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Start of Game Screen - 2/6/2006 7:29:47 PM   
Shannon V. OKeets

 

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For the past 2 days I have been working on the first screen the player sees when he loads MWIF. Here is the current version.

There are 7 screen shots in this set because I would like you to review all 7 pages of the Optional Rules.




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Post #: 1
RE: Start of Game Screen - 2/6/2006 7:33:20 PM   
Shannon V. OKeets

 

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Just to give you something else to review, I have changed the scenario for each of the screen shots. The text has been revised substantially by me from what was used in CWIF.




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Post #: 2
RE: Start of Game Screen - 2/6/2006 7:38:46 PM   
Shannon V. OKeets

 

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I have set up a check box for each panel of the Start New Game screen.

The player can look at each of the scenarios, add players to the list of players, and set the different options in which ever order he likes. When he has a panel the way he likes it, he clicks on the check box.

When all 3 of the check boxes you see here have been checked, the program then advances to the section below (not shown in screen shot) where the player decides who is playing which major powers. That can be done through either direct assignement or through bidding.




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Steve

Perfection is an elusive goal.

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Post #: 3
RE: Start of Game Screen - 2/6/2006 7:45:24 PM   
Shannon V. OKeets

 

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Missed The Bus is the most recently added scenario to the World in Flames list of 11 scenarios.

I am groupoing the optional rules first as they were done in CWIF: on 7 separate pages. I have added subdivisions for each page using simple lines; I am trying to avoid a grid-like appearance. I feel the subdivisions make the page easier to read and the little groupings put similar optional rules next to each other. For example, the amphibious rules and the SCS transport rules modify which naval units can carrying land units for the purpose of invasions.




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Steve

Perfection is an elusive goal.

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Post #: 4
RE: Start of Game Screen - 2/6/2006 7:53:27 PM   
Shannon V. OKeets

 

Posts: 22095
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Now to the real purpose behind me posting all these screen shots.

I have expanded on CWIF's single Default setting for optional rules. If you look at the light blue panel in the lower right you will see 3 different buttons available for the player to select: Novice, Experienced, and Personal. I intend for the game to ship with preconfigured settings for the first 2.

CWIF had preset defaults but it was unclear whether they were intended for novice or experienced WIF players. I would like to give the player a choice, so (1) novices aren't frustrated by having to learn dozens of optional rules, and (2) experienced WIF players can jump right in, using a 'standard' set of options.

What I would like your help on is deciding which options should be set for novices and which for experienced players.




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Post #: 5
RE: Start of Game Screen - 2/6/2006 7:58:19 PM   
Shannon V. OKeets

 

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Also, the defaults from CWIF don't really work because some of the optional rules listed there have been removed (either obsolete or now WIF FE standard rules), and a dozen new optional rules added.

I'll post my current (and I believe final) documentation on the optional rules - which cross references them to RAW 7.




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Perfection is an elusive goal.

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Post #: 6
RE: Start of Game Screen - 2/6/2006 8:07:58 PM   
Shannon V. OKeets

 

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Here are the final list of optional rules for MWIF product 1. I apologize for the weird spacing - I have trouble getting it to accept my use of tabs.


Optional Rules
(as of February 6, 2006)


I. Add-ons to the World in Flames Standard Game

MWIF Product 1 will include the add-ons:
Africa Aflame
Asia Aflame
Carrier Planes in Flames
Convoys in Flames
Cruisers in Flames
Mech in Flames
Planes in Flames
Ships in Flames
*** The Guards banner armies (option 70), and Chinese warlords (option 71) will be included even though these technically are part of Leaders in Flames and Politics in Flames respectively.

MWIF Product 1 will NOT include the add-ons:
Leaders in Flames
America in Flames
Patton in Flames
Politics in Flames
Days of Decision III


II. Changes from CWIF Optional Rules to MWIF Optional Rules

CWIF optional rules that are standard rules in WIF FE and will be standard rules in MWIF
Vlassov - replaced by city based volunteers, and
Lend lease (Supply Rules),
CV strategic bombing (Air Rules),
Japanese carrier range (Air Rules),
Carrier plane fighters - needs updating to reflect changes (Air Rules).

CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
Fog of war (Other),
Scrap units - play testers requested this be optional to simplify play (Prod. Rules),
Limited view of opponent’s production (Prod. Rules), and
Facility repair - separated from Option #7 at request of play testers (Other).

CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
Separate die rolls on land combat table (Land Rules), and
Territorial conquest (Other Rules).

III. Options - Listed by Rules as Written (RAW) Number
CWIF	MWIF
Option Page	Option Number and Name	WIF FE Rules Reference
NA	Not App.	1. African & Scandinavian maps	2.1.1, 2.1.4, 2.4.2
Yes	Add. Units	2. Divisions	                2.2, 2.3.1, 9.5, 11.4.5, 11.14, 11.15, 11.16.1, 11.16.5, 22.4.1
Yes	Add. Units	3. Artillery    	                2.2, 2.3.1, 11.2, 11.5.9, 11.5.10, 11.8, 11.9, 11.11.2, 11.16.4, 11.16.5, 16.1, 16.3, 22.4.2
NA	Not App.	4. Pacific & Asian map ZOCs 	2.2
Yes	Add. Units	5. Fortifications	                2.3.1, 4.2, 11.16.1, 22.4.9
Yes	Add. Units	6. Supply units	                2.3.1, 2.4.2, 11.11.2, 11.12, 22.4.10
Yes	Add. Units	7. Engineers	                2.3.1, 11.11.2, 22.2, 22.4.1
Yes	Air Rules	8. Flying boats 	                2.3.1, 8.2.9
Yes	Standard	9. Ships In Flames units	2.3.1, 4.1.4, 4.2, 11.3, 11.5.8, 13.3.2, 13.5.1, 13.6.1, 13.6.5, 14.4.1, 22.4.7
Yes	Add. Units	10. Territorials	                11.16.5, 2.4.2, 4.2, 17.3, 18.1, 19.4, 22.4.5
Yes	Supply	11. Limited overseas supply	2.4.2, 22.4.11
Yes	Supply	12. Limited supply across straits 	2.4.2, 11.10, 13.6.1
Yes	Supply	13. HQ supply and support	2.4.3, 11.16.3
Yes	Add. Units	14. Synthetic oil plants	4.2, 13.5.1, 22.4.11
Yes	Other	15. Off-city reinforcement 	4.2
No	Other	16. Recruitment limits 	4.2
Yes	Land Rules	17. HQ movement 	                11.11.2
Yes	Naval Rules 18. Bottomed ships 	                11.2
Yes	Naval Rules 19. In the presence of the enemy    11.4.2
No	Land Rules	20. Surprised ZOCs 	                2.2
No	No	21. Task forces (hidden)	11.4.3
No	Air Rules	22. Bounce combat 	                14.3.3
Partial	Add. Units	23. V-weapons and Atomic bombs  11.7.1, 11.8
Partial	Add. Units	24. Frogmen	                22.4.3
Yes	Naval Rules 25. SCS transport	                11.4.5, 11.14
Yes	Naval Rules 26. Amphibious rules 	11.13, 11.14, 22.4.12
Yes	Naval Rules 27. Optional CV searching	11.5.5
Yes	Add. Units	28. Pilots	                                4.2, 11.2, 11.5.8, 11.5.11, 13.6.5, 13.6.7, 13.7.1, 14.6, 19.1, 22.4.19
No	Prod. Rules 29. Food in Flames 	                13.6.1
Yes	Prod. Rules 30. Factory construction and destruction 11.7, 13.6.8, 22.2, 22.4.11
Yes	Prod. Rules 31. Saving build points and resources     11.7, 13.1, 13.3.2, 13.5.1, 13.6.3, 13.6.8
Yes	Air Rules	32. Carpet bombing 	                11.8, 14.6
Yes	Air Rules	33. Tank busters 	                11.9, 11.16.4
Yes	Land Rules	34. Motorized movement rates 	11.11.2
Yes	Air Rules	35. Bomber (& no paradrop) ATRs  11.12, 11.15, 11.18.1
Yes	Air Rules	36. Large ATRs	                11.12, 11.18.1, 11.18.4
Yes	Land Rules	37. Railway movement bonus 	11.11.2
Yes	Naval Rules 38. Defensive shore bombardment  11.16.2, 15.1
No	Land Rules	39. Blitz Bonus 	                11.16.1, 11.16.5
Yes	Other	40. Chinese attack weakness	11.16.5
Yes 	Other 	41. Fractional odds 	                11.16.5
Yes	Other	42. Allied combat friction 	11.16.5
Yes	Land Rules	43. 2D10 Land CRT 	                11.16.6
Yes	Air Rules	44. Extended aircraft rebasing 	11.17
Yes	Supply Rules 45. Variable reorganization costs 13.6.3
Yes 	Add. Units	46. Partisans 	                13.1, 13.7.4
Yes	Supply Rules 47. Isolated reorganization limits  13.5
Yes	Prod. Rules 48. Oil	                                5, 13.5.1, 21
No	Prod. Rules 49. Hitler’s War ()	                13.3.2
No	Other	50. USSR-Japan compulsory peace  13.7.3
No	Air Rules	51. En-route aircraft interception 	14.2.1
Yes 	Air Rules	52. Night missions 	                14.2.1, 14.2.3, 22.4.2
Yes	Air Rules	53. Twin-engined fighters 	14.3.2
Yes	Air Rules	54. Fighter-bombers 	                14.3.2
Yes	Air Rules	55. Outclassed fighters 	14.3.2
Yes	Add. Units	56. Carrier planes	4.2, 11.2, 11.5.2, 11.5.8, 11.5.11, 11.18.4, 13.5.1, 13.6.5, 14.3.2, 14.4,  14.4.1, 14.8, 16.2
No	Air Rules	57. Limited aircraft interception 	14.2.1
No	Air Rules	58. Internment 	                14.6.4, 19.1
Partial	Air Rules	59. Flying bombs	                14.6, 14.7
Partial	Air Rules	60. Kamikazes 	                14.6, 14.8
Yes	Add. Units	61. Offensive Chits 	                16, (16.1 - 16.5)
No	Other	62. The Ukraine 	                19.12
No	Other	63. Intelligence 	                22.1
No	Other	64. Japanese command conflict 	22.3
Yes	Add. Units	65. Ski troops	                22.4.1
Yes	Add. Units	66. The Queens	                22.4.4
Mostly	Add. Units	67. City Based Volunteers	4.1.2, 22.4.8
Yes	Add. Units	68. Siberians	                22.4.7
Partial	Add. Units	69. Naval supply units	                22.4.13
Partial	Add. Units	70. Guards Banner Armies	22.4.14
No	Add. Units	71. Chinese Warlords	                22.4.15
No	Add. Units	72. Partisan HQs	                22.4.16
Partial	No	73. Heavy Weapons Units	22.4.17
Partial	No	74. Air Cav	                22.4.18
No	Add. Units	75. Cruisers in Flames	13.5.1, 22.4.6
No	Add. Units	76. Convoys in Flames	19.4, 22.4.19



