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RE: I like pacwar. Should I pick this one up?

 
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RE: I like pacwar. Should I pick this one up? - 10/31/2007 10:09:45 AM   
sanch

 

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My advice: just buy it and start playing. Yes, it sounds like something is coming, but you will have more than enough to absorb until whatever shows up. It does take just about forever to learn the nuances, so why wait? If this new thing is a couple months away, and you buy now, by the time the mystery shows up, you just might be able to appreciate whatever it is.

The only caution is if this mystery (smells like an add-on that may require you to part with additional ducats) turns out to be, say an extra 50% of the cost, AND they give a bundle of both the items for only 10% extra, then you've wasted some money by buying now. But, how many games have you plunked down $40-$50, and played for 2-3 weeks?

If you liked Pacwar, this is like a 1000% improvement. To me, Pacwar was unplayable - I never had the sense of understanding what was really going on (and yes, I plunked down good money for Pacwar). With this game, there's enough data and feedback that, for example, if I form a convoy to send 5000 supplies to wherever, I will know how much supply actully makes it.

(in reply to Andrew Brown)
Post #: 61
RE: I like pacwar. Should I pick this one up? - 10/31/2007 10:26:28 PM   
Dino


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quote:

ORIGINAL: ctangus


quote:

ORIGINAL: Charbroiled

Maybe Matrix will provide all current owners of WITP a hot female blonde that can't speak and will constantly bring us beer while we play.


Boy, I'd pay another $80 for that!


Not before they fix the disappearing unit bug...



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Post #: 62
RE: I like pacwar. Should I pick this one up? - 11/1/2007 1:04:59 AM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
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quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Ian R

But seriously, something is coming and I think it will please those of you who've been around the longest the most.

This is becoming more mysterious than the ending of the final Sopranos episode.

Who's been around the longest the most? Posters who have been here for years with multi thousands of posts may be the answer.


Well, if it means that, I've been on this forum longer than most so I should be very pleased!

quote:

If you fit in that category please tells us what you would find pleasing WITP wise. Is it a new auto convoy system? Allied production? War in the Mediterranean, official version? Multi-player mode? Something else?


I think a new map would be good...



Said the map man...

(in reply to Andrew Brown)
Post #: 63
RE: I like pacwar. Should I pick this one up? - 11/1/2007 1:06:27 AM   
rtrapasso


Posts: 22653
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quote:

ORIGINAL: Dino


quote:

ORIGINAL: ctangus


quote:

ORIGINAL: Charbroiled

Maybe Matrix will provide all current owners of WITP a hot female blonde that can't speak and will constantly bring us beer while we play.


Boy, I'd pay another $80 for that!


Not before they fix the disappearing unit bug...





(in reply to Dino)
Post #: 64
RE: I like pacwar. Should I pick this one up? - 11/1/2007 5:44:55 PM   
Charbroiled


Posts: 1181
Joined: 10/15/2004
From: Oregon
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quote:

ORIGINAL: Dino


quote:

ORIGINAL: ctangus


quote:

ORIGINAL: Charbroiled

Maybe Matrix will provide all current owners of WITP a hot female blonde that can't speak and will constantly bring us beer while we play.


Boy, I'd pay another $80 for that!


Not before they fix the disappearing unit bug...




Excelent point My idea probably isn't a good one. It would probably create a whole new set of bugs....like a disappearing money bug.

(in reply to Dino)
Post #: 65
RE: I like pacwar. Should I pick this one up? - 11/1/2007 9:29:27 PM   
hvymtl13


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Maybe I am undercritical, but WitP is an awesome game. I seriously doubt any avid pacwar player would think less of it. Add in that alot of players take time to do the great add-on art and mods for the game. I'm having alot of fun with it. I hope they change/fix a few things in the near future but this is an awesome game. Don't wonder about it just buy it. Once patched, and add some of the extra art available for d/l you won't be disappointed. Most questions you will have can be looked up on these forums, or asked and most these guys will tell you an answer.

_____________________________


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Post #: 66
RE: I like pacwar. Should I pick this one up? - 11/1/2007 11:31:53 PM   
Panther Bait


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I'd be ecstatic to have an interface upgrade that simplified doing the things I want to do, rather than making me revisit most every unit each turn.  For example, give me a single bombing mission tool that can set up a recurring bombing mission of an enemy base, using specified in-range squadrons, rather than running through all my bombers to individually set them to bomb that base. 

