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ideas for witp2 (probaly cant be done in AE)

 
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ideas for witp2 (probaly cant be done in AE) - 8/18/2010 3:18:23 PM   
Czert

 

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- add events suport - fom many new interesing things

1. when you capture certain (main) bases, then main oponent surrender automaticaly, removing all his units, leaving only ones outide enemy range - e.q. if japanese capture all main philipinese cities, then philipinese surrender, with adding all philipene bases to japanese ( I hate conquering small, empty bases). Onlyest philipenese units which will continue fight will be outide philipenese main island.

2. wars start only between combatants - for this insired me this thread - http://www.matrixgames.com/forums/tm.asp?m=2547903 - so, if plaers decide to ignore PH (and philipines), then his have war only with europe + china, or can completly ignore (for certain time) all pacific completly with moto "kill all chinese first, then deal with rest".
Of course with corespondinh triggers - if japanese decide to conquer all china firstm, then it will not need mighty fleet :) - shipbuilding program greatly reduced, but will be resumed once great sea war start.

And it will brigh one nice feture too - I will LOVE to see on 8th. to see (historical) newspapers informing on japanese attack on PH and declaration of war :).

3. this will mainly for "fun" - like news informing about your side first ace (and pilot who will kill more than 10,20,30..etc), infos of great/important war events (e.q. conquring PH :))) ), first enemy capital ship sunk..... you will get idea.

4. "forced" recombining - it will merge (if posible) all subunits of air wing to main (can work for LCU too) , if adding of planes is not posible (different type), then only pilots are added. Every non-mergeable detachment of planes/pilots is send to pool.


For now, it is all. Others ideas are welcomed.

< Message edited by Czert -- 8/18/2010 5:13:18 PM >


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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 5:06:27 PM   
Terminus


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No "probably" about it.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 5:32:13 PM   
Nikademus


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WitP2?


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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 5:52:21 PM   
Sredni

 

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There's another thread from a while back like this you might want to check out.

http://www.matrixgames.com/forums/tm.asp?m=2497499&mpage=1&key=

A bunch of idea's for future witp's

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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 6:39:38 PM   
DeriKuk


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I want to sea a score-sheet for submarine aces.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 7:02:40 PM   
Ossian


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quote:

ORIGINAL: hjalmar99

I want to sea a score-sheet for submarine aces.


+1.

I'd love to see this extended to all naval commander's.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 8:24:16 PM   
Fletcher


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WITP AE is less than 1 y.o. It´s too quick to begin with suggestion for future releases, IMHO !. I think we have an amazing and huge simulation on hand to thinking in future. MODs will be wellcomed, like DaBigBabes, but we may enjoy with this AE pearl for several years ! ( I want to end any of my games!).

About your suggest, I have serious doubts about americans would not to war if dutch and british were surprise attacked at S.R.A. Americans, British, Dutch and Australian (ABDA) were linked before the war started on Dec. 7th 1942 with war plans thinking in the posibility of a japanese agression at S.R.A. (USN DESTROYERS from Asiatic Fleet were on route to Singapore at Dec 7th, 1941 to join with Force Z).

Best wishes,
Ramón



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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 8:35:08 PM   
Hotschi


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quote:

ORIGINAL: hjalmar99

I want to sea a score-sheet for submarine aces.


Me too.

I would also like to have the ability to set target priorities for sub operations, i.e. "target tankers", "target escorts" and the like.
And submarine recce missions.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/18/2010 10:24:21 PM   
janh

 

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WITP is surely a couple of years away, if it every comes to reality.  This game is really really good, within its design limits, and lacks only in a very few things (ground combat model tank/blitz warfare capable; supply model [w/ base-, non-base hexes]; perhaps (?) minor tweaks to 4E capabilities; dynamic production system for US, GB and Russia based on events [increased/decreased production if threatened more/less than historical]; and in my opinion most importantly: A truly powerful scripting language with variable assignments, arithmetics, functions to test units, locations, all stats, script orders, interfere with the production values, etc for dynamic scripting of AI á la ARMA2).

The impact of those things is at this point surely minor, at large the War in the Pacific region is modeled very well, so I would be surprised if there would be a new WITP2 in the works so soon given that this game also has only a small customer ship and long lifetime.  Honestly, if they would only do a minor overhaul of the AI scripting capabilities in a patch and make it a little more dynamic (i.e. when a script fires, give it a function to test the enemy LCU/air/naval strength at the target area, or en route, and maybe adjust dynamically its own force needs before sending weak 2CV task forces to be slaughtered peacemeal...), it would be a near perfect game.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 3:16:49 AM   
Grfin Zeppelin


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They should first release some kind of expansion. The developers deserve more money for this gem imo

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 4:19:05 AM   
jomni


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For 1 and 2, seems to be more like a game of HOI. 
Historical grognards will cry foul given all the ahistorical possibilities that this feature will bring.
BTW, Storm Over the Pacific has these elements.