_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 7
RE: Start of Game Screen - 2/6/2006 8:53:25 PM   
wfzimmerman


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steve,

I have a few thoughts on this crucial screen. My overall impression is that it is pretty busy and there are a lot of decisions to be made for which novice players have very little context. A few thoughts.

1) I think it is essential that you lavish as much attention on the visual design of the UI as you have on the map. It should look like a very contemporary Windows XP interface that takes its cues from things like Firefox, IE7, Office 12, and Vista. Right now it still has a 90s DOS TTY feel. Specifically, I think you need to use fewer, subtler colors that match (as opposed to the current teal/maroon/sky blue, which is a fashion disaster ;-) and a modern font (see e.g. this article) about the fonts MSFT is releasing with Office 12).

2) I suggest you add a numbering scheme that makes it clear what decisions the user has to make and in what order. In other words, make this more wizardlike. I realize that strictly speaking this need not be a wizard b/c most of these decisions can be made in parallel, but I think the clarity gains are worth it. I question whether mode of play should be in the center or whether it should be #1 at left.

3) Some mouseover tips would help the user make decisions in the scenario. The first time I saw CWIF 0.771 I automatically selected "Free setup." I did not realize that this took me out of RAW and out of the WIF mainstream. That should be made clear. "Extended game" may also not be as clear as we think.

4) The options pages are a big challenge. I heartily endorse the idea of having default novice and experienced sets of options, I only wish groups would use them...

5) It is important to add metadata to the options list? I would suggest at minimum a) hyperlinks from each option to the RAW/RAC b) mouseover summary of rule c) whom it favors (Axis/Allies) (I think Harry Rowland did a semi-official table to that effect in a past issue of LIne of Communications).