And even better, make the tool allow me to set mission criteria, so that I can optimize my bomber usage without babysitting them. For instance, say I want about 40 B-17s to bomb Rabaul every day to keep it closed.  In the bombing mission tool, I assign 10, 12-plane B-17 squadrons to the mission, and specify that the mission should only fly when between 30 and 50 planes are available.  If they are, the computer oks the mission, assigns the most rested personnel (from a mix of all the squadrons, not necessarily whole squadrons at a whack), and flies the mission.  If <30 planes are available due to fatigue, damaged planes, not enough pilots, whatever, the computer scrubs the mission and notifies the player.  Other settable possible criteria might be availability of fighter escorts, pilot fatigue limits, supply limitations, etc.

Now that would be heaven!

_____________________________

When you shoot at a destroyer and miss, it's like hit'in a wildcat in the ass with a banjo.

Nathan Dogan, USS Gurnard

(in reply to hvymtl13)
Post #: 67
RE: I like pacwar. Should I pick this one up? - 11/2/2007 3:59:45 AM   
Sonny II

 

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quote:

ORIGINAL: Panther Bait

I'd be ecstatic to have an interface upgrade that simplified doing the things I want to do, rather than making me revisit most every unit each turn. For example, give me a single bombing mission tool that can set up a recurring bombing mission of an enemy base, using specified in-range squadrons, rather than running through all my bombers to individually set them to bomb that base.

And even better, make the tool allow me to set mission criteria, so that I can optimize my bomber usage without babysitting them. For instance, say I want about 40 B-17s to bomb Rabaul every day to keep it closed. In the bombing mission tool, I assign 10, 12-plane B-17 squadrons to the mission, and specify that the mission should only fly when between 30 and 50 planes are available. If they are, the computer oks the mission, assigns the most rested personnel (from a mix of all the squadrons, not necessarily whole squadrons at a whack), and flies the mission. If <30 planes are available due to fatigue, damaged planes, not enough pilots, whatever, the computer scrubs the mission and notifies the player. Other settable possible criteria might be availability of fighter escorts, pilot fatigue limits, supply limitations, etc.

Now that would be heaven!


WitP can't even get the auto-convoy system to work properly so you are really dreaming!


(in reply to Panther Bait)
Post #: 68
RE: I like pacwar. Should I pick this one up? - 11/2/2007 10:47:51 AM   
Don Bowen


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From: Georgetown, Texas, USA
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quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??

(in reply to Sonny II)
Post #: 69
RE: I like pacwar. Should I pick this one up? - 11/2/2007 2:23:44 PM   
wdolson

 

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From: Near Portland, OR
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quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



quote:

ORIGINAL: Don Bowen
It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??


If I had infomormation on all variables available to the algorythm, I'd take a shot at it. I rather enjoy developing those sorts of code. If you want someone to write it, I could do that too. I expect it would be rather complex. But probably more fun than what I've been doing lately.

Bill

_____________________________

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(in reply to Don Bowen)
Post #: 70
RE: I like pacwar. Should I pick this one up? - 11/2/2007 3:26:45 PM   
Sonny II

 

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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??


If I could do that I would program it.

(in reply to Don Bowen)
Post #: 71
RE: I like pacwar. Should I pick this one up? - 11/2/2007 6:48:06 PM   
Snowman999

 

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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??


If you could just put in a check routine that prevented a Karachi convoy from EVER trying to go to Pearl to refuel before coming 5000 miles back west that would be a huge improvement for the allied side.

(in reply to Don Bowen)
Post #: 72
RE: I like pacwar. Should I pick this one up? - 11/2/2007 8:12:10 PM   
Don Bowen


Posts: 8183
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From: Georgetown, Texas, USA
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quote:

ORIGINAL: Snowman999


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??


If you could just put in a check routine that prevented a Karachi convoy from EVER trying to go to Pearl to refuel before coming 5000 miles back west that would be a huge improvement for the allied side.



That, of course, would require a check based on specific base numbers. We are trying to reduce this, not add new instances.

Naval units that need refueling will search for the closest port of sufficient size that has enough fuel. If tanks are dry everywhere closer, it will indeed route to the ends of the earth (er, map).

