LargeSlowTarget
Posts: 4443
Joined: 9/23/2000 From: Hessen, Germany - now living in France Status: offline
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Lots of great ideas here, I take the liberty to copy my favorite ones (and add an idea or two): WitP II South Sea Islands full of beautiful girls Interface: no clicking on each ship to form a big TF – ‘left mouse and drag’ for selecting a row of ships (like selecting lines in Word) Stacking/loading/unloading limits for ports Port size-based limits on replenishment of fuel, ammo/torps unless AO/AE present Repair ports/airfields, on/off toggle. A/C capacity of bases based on # of engines. Aviation support based on # of engines. Player-assignable base supply requirements. Ability to target a specific task force with air units. Ability to determine through data screens which cities are producing and which need resources/oil Stop supply production at resource centres. Supply is produced at hexes with heavy industry Surface/subsurface combat check for every hex entered No RR movement into enemy owned hexes Subdivide the generic supply into - naval supply, air supply, land supply – let player decide share on overall production (e.g. 50% land, 30 % air, 20% naval – with info screen on how much is currently required of each type and how much is currently produced) better submarine patrol areas waypoints for TF movement Bring in Bodhi's tool into the game Manual accept/do not accept supplies for bases AND LCUs Each aircraft would be rated for mechanical reliability, that would correlate with operational losses (that would be much higher in this new game) No auto upgrade to factories – factories becoming damaged when auto-upgrading Training aircraft to build the pilots pool (no more free pilots, you must allocate planes and train them, when they have enough experience you discharge them in the pilot pool). This should allow players to customize pilot training programs according to necessity. Options to convert/not convert ships while being built (like the ability to end Shinano as a BB) Modifyable terrain so you can change a trail to a road or railway (slowly with a great deal of effort) More flexibility of factory expansions. Curently you just can double them. Why it isn´t possible to expand a factory by only 10% or 20%? All of the pinup girl screens as standard An Air Interdiction mission. Hits on LCU's would reduce a % movement gains that day. They would also reduce a % of supplies in the hex. ASW and air search ‘circles’ on the strategic map for friendly forces – and no naval/asw search over land masses. The ability to prioritize repairs at ports either by ship or ship type. Better sorting for leaders for example fighter, bomber, patrol etc. Some way to know when ships are due for a upgrade other than stepping thru every ship. If a unit needs attention change the color of the unit in the base, HQ or the button at the top screens. for example if an air group needs pilots or aviation support is to low or a LCU's disruption or fatige is to high. Do away with respawning of CV and cruisers - you get the historically built ships with their historically intended names better AI handling of auto supply, better AI in dealing with unexpected human moves, AI not stacking all CV's into one super CV TF with only BB/CA & no DD's as escorts, AI not sending suicide transport missions into enemy air coverage, AI putting up CAP over bases & not sending all fighters on raid leaving base totally undefended.
< Message edited by LargeSlowTarget -- 3/7/2006 3:15:53 PM >
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