Cheers,

Fred

(in reply to Shannon V. OKeets)
Post #: 8
RE: Start of Game Screen - 2/6/2006 9:05:32 PM   
stretch

 

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Those new Microsoft fonts are cleartype. I installed IE7 beta2 on my machine, it enabled cleartype, and my head about exploded looking at my LCD. Everything was blurry and terrible looking. If I have to enable cleartype to use those new fonts, I won't be doing it.

(in reply to wfzimmerman)
Post #: 9
RE: Start of Game Screen - 2/6/2006 9:15:41 PM   
Hairog


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I concure with wfzimmerman about the overall look of the screens. We all want this game to be the best it can be. Please change the color choices and graphic design. Make it easier to grasp what is going on. Maybe have multiple screens where you make a few choices then go on to the next set of choices. Kind of like Turbo Tax. Guess what I'm doing now. lol

(in reply to stretch)
Post #: 10
RE: Start of Game Screen - 2/6/2006 9:18:01 PM   
wfzimmerman


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quote:

ORIGINAL: stretch

Those new Microsoft fonts are cleartype. I installed IE7 beta2 on my machine, it enabled cleartype, and my head about exploded looking at my LCD. Everything was blurry and terrible looking. If I have to enable cleartype to use those new fonts, I won't be doing it.



Whoa, let's not get hung up on the question of which fonts are best. I personally think the font used in the screenshot (Verdana?) looks a bit dated and clunky. But my point is that some thought should be given to selecting a font that looks contemporary now and will still look good three to five years from now.

(in reply to stretch)
Post #: 11
RE: Start of Game Screen - 2/6/2006 9:40:57 PM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: wfzimmerman

quote:

ORIGINAL: stretch

Those new Microsoft fonts are cleartype. I installed IE7 beta2 on my machine, it enabled cleartype, and my head about exploded looking at my LCD. Everything was blurry and terrible looking. If I have to enable cleartype to use those new fonts, I won't be doing it.


Whoa, let's not get hung up on the question of which fonts are best. I personally think the font used in the screenshot (Verdana?) looks a bit dated and clunky. But my point is that some thought should be given to selecting a font that looks contemporary now and will still look good three to five years from now.


The look and feel of the interface has not been designed yet. The graphics artist will do that: colors and fonts mostly but other artwork might be involved (e.g., flags and other national symbols). Partly this falls under the label 'skin'. What you see here are simply some colors I selected from the standard pallette so I could work on the functionality of the interface.

Yes, the font is Verdana. We'll be using it for the map labels, but not necessarily for other text.

Excellent point about free setup. How about calling them Alternative Scenario Setup and Alternative Game Length, with hints that explain what each means with another sentence or two?

As far as ClearType is concerned, over the decades I have been programming I have acquired numerous scars from working with the cutting edge of technology. A lot of bleeding is involved. For products that are going to be sold to the mass market (I hope the mass is very large), proven technology is definitely the way to go. "New and improved" are words that strike fear into my heart, when they are applied to things rangng from complex technology down to shampoo.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to wfzimmerman)
Post #: 12
RE: Start of Game Screen - 2/6/2006 9:41:52 PM   
JanSorensen

 

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From: Aalborg, Denmark
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quote:

ORIGINAL: Shannon V. OKeets

Now to the real purpose behind me posting all these screen shots.

I have expanded on CWIF's single Default setting for optional rules. If you look at the light blue panel in the lower right you will see 3 different buttons available for the player to select: Novice, Experienced, and Personal. I intend for the game to ship with preconfigured settings for the first 2.



Apart from agreeing that the screens are visually very ugly I would like to take a swing at this one.

Novice
I do not think the novice should be presented with too many optional rules. It adds extra exceptions to remember, it adds more units to handle, and it makes the game take longer to play.

I suggest that only these two rules are included:

  • 41. Fractional odds (It lessens the endless counting for optimal odds so adding this rule actually makes playing easier. Mind, I teach math for a living so I can count odds easily enough and quite enjoy doing so but I still do not think its good for the game overall. Obviously the game can help with the counting but in the planning/decision phase its still part of process).
  • 61. Offensive Chits (its so core to the game that it cannot be left out - in particular with none of the optional units to soak up production).