It is obvious that such a long refuel detour is foolish, but it is not obvious what kind of generalized check would prevent it. And, if such a check were used and fired, what would be done instead. Then, of course, what would be the other ramifications?? Would the forum fill up with "Why won't my convoys sail??".

Sorry to end this one in mid-discussion, but I need to get on the road.



(in reply to Snowman999)
Post #: 73
RE: I like pacwar. Should I pick this one up? - 11/3/2007 2:43:47 AM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
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quote:

ORIGINAL: hvymtl13

Maybe I am undercritical, but WitP is an awesome game. I seriously doubt any avid pacwar player would think less of it. Add in that alot of players take time to do the great add-on art and mods for the game. I'm having alot of fun with it. I hope they change/fix a few things in the near future but this is an awesome game. Don't wonder about it just buy it. Once patched, and add some of the extra art available for d/l you won't be disappointed. Most questions you will have can be looked up on these forums, or asked and most these guys will tell you an answer.



The big problem with WITP is that it's so much closer to what most of us wanted in a Pacific War Game than anything else ever done. It's great in many ways..., but it also magnifies our frustrations with it's failings. When a whole game fails to be what we hoped for, we toss it in the "dead pile" and move on to something else. But when it fails only in lots of "little" ways..., it drags up the urge to mod in all of us. Then comes the discovery that the "code" is an unmapped jungle....

(in reply to hvymtl13)
Post #: 74
RE: I like pacwar. Should I pick this one up? - 11/3/2007 5:24:31 AM   
Snowman999

 

Posts: 90
Joined: 4/11/2007
Status: offline

[
quote:

ORIGINAL: Sonny II
WitP can't even get the auto-convoy system to work properly so you are really dreaming!



It is a rather complex problem. Can you write down a definition of how it should work (in sufficient detail to program)??


If you could just put in a check routine that prevented a Karachi convoy from EVER trying to go to Pearl to refuel before coming 5000 miles back west that would be a huge improvement for the allied side.



That, of course, would require a check based on specific base numbers. We are trying to reduce this, not add new instances.

Naval units that need refueling will search for the closest port of sufficient size that has enough fuel. If tanks are dry everywhere closer, it will indeed route to the ends of the earth (er, map).

It is obvious that such a long refuel detour is foolish, but it is not obvious what kind of generalized check would prevent it. And, if such a check were used and fired, what would be done instead. Then, of course, what would be the other ramifications?? Would the forum fill up with "Why won't my convoys sail??".

Sorry to end this one in mid-discussion, but I need to get on the road.





I wondered why I never get this behavior on a SF westbound auto-convoy (never goes to Karachi and doubles back.) Lots of fuel in the interim bases.

I'm not the programer you, and some others here are, but maybe a hack-solution would work to fix the most egregious auto-convoy behavior. Could you just put in an x-value (longitude) east of which a Karachi auto-convoy will not go? Make it west enough that any size or type cargo ship can make it if it's full at Karachi, and if escorts run dry on the trip that's tough and they finish at hex-a-day. It would cause some other problems, and probably gripes, but as it is now auto-convoy from Karachi is useless as early-war convoys merrily drive through the Marshalls or past Wake on their way to Pearl . . . and come back again if they survive the first trip. Auto-convoys from SF work to save a lot of clicks, but it would be nice if the other side were useful too.

(in reply to Don Bowen)
Post #: 75
RE: I like pacwar. Should I pick this one up? - 11/3/2007 12:32:45 PM   
hvymtl13


Posts: 214
Joined: 8/29/2007
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quote:

ORIGINAL: Mike Scholl

The big problem with WITP is that it's so much closer to what most of us wanted in a Pacific War Game than anything else ever done. It's great in many ways..., but it also magnifies our frustrations with it's failings. When a whole game fails to be what we hoped for, we toss it in the "dead pile" and move on to something else. But when it fails only in lots of "little" ways..., it drags up the urge to mod in all of us. Then comes the discovery that the "code" is an unmapped jungle....