I'd like to keep WITP an operational game of combat instead of geopolitical strategy.
In fact the production model is alredy too much for me.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 6:27:23 PM   
Czert

 

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quote:

ORIGINAL: Fletcher
WITP AE is less than 1 y.o. It´s too quick to begin with suggestion for future releases, IMHO !. I think we have an amazing and huge simulation on hand to thinking in future. MODs will be wellcomed, like DaBigBabes, but we may enjoy with this AE pearl for several years ! ( I want to end any of my games!).

About your suggest, I have serious doubts about americans would not to war if dutch and british were surprise attacked at S.R.A. Americans, British, Dutch and Australian (ABDA) were linked before the war started on Dec. 7th 1942 with war plans thinking in the posibility of a japanese agression at S.R.A. (USN DESTROYERS from Asiatic Fleet were on route to Singapore at Dec 7th, 1941 to join with Force Z).

Best wishes,
Ramón


Hmmmm, interesing, didnt known that, but I think even with Japanese agresion in SRA, it will take certain time to persdude Americans to declare war (from weeks to months). Why ? It is simple - look at thier pre-WWII entry, they was very pro-allied sided - even with US destroyers ecorting some UK convoys (and attacing german subs) - but it was far away from declaring war. They needed PH to enter war, and hitlers DOW to them to engage with germany and thiers allies.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 6:38:19 PM   
Czert

 

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quote:

ORIGINAL: jomni
For 1 and 2, seems to be more like a game of HOI. 
Historical grognards will cry foul given all the ahistorical possibilities that this feature will bring.
BTW, Storm Over the Pacific has these elements.


sure point 2 is mainly for "whai if" scenarios, in which some historical grognards can die due to heart attack :), but pint 1 IMO will make game more accurate.

And score board for submarine commanders is surely extremly nice idea (and when we are in it - for every ship it will be nice, I want to know hom many sharks get thier food due to my KB :))) ).


And AE is already stand-alone expansion of WITP, so, it will be surely interesing to see (stand-alone) expansion of expansion :).

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 7:10:20 PM   
crsutton


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All I really want is a cup holder for my chair. Is that asking too much?

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RE: ideas for witp2 (probaly cant be done in AE) - 8/19/2010 7:20:17 PM   
RyanCrierie


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I'd like to see a bit more finegrained control over aircraft loadouts -- being able to define more than just normal and "extended" range loadouts would be nice; as would having better control over what swaps with torpedoes. For example, the B-42 mixmaster could carry two MK 13 torpedoes internally or 16 x 500 lb bombs.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/20/2010 5:38:22 PM   
Czert

 

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quick one - show if ship damage is same, increasing or repaired (with arrow or something).

and second - when upgrading aircraft, add another colum next to numbers in pool - replacement/production rate. To know if it make sense to select them or not :). Very useful for someone who isnt very familiar in actual allied plane production in that time. Going to aircratf production/replacement and looking for that planes is posible, but it will add to much unnecesary mouse clicks/time waste/nano-managment. But I neeed to say that latest patches reducing nanomanagment. Very nice, and continue with this.

another edit - cooperation between subs/planes - if recoon plane spoots enemy ships(or sub) and sub is in move range, thne sub will try to intercept that ships.

< Message edited by Czert -- 8/23/2010 12:32:24 PM >


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RE: ideas for witp2 (probaly cant be done in AE) - 8/23/2010 12:38:19 PM   
Czert

 

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and for ship info - build in system which explains XX is ship class this (and used for this). For youic info I use editor, but it stuill far from ideal solution (not all clases are explained,. like xAP).

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RE: ideas for witp2 (probaly cant be done in AE) - 8/23/2010 1:21:46 PM   
Torplexed


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I would like to see fatigue modeled for ship's crews as well as pilots. That way I'll better resist the habit of sending my undamaged subs right back out to sea the moment they've been refueled. Might cut down on how quickly the Japanese merchant marine is decimated in the course of the game.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/23/2010 3:38:52 PM   
oldman45


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quote:

ORIGINAL: Fletcher


About your suggest, I have serious doubts about americans would not to war if dutch and british were surprise attacked at S.R.A. Americans, British, Dutch and Australian (ABDA) were linked before the war started on Dec. 7th 1942 with war plans thinking in the posibility of a japanese agression at S.R.A. (USN DESTROYERS from Asiatic Fleet were on route to Singapore at Dec 7th, 1941 to join with Force Z).

Best wishes,
Ramón




There was no treaty between the US and GB or the Dutch. If Japan had focused on the DEI and left the US out of it, there would not have been a war in '41. That is why Roosevelt was trying so hard to force the situation where the US and the Axis powers would get into a fight. The American people were dead set against going to war.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/23/2010 5:38:43 PM   
Zemke


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#2 I have strong doubts the US would sit by, there were plans for a US attack on Japan if they continued their war of aggression in China, granted they were only plans, and selling the US public would have been hard, but I would not discount the possibility.  So to assume the US would do nothing while Japan romped all over the British and other Allies is maybe a bit much.  Perhaps a percentage chance the US enters the war the longer or more aggressive or successful the Japanese are would be realistic.