Experienced
This is much harder. Some rules add lots of counters and complexity but are somewhat neutral concerning play balance. Other rules strictly favor or penalize one side. So, I will just post my personal suggestion without too much explanation simply because its mostly a matter of taste and very little about logic and reason.

All optional rules except:
  • 16. Recruitment limits
  • 22. Bounce combat
  • 43. 2D10 Land CRT
  • 49. Hitler’s War
  • 63. Intelligence
  • 64. Japanese command conflict
  • 75. Cruisers in Flames
  • 76. Convoys in Flames
  • Fog of war (Other),
  • Limited view of opponent’s production (Prod. Rules)


< Message edited by JanSorensen -- 2/6/2006 10:13:28 PM >

(in reply to Shannon V. OKeets)
Post #: 13
RE: Start of Game Screen - 2/6/2006 9:47:29 PM   
wfzimmerman


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quote:


Excellent point about free setup. How about calling them Alternative Scenario Setup and Alternative Game Length, with hints that explain what each means with another sentence or two?




I think "free setup" and "extended game" are clear enough labels ... what needs to be emphasized (via concise labelling?) is that they are non-standard and that if you play free set up vs. the AI, it's not going to do you much good when you start playing real people, who aren't accustomed to playing with free setup.

On the other hand, I certainly think it would be fun to see what the AI would do if confronted with free setup! If I remember correctly, when free set up was enabled in CWIF 0.771 it was possible to set up the Bismarck in the Black Sea.

(in reply to Shannon V. OKeets)
Post #: 14
RE: Start of Game Screen - 2/6/2006 9:49:34 PM   
stretch

 

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quote:

ORIGINAL: wfzimmerman

Whoa, let's not get hung up on the question of which fonts are best. I personally think the font used in the screenshot (Verdana?) looks a bit dated and clunky. But my point is that some thought should be given to selecting a font that looks contemporary now and will still look good three to five years from now.



Agreed. Sorry bout that.. cleartype has obviously scarred me

(in reply to wfzimmerman)
Post #: 15
RE: Start of Game Screen - 2/6/2006 9:52:37 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: wfzimmerman

steve,

I have a few thoughts on this crucial screen. My overall impression is that it is pretty busy and there are a lot of decisions to be made for which novice players have very little context. A few thoughts.

1) I think it is essential that you lavish as much attention on the visual design of the UI as you have on the map. It should look like a very contemporary Windows XP interface that takes its cues from things like Firefox, IE7, Office 12, and Vista. Right now it still has a 90s DOS TTY feel. Specifically, I think you need to use fewer, subtler colors that match (as opposed to the current teal/maroon/sky blue, which is a fashion disaster ;-) and a modern font (see e.g. this article) about the fonts MSFT is releasing with Office 12).

2) I suggest you add a numbering scheme that makes it clear what decisions the user has to make and in what order. In other words, make this more wizardlike. I realize that strictly speaking this need not be a wizard b/c most of these decisions can be made in parallel, but I think the clarity gains are worth it. I question whether mode of play should be in the center or whether it should be #1 at left.

3) Some mouseover tips would help the user make decisions in the scenario. The first time I saw CWIF 0.771 I automatically selected "Free setup." I did not realize that this took me out of RAW and out of the WIF mainstream. That should be made clear. "Extended game" may also not be as clear as we think.

4) The options pages are a big challenge. I heartily endorse the idea of having default novice and experienced sets of options, I only wish groups would use them...

5) It is important to add metadata to the options list? I would suggest at minimum a) hyperlinks from each option to the RAW/RAC b) mouseover summary of rule c) whom it favors (Axis/Allies) (I think Harry Rowland did a semi-official table to that effect in a past issue of LIne of Communications).

Cheers,

Fred

1 -I answered above.

2 - Instead of a numbering scheme, there is a large text prompt at the bottom (out of screen shot) that tells the player what to do next. I currently have the design set up so the player has to do things in a set order, but I an going to change that. Placing everything on one screen and giving the players more control as to what they do next is less structured. It has both pluses and minuses.

Minus: they aren't sure what to do next (prompt should help solve that problem)

Minus: there is a lot of stuff on one screen (yeah, separate panels only helps so much)

Minus: it looks like there is a lot to do to start a game (yeah, there is; I didn't design the WIF system; a heavy use of defaults should help)

Plus: the player can begin with any of the panels; he isn't told "No you have to do X now".