I kind of see your point, but then don't see it as that big of an issue. I mean they fixed most everything big that was wrong. Like disapearing units for example. Well we could go back and forth on things fixed vrs things needing fixed. But hey, if you ever used to do this on a board game like carrier Strike for instance, with die rolls for searches, hiding units off board until they were succesfully spotted, all the combat routines done manually and damage tracked and little hit point markers placed on each ship. OMG. Even compared to pacwar this game is unbeleivable improvement. I have to stand by my recomendation to the OP, and my opinion of this game as one of the very best I have ever played. I hope it continues to evolve even more, but this one was done right. No doubts in my mind.
Gary Grigsby IS THE MAN.

< Message edited by hvymtl13 -- 11/3/2007 12:34:19 PM >


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Post #: 76
RE: I like pacwar. Should I pick this one up? - 11/3/2007 1:45:11 PM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
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quote:

Original: Don
That, of course, would require a check based on specific base numbers. We are trying to reduce this, not add new instances.

Naval units that need refueling will search for the closest port of sufficient size that has enough fuel. If tanks are dry everywhere closer, it will indeed route to the ends of the earth (er, map).

It is obvious that such a long refuel detour is foolish, but it is not obvious what kind of generalized check would prevent it. And, if such a check were used and fired, what would be done instead. Then, of course, what would be the other ramifications?? Would the forum fill up with "Why won't my convoys sail??".

Sorry to end this one in mid-discussion, but I need to get on the road.


quote:

ORIGINAL: Snowman999
I wondered why I never get this behavior on a SF westbound auto-convoy (never goes to Karachi and doubles back.) Lots of fuel in the interim bases.

I'm not the programer you, and some others here are, but maybe a hack-solution would work to fix the most egregious auto-convoy behavior. Could you just put in an x-value (longitude) east of which a Karachi auto-convoy will not go? Make it west enough that any size or type cargo ship can make it if it's full at Karachi, and if escorts run dry on the trip that's tough and they finish at hex-a-day. It would cause some other problems, and probably gripes, but as it is now auto-convoy from Karachi is useless as early-war convoys merrily drive through the Marshalls or past Wake on their way to Pearl . . . and come back again if they survive the first trip. Auto-convoys from SF work to save a lot of clicks, but it would be nice if the other side were useful too.



I hate hacks. Ultimately, something will change in the code down the line and everything will go haywire because the future programmer didn't know about the hack.

I think this behavior could be fixed by just doing an extra check when deciding to refuel. If the proposed base is further away from home than the current location, return home instead, even if it means running out of fuel on the way back.

Ever since this discussion about this problem started, I've been brainstorming solutions. Though I have no idea if any of them will work because I don't have access to the code. I have heard rumors the existing code is spaghetti code, which means who knows what will work.

When code is a mess, all sorts of bizarre things can happen. One time I was on a team that was trying to add a lot of functionality to a major mess that we were handed.

We were getting an alpha test version ready for a trade show and one programmer added a few minor things and moved a bit of code to another module where it made more sense. The whole thing blew up and wouldn't work. I volunteered to stay late and figure out what went wrong. I took the latest changes out one by one and found that the code that was moved from one module to another was the culprit. I moved it back to it's original location, added all the other changes back in and everything worked. I put a huge comment there that basically said, "I know it looks dumb for this to be here, but if you move it, the whole system crashes."

If I had more time, I would have figured out why. There was probably a blown pointer* in there somewhere that was scribbling data somewhere non-critical before, but overwrote something important when moved. Those can be the toughest things to find. When code is sprawled all over the place without good structure, they become more common.

Some of the weird random things WitP does may be due to blown pointers. The behavior looks like it could be to me. Before you throw stones at Matrix and 2X3, Microsoft is more guilty of it than most companies. They have become better in recent years, but some of their old legacy code is so byzantine that nobody is willing to touch it. I heard there were plans to completely rewrite both Windows and MS Word from scratch in the last 10 years, but they gave up on both projects because they realized some of the code was so convoluted, nobody was willing (or possibly able) to decipher it.

For years Microsoft hired a lot of brilliant, but very young programmers. They could produce quite a bit in amazingly short schedules, but these people had little experience with large program development. They were used to hacking something together that worked OK. The old veterans who have been bitten by old code coming back to haunt them tend to learn and become more careful and not paint themselves into corners. Microsoft has more vets from the trenches now, but 10+ years ago, there were few gray hairs to be found on the MS campus.

