countries. CBN weapons. Kaitens, sucide boats, if it was their put it in the game. Additional aircraft types are at the whims of the scenario designers. There will be no hard coded limit to the number of aircraft types, and I plan to provide a variant system as well. For instance, it will be possible to field modify B-29's to remove defensive armament and increase bomb load. It will also be possible to specify starting load outs and targeting priorities, though these are at the whim of the commander on site. If ordered to attack Darwin, KB's leader will not ignore USN CV's that show up, though he will be slower launching his atttack as he rearms for naval tragets...
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