Plus: the player can see all the elements for starting a game; CWIF had a series of screens and I never knew what was coming next, or when I would be done.

Plus: all the different modes of play are handled by this one screen

Plus: when the player is done with this screen, the game begins.

3 - Yes, I agree. See post above.

5 - Yes, I agree. Hyperlinks (or facsimiles thereof) will be included.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to wfzimmerman)
Post #: 16
RE: Start of Game Screen - 2/6/2006 9:57:47 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: JanSorensen

quote:

ORIGINAL: Shannon V. OKeets

Now to the real purpose behind me posting all these screen shots.

I have expanded on CWIF's single Default setting for optional rules. If you look at the light blue panel in the lower right you will see 3 different buttons available for the player to select: Novice, Experienced, and Personal. I intend for the game to ship with preconfigured settings for the first 2.



Apart from agreeing that the screens are visually very ugly I would like to take a swing at this one.

Novice
I do not think the novice should be presented with too many optional rules. It adds extra exceptions to remember, it adds more units to handle, and it makes the game take longer to play.

I suggest that only these two rules are included:

  • 41. Fractional odds (It lessens the endless counting for optimal odds so adding this rule actually makes playing easier. Mind, I teach math for a living so I can count odds easily enough and quite enjoy doing so but I still do not think its good for the game overall).
  • 61. Offensive Chits (its so core to the game that it cannot be left out - in particular with none of the optional units to soak up production).



Experienced
This is much harder. Some rules add lots of counters and complexity but are somewhat neutral concerning play balance. Other rules strictly favor or penalize one side. So, I will just post my personal suggestion without too much explanation simply because its mostly a matter of taste and very little about logic and reason.

All optional rules except:
  • 16. Recruitment limits
  • 22. Bounce combat
  • 43. 2D10 Land CRT
  • 49. Hitler’s War
  • 63. Intelligence
  • 64. Japanese command conflict
  • 75. Cruisers in Flames
  • 76. Convoys in Flames


There are 4 rules unique to CWIF/MWIF. That is, they are not part of the standard WIF list of optional rules:

Fog of war (Other),
Scrap units - play testers requested this be optional to simplify play (Prod. Rules),
Limited view of opponent’s production (Prod. Rules), and
Facility repair - separated from Option #7 at request of play testers (Other).

I believe you might not have considered them in your list for the novice or the experienced players.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to JanSorensen)
Post #: 17
RE: Start of Game Screen - 2/6/2006 10:11:21 PM   
JanSorensen

 

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From: Aalborg, Denmark
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Correct, I have now edited my post above to take those into account.

(in reply to Shannon V. OKeets)
Post #: 18
RE: Start of Game Screen - 2/6/2006 10:27:07 PM   
Froonp


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Just a quick remark :
Your option screens seem to miss the Guard Banner Armies.
They should be in the Additionnal Units tab.

(in reply to Shannon V. OKeets)
Post #: 19
RE: Start of Game Screen - 2/6/2006 10:39:21 PM   
Froonp


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Another remark :
You missed the Supply Rules Tab screen shot in your screenshots.

(in reply to Froonp)
Post #: 20
RE: Start of Game Screen - 2/6/2006 10:44:54 PM   
Froonp


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From: Marseilles, France
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quote:


What I would like your help on is deciding which options should be set for novices and which for experienced players.

I think that you should simply use a default close to the Classic version of the game for the "Novice Default", and you should use a default close to a full Deluxe version of the game for the "Experienced Default".
You could also label those default "Classic" and "Deluxe".
I'll try at showing a "Yes / No" list for the options for each default in a later post.

(in reply to Shannon V. OKeets)
Post #: 21
RE: Start of Game Screen - 2/6/2006 10:57:50 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

Another remark :
You missed the Supply Rules Tab screen shot in your screenshots.


Ah, for the ability to count to 7.




Attachment (1)

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 22
RE: Start of Game Screen - 2/6/2006 10:59:14 PM   
Froonp


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From: Marseilles, France
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Also, I've found out things about the below :

quote:

CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
(...)
Scrap units - play testers requested this be optional to simplify play (Prod. Rules),

I've already asked, and you already answered, but it is a long time ago and I do not remember what was said.
Anyway, Scrapping never was, and is not, an optional rule in WiF FE.

quote:

(...)
Facility repair - separated from Option #7 at request of play testers (Other).