Some of the features that should work like auto convoy and task force plotting are probably rat's nests of code that were never fully debugged (not necessarily blown pointers though). They don't crash the program, so they are largely left alone. It would probably take someone some time to figure out just what those portions of the program are doing now. As with most businesses, time is money. They are applying their development dollars into areas that can be fixed within the existing budget. People need to buy more games so they can expand the budget.

Bill
*A pointer in the code that is supposed to point one place (like into one of the tables in the database for example), but points somewhere else the programmer didn't intend. If the somewhere else is non-critical, the program will work fine. If it points to someplace noticiable, it can cause weird behavior. If it points to something critical the program can crash. Sometimes these problems go from minor to major when code is changed because where the pointer is pointing can suddenly become something critical.

_____________________________

WitP AE - Test team lead, programmer

(in reply to Snowman999)
Post #: 77
RE: I like pacwar. Should I pick this one up? - 11/3/2007 11:35:48 PM   
Snowman999

 

Posts: 90
Joined: 4/11/2007
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quote:

ORIGINAL: Snowman999
I wondered why I never get this behavior on a SF westbound auto-convoy (never goes to Karachi and doubles back.) Lots of fuel in the interim bases.

I'm not the programer you, and some others here are, but maybe a hack-solution would work to fix the most egregious auto-convoy behavior. Could you just put in an x-value (longitude) east of which a Karachi auto-convoy will not go? Make it west enough that any size or type cargo ship can make it if it's full at Karachi, and if escorts run dry on the trip that's tough and they finish at hex-a-day. It would cause some other problems, and probably gripes, but as it is now auto-convoy from Karachi is useless as early-war convoys merrily drive through the Marshalls or past Wake on their way to Pearl . . . and come back again if they survive the first trip. Auto-convoys from SF work to save a lot of clicks, but it would be nice if the other side were useful too.



quote:

I hate hacks. Ultimately, something will change in the code down the line and everything will go haywire because the future programmer didn't know about the hack.

I think this behavior could be fixed by just doing an extra check when deciding to refuel. If the proposed base is further away from home than the current location, return home instead, even if it means running out of fuel on the way back.


By "hack" I didn't mean doing something obtuse and hidden; apologies on my word selection. All I meant was something simpler than a full-scale base table look-up loop or whatever. I wasn't around for early-day discussions on auto-convoy, so it's probably a dead-horse. I was just suggesting there might be a functional solution that works but isn't elegant programming. I could even live with having more interactivity demanded if it meant auto-convoys didn't route into destruction. Something like a fuel-distance variable check and a new text message: "Planned auto-convoy Karachi-to-Sydney will need refueling enroute. Launch anyway Y/N"

If I say Yes the current routine runs. If I say No at least I know to go look at Sydney's supplies and fuel and hand-design a TF. Yes, I can do that every turn by pulling up the base summary window and paging through while forecasting consumption for every base, but the auto-convoy routine already does that for me. I'm happy for that; I just want the treatment to not kill the patient.

(in reply to wdolson)
Post #: 78
RE: I like pacwar. Should I pick this one up? - 11/4/2007 1:13:15 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
quote:

I hate hacks. Ultimately, something will change in the code down the line and everything will go haywire because the future programmer didn't know about the hack.

I think this behavior could be fixed by just doing an extra check when deciding to refuel. If the proposed base is further away from home than the current location, return home instead, even if it means running out of fuel on the way back.


quote:

ORIGINAL: Snowman999
By "hack" I didn't mean doing something obtuse and hidden; apologies on my word selection. All I meant was something simpler than a full-scale base table look-up loop or whatever. I wasn't around for early-day discussions on auto-convoy, so it's probably a dead-horse. I was just suggesting there might be a functional solution that works but isn't elegant programming. I could even live with having more interactivity demanded if it meant auto-convoys didn't route into destruction. Something like a fuel-distance variable check and a new text message: "Planned auto-convoy Karachi-to-Sydney will need refueling enroute. Launch anyway Y/N"

If I say Yes the current routine runs. If I say No at least I know to go look at Sydney's supplies and fuel and hand-design a TF. Yes, I can do that every turn by pulling up the base summary window and paging through while forecasting consumption for every base, but the auto-convoy routine already does that for me. I'm happy for that; I just want the treatment to not kill the patient.



I thing I understood what you meant by hack. A hack, in it's purist sense is an ad hoc fix. A shortcut to get the behavior you want or stop some program behavior you don't want without a lot of work.

I still don't think they are a very good solution long term because people forget they are there and future updates end up tripping over them. They are land mines in the code.

I wasn't around for the original discussions on the convoy system either. The existing system doesn't work very well at all. I would be in favor of a complete overhaul. There comes a point where putting band aids on a broken system just makes it worse and threatens to bring down the whole program.

Bill

_____________________________

WitP AE - Test team lead, programmer

(in reply to Snowman999)
Post #: 79
RE: I like pacwar. Should I pick this one up? - 11/4/2007 11:03:46 PM   
DaveB


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From: Forres Scotland
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Add an option to insert a waypoint between the base of origin and destination - that way you could avoid the worst examples of automatic routing past enemy airbases.... best if this had an automatic default midpoint, I really don't need the micromanagement hassle where I set a supply convop up to skirt around a Jap airbase, only for it to steam into Betty range as soon as it has unloaded and heads back home. Better yet, allow the user to define routes between major bases, so you can set a convoy to go from (say) Karachi to Broome following convoy route KARBRM01.

THE biggest hassles in this game are user interface based - the need to click endlessly to repeat things you do over and over again... like setting 8 or 9 subs to patrol a line you've picked on the map by a choke point, and instead of being able to say 'I want these subs <click click click click....to patrol this area click click click click' you have about 8 clicks and a 'scroll across half the map' for each sub you want to send. That is just SOOOO lame, when you are sending multiple units from a base to patrol in adjacent hexes.

(I stand by 'biggest hassles' by the way - various mods sort most of the worst stuff out, and sure the land combat is like a complicated rock paper scissors, but that user interface is in your face every time you do ANYTHING).
You now, just like the allies did?

Dave


(in reply to wdolson)
Post #: 80
RE: I like pacwar. Should I pick this one up? - 11/5/2007 6:56:24 AM   
Snowman999

 

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quote:

ORIGINAL: DaveB

Add an option to insert a waypoint between the base of origin and destination - that way you could avoid the worst examples of automatic routing past enemy airbases.... best if this had an automatic default midpoint, I really don't need the micromanagement hassle where I set a supply convop up to skirt around a Jap airbase, only for it to steam into Betty range as soon as it has unloaded and heads back home. Better yet, allow the user to define routes between major bases, so you can set a convoy to go from (say) Karachi to Broome following convoy route KARBRM01.

THE biggest hassles in this game are user interface based - the need to click endlessly to repeat things you do over and over again... like setting 8 or 9 subs to patrol a line you've picked on the map by a choke point, and instead of being able to say 'I want these subs <click click click click....to patrol this area click click click click' you have about 8 clicks and a 'scroll across half the map' for each sub you want to send. That is just SOOOO lame, when you are sending multiple units from a base to patrol in adjacent hexes.

(I stand by 'biggest hassles' by the way - various mods sort most of the worst stuff out, and sure the land combat is like a complicated rock paper scissors, but that user interface is in your face every time you do ANYTHING).
You now, just like the allies did?

Dave




I agree waypoints would work as well, and better. Waypoints--even a single waypoint per TF--is in my "Top-10 Changes to WITP I'd Pay $200 To Buy" list. I thought of starting a thread on that one, an examination of price elasticity, but I think the game's too old and too in-concrete to bestir the old-timers. It's been attempted before I suspect.

Also agree on the interface. I've been playing PC wargames off and on since 1982 (most of the SSI catalog for Apple IIe at one point for example), and WITP has a pretty ancient interface philosophy. From the tiny buttons, to the lack of right-click menus, to the laborious save screens it screams MS-DOS-era design. I never played boardgames because I hate housekeeping and micro-pushing counters around. When my trusty old Apple took away most of that tedium I started playing wargames. WITP is a dream-come-true for this History major, a chance to what-if for the rest of my life in great detail, but it is SO tedious to play.

As above, I would pay serious coin for a newer, shinier version, up into the hundreds of dollars. The current version is at fractions of a cent per entertainment hour now; compared to a seasonal DVD pack or three a $200 WITP2 would be a steal. But only if it looked away from minutia like CA armor thickness to the millimeter level and toward human facotrs like ASW barrier patrol automation, on-the-fly SQL queries to cut the operational data in many new ways, intel tracking built in, LCU fragment management, repair yard priority control, and the rest of my Top-10 list.