It should be written in the name of this option that it is the second half of the Engineer rule here. It should be called : "Engineer Repairs". I think that all WiF players would understand that.

quote:

CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
(...)
Territorial conquest (Other Rules).

Some weeks (months ?) ago, I was asking you what this option was. You couldn't answer because you did not know, but I've found it in the old rulebooks. Let me talk about this a little

This was an option in the rule before RAW7 (August 2004), but it is now not an option any more, it is part of RAW (in 13.7.1, under the Territories heading).
It was Option 49 and it said :
"You also conquer a territory if you control every port and coastal city in every sea area the territory has a coastal hex in."

I repeat, it was option 49, now it is included in the RAW, so it must be included in MWiF.
Only the words "Option 49" are removed from the rulebook.

I think that Chris told you that it was dropped because I sent him a list of the rule modifications that happened between RAW6 and RAW7, and this one was no longer an option, it was RAW.


(in reply to Shannon V. OKeets)
Post #: 23
RE: Start of Game Screen - 2/6/2006 11:00:23 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Froonp

Just a quick remark :
Your option screens seem to miss the Guard Banner Armies.
They should be in the Additionnal Units tab.


Yes, they belong in the hole in the top left list.

I am trying to disable some of the options that haven't been coded yet. In so trying, I appear to have made them invisible instead of merely uncheckable. I'll look and see if there are any others.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 24
RE: Start of Game Screen - 2/6/2006 11:09:06 PM   
Froonp


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From: Marseilles, France
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Here are the options I would include in a default game for beginners (some sort of "WiF Classic" game) :

15 Off-City Reinforcement
31 Saving Build Points & Resources
34 Motorised Movement Rates
41 Fractional Odds
42 Allied Combat Friction
44 Extended Aircraft Rebasing
46 Partisans
61 Offensive Chits
68 Siberians
70 Guards Banner Armies
71 Chinese Warlords
Scrap Units (MWiF only)

I'd hesitate for :

33 Tank Busters
48 Oil

(in reply to Froonp)
Post #: 25
RE: Start of Game Screen - 2/6/2006 11:10:54 PM   
Froonp


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From: Marseilles, France
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For an Experienced Default option list (Expertens, or WiF Deluxe like), I would tick all option except the following :

16 Recruitment Limits
17 HQ Movement
19 In the Presence of the Enemy
20 Surprised ZoCs
37 Railway Movement Bonus
57 Limited Aircraft Interception
Limited View of Other Players Pools (MWiF only)
Fog of War (MWiF only)

(in reply to Froonp)
Post #: 26
RE: Start of Game Screen - 2/6/2006 11:17:45 PM   
Froonp


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From: Marseilles, France
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There was a poll a long time ago on the WiF List, asking the people if they thought, for each option, if it was Pro-Axis (X) or Pro-Allied (A).
Here are the results of the time :

Pro Allied Options :
3 Artillery
5 Fortification Units
15 Off-City Reinforcement
18 Bottomed Ships
23 V-weapons and Atomic Bombs
29 Food in Flames **
30 Factory Destruction & Construction
32 Carpet Bombing
38 Defensive Shore Bombardment
46 Partisans
48 Oil
52 Night Missions
57 Limited Aircraft Interception **
58 Internment
63 Intelligence
64 Japanese Command Conflict
66 The Queens
68 Siberians
69 Naval Supply Units
70 Guards Banner Armies **
71 Chinese Warlords **
72 Partisan HQs **

** my own judgement, because this option did not exist when the poll was conducted.

Note : Here are the Poll author's notes about how it was done (I do not remember the name of the author) :
*****************************************************
The numerical ratings are on a scale of 1 to 5. Rules with low values favor Axis and rules with high values favor the Allies.
I took the ratings, threw out one highest and one lowest and divided the sum of the remainder by the total number of remaining responses.
A - Rule favors Allies =>3.5
X - Rule favors Axis =<2.5
*****************************************************


< Message edited by Froonp -- 2/6/2006 11:23:28 PM >

(in reply to Froonp)
Post #: 27
RE: Start of Game Screen - 2/6/2006 11:19:22 PM   
Froonp


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From: Marseilles, France
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Pro Axis Options :
7 Engineers
14 Synthetic Oil Plants
20 Surprised ZoCs **
24 Frogmen
25 SCS Transport
36 Large ATRs
39 Blitz Bonus **
40 Chinese Attack Weakness
42 Allied Combat Friction
51 En-route Aircraft Interception
59 Flying Bombs
60 Kamikazes
67 City Based Volunteers **

** my own judgement, because this option did not exist when the poll was conducted.

Note : Here are the Poll author's notes about how it was done (I do not remember the name of the author) :
*****************************************************
The numerical ratings are on a scale of 1 to 5. Rules with low values favor Axis and rules with high values favor the Allies.
I took the ratings, threw out one highest and one lowest and divided the sum of the remainder by the total number of remaining responses.
A - Rule favors Allies =>3.5
X - Rule favors Axis =<2.5
***************************************************** [/quote]

< Message edited by Froonp -- 2/6/2006 11:23:52 PM >

(in reply to Froonp)
Post #: 28
RE: Start of Game Screen - 2/6/2006 11:22:14 PM   
Froonp


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From: Marseilles, France
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As a good help for the MWiF player, I think that it would be good to show if an option is rather pro-axis or pro-allied. That's why I posted the previous 2 lists.

I repeat that they come from a poll that was conducted on the WiF list some time ago (some years ago I think), and that I am not the original author of the poll. I just copied and pasted the results in a text file for future help & reference.

(in reply to Froonp)
Post #: 29
RE: Start of Game Screen - 2/6/2006 11:23:20 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: Froonp

Also, I've found out things about the below :

quote:

CWIF optional rules that are not in WIF FE but will be kept in MWIF 1:
(...)
1 - Scrap units - play testers requested this be optional to simplify play (Prod. Rules),

I've already asked, and you already answered, but it is a long time ago and I do not remember what was said.
Anyway, Scrapping never was, and is not, an optional rule in WiF FE.

quote:

(...)
2 - Facility repair - separated from Option #7 at request of play testers (Other).

It should be written in the name of this option that it is the second half of the Engineer rule here. It should be called : "Engineer Repairs". I think that all WiF players would understand that.

quote:

CWIF optional rules that were discontinued in WIF FE and will not be included in MWIF
(...)
3 - Territorial conquest (Other Rules).

Some weeks (months ?) ago, I was asking you what this option was. You couldn't answer because you did not know, but I've found it in the old rulebooks. Let me talk about this a little

This was an option in the rule before RAW7 (August 2004), but it is now not an option any more, it is part of RAW (in 13.7.1, under the Territories heading).
It was Option 49 and it said :
"You also conquer a territory if you control every port and coastal city in every sea area the territory has a coastal hex in."

I repeat, it was option 49, now it is included in the RAW, so it must be included in MWiF.
Only the words "Option 49" are removed from the rulebook.

I think that Chris told you that it was dropped because I sent him a list of the rule modifications that happened between RAW6 and RAW7, and this one was no longer an option, it was RAW.


1 - Would you agree that deciding which units to scrap is difficult? That it requires a thorough understanding of each unit's strengths and weaknesses in various combat circumstances? That it requires you to anticipate which units you are going to want to build over the course of the war? That you know what additional units are going to be added to your force pools in the coming years? That you anticipate what kind of war the enemy is going to engage in: land, naval, or air?

This is the very first decision a player is asked to make in WIF and it requires the player to have an enormous amount of knowledge to make it intelligently. It is like asking a chess player to decide whether he is going to castle long or short and wehther he is going to fiancetto the corresponding bishop, before he is allowed to move a piece. If that doesn't make sense, that's precisely my point.

What I expect to do if the player does not select Scrap Units, is to have the AI Assistant make those decisions for the player. From the novice player's point of view, no scrapping of units is ever mentioned or discussed. It simply goes on behind the scenes.

2 - Yes.

3 - Yes, I consider this a standard rule and that there is no need for it to be mentioned in the context of optional rules. I do take exception to the phrase ".. so it must be included in MWiF." ".. should be included ..." is a better.




_____________________________

Steve

Perfection is an elusive goal.

(in reply to Froonp)
Post #: 30
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