< Message edited by Snowman999 -- 11/5/2007 6:57:15 AM >

(in reply to DaveB)
Post #: 81
RE: I like pacwar. Should I pick this one up? - 11/5/2007 7:05:31 AM   
histgamer

 

Posts: 1455
Joined: 11/30/2006
Status: offline
Please don't say you would pay 200 dollars. Then Matrix will charge that and being a College student I dont have close to that amount of money to throw into a computer game.

(in reply to Snowman999)
Post #: 82
RE: I like pacwar. Should I pick this one up? - 11/5/2007 7:24:10 AM   
Snowman999

 

Posts: 90
Joined: 4/11/2007
Status: offline
quote:

ORIGINAL: flanyboy

Please don't say you would pay 200 dollars. Then Matrix will charge that and being a College student I dont have close to that amount of money to throw into a computer game.





I'd actually go to maybe $350 depending on feature set and interface. A project the size of WITP2 for a small user-base is not going to work at retail prices of $40-$80US

FWIW, I'm in college too--for the 4th time! (But I only had a significant beer budget in rounds 1&2 . . .)

(in reply to histgamer)
Post #: 83
RE: I like pacwar. Should I pick this one up? - 11/5/2007 9:45:26 PM   
Panther Bait


Posts: 654
Joined: 8/30/2006
Status: offline

quote:

ORIGINAL: Snowman999

quote:

ORIGINAL: DaveB

THE biggest hassles in this game are user interface based - the need to click endlessly to repeat things you do over and over again... like setting 8 or 9 subs to patrol a line you've picked on the map by a choke point, and instead of being able to say 'I want these subs <click click click click....to patrol this area click click click click' you have about 8 clicks and a 'scroll across half the map' for each sub you want to send. That is just SOOOO lame, when you are sending multiple units from a base to patrol in adjacent hexes.

Dave




Also agree on the interface. I've been playing PC wargames off and on since 1982 (most of the SSI catalog for Apple IIe at one point for example), and WITP has a pretty ancient interface philosophy. From the tiny buttons, to the lack of right-click menus, to the laborious save screens it screams MS-DOS-era design. I never played boardgames because I hate housekeeping and micro-pushing counters around. When my trusty old Apple took away most of that tedium I started playing wargames. WITP is a dream-come-true for this History major, a chance to what-if for the rest of my life in great detail, but it is SO tedious to play.



Yes, a more stream-lined, task-oriented interface would work wonders for this game. I think the current interface is grounded in the old boardgame, move-your-counters method of game play. Hence the need to touch almost every unit involved to initiate, change, or cancel every type of operation. You can't just cancel a bombing mission, you have to tell each unit individually to stop bombing. Unfortunately, changing the interface to the degree I fantasize about would be a monumental undertaking. It could never happen in a patch or even an add-on based on the same basic code most likely. Only a complete re-write could handle the changes necessary.


_____________________________

When you shoot at a destroyer and miss, it's like hit'in a wildcat in the ass with a banjo.

Nathan Dogan, USS Gurnard

(in reply to Snowman999)
Post #: 84
RE: I like pacwar. Should I pick this one up? - 11/8/2007 12:44:42 PM   
Charles2222


Posts: 3993
Joined: 3/12/2001
Status: offline

quote:

ORIGINAL: Fishbed

Well in this case, to recreate our WitP experience as well as they can, I hope they didn't forget to include the innovative "Im 0 fatigue but shall I fly today?" or the "what about moving an hex less than planned just for fun" diceroll tables to add some spice



One thing I found irritating, but I only recently discovered why this was occuring, was a certain armored unit of IJA which was already 100% ready for the city it was plotted for. This unit startes out on 12/8/41 north of Saigon somewhere and it doesn't move towards it's objective. I don't think I had any problem with this when the game was new, but one of the patches must had altered it. So you wait several days with several other units taking the same road and those have no problem and you wonder what's going on. It's like they're stuck in a swamp and make only like a mile a day, if that. Turns out their movement direction indicated on the unit screen is the exact opposite direction from their destination. If you cancel their orders on turn one and give them the same destination they work just fine. There's some infantry type division in that area as well that has the exact same problem. I thought perhaps there was some limit to how many units could use roads at one time, until I noticed the silly direction they were going.

(in reply to Fishbed)
Post #: 85
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