#3  Now this one I like a lot, I think an addition that adds more personality to the game is great.  In the pilots list there could be a "famous aces" list and their loss would impact moral in some way for a short time.

An addition I would like to see is a historical battles marker, in other words where past major battles took place, there would be a small "crossed sabers" for example, and when you moused over the location, it would show a list of ships or land units, the date and outcome, and ships sunk, based on your particular sides own reports, so it would match the FOW ships sunk list, not every battle, just the major ones.

< Message edited by Zemke_4 -- 8/23/2010 11:02:33 PM >


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RE: ideas for witp2 (probaly cant be done in AE) - 8/23/2010 6:56:33 PM   
CV Zuikaku

 

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Is it not possible to implement ship kill scoreboard in WITP tracker? WITP tracker should scan through combat reports searching for "sunk by" , then extract the name of the prey and predator, and create a detailed tab for every successfull ship. And for those ships who sunk later after engagement- search through combat reports for the last "predator" who engaged victim....

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RE: ideas for witp2 (probaly cant be done in AE) - 8/24/2010 8:48:17 AM   
CaptBeefheart


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Invasion planning page: For the big invasions, you can easily organize your task forces by role for each ship (i.e. one box has the CVs and escorts, one the SAG, one the bombardment, one the initial landing forces, one the follow-up landing forces, one for minesweepers, etc). This uber task force would then move as one and each element would react properly so you wouldn't have to worry about follow commands or a TF number being higher or lower, etc.

Pilot training planning page: Assign all training squadrons on this page and manage all functions to minimize micromanagement.

Production for Allies: Doesn't have to be full-blown, but periodically the player could be given tradeoff choices (i.e. B-29s vs. other bombers, fighters vs. bombers, escorts vs. subs, etc.). Also, options for additional production for a cost in VPs (representing less attention to ETO, homefront sacrifices, etc.).

The key is having a choice--you could choose historical production vs. variable production.

EDIT: On the Allied production, Shep's Stats has some excellent background on why certain airplanes were not produced and the tradeoffs made. Choices like that would make the game even more interesting. Also, the ability to react to skewed early war losses or accomodate a certain playing style would be nice.

Cheers,
CC

< Message edited by Commander Cody -- 8/24/2010 10:08:38 AM >


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RE: ideas for witp2 (probaly cant be done in AE) - 8/24/2010 3:10:47 PM   
Akos Gergely

 

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Wow so it seems we have our first (or at least what I've noticed) WitP/AE fangirl - Graefin Zeppelin!

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RE: ideas for witp2 (probaly cant be done in AE) - 8/24/2010 5:49:28 PM   
Czert

 

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jup,some managing to us side is very welcomed, im just thought about system how to expand repair shipards for allied side, which lacks HI points/manpower. I thought that triplong supply cost can be enough, but posted paing in PP can work too (and will bve much more interesing).

And idea about paying in PP for planes/ships...etc which never come to production to enable, sound excelent and I will love to see this implemented (to both sides :) ).

For major battles - this sound extremly interesing, but I think it will need to cover more days if multi-day battle occur :).
Just as in my game, I in 9 days sunk all ships sittig in PH with my KB (and that very few which was send out).

And with this go anothes sugestion for AI - lets AI try to evacuate ships from ports which cant be defended (lack air cover) - even if AI form many TF and 30% of ships will be sunk when fleeing to another port, still it is much better than 95-100% in cca 2xmore days. (manila, PH, hong kong in my case).

more scenarios - I very lack 2x 42 (up to 46) scenario from original WITP. And my dream is about new 37-46 (hmm, mayby 39) china scenario.

campaing planer/wiever - player can choice (or only view if this feature will be cuted off) war plans for his country/side.
Like for japanese (historical) plan xxx (you know name, my not :) ) - it will display by 6/42 you must control these bases (vievable on special map), and oprionaly control these. It will basicaly serve as guide for player which bvases to contol first :). If choseable plans are implemented, then they have different modifiers for production/strategy for schosen side.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/25/2010 4:30:32 AM   
Grfin Zeppelin


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quote:

ORIGINAL: csatahajos

Wow so it seems we have our first (or at least what I've noticed) WitP/AE fangirl - Graefin Zeppelin!

Sometimes emancipation arrives in a Judy

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RE: ideas for witp2 (probaly cant be done in AE) - 8/25/2010 7:40:37 AM   
DOCUP


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I also like the ideas of have a sunk list by ships.

Also like the idea of messing around with allied production.

Instead of a nice case and crap with the game how about a nice plush comfy chair with lots of padding for the rear and a cup holder.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/26/2010 10:10:28 AM   
Czert

 

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improvment for editor -
a) display troop limit when wieving base (and if posible, add posibility to change it).

and if it will be posible in game to "expand island" it will be surely extremly interesing (of course, not historical ), but it was posible to do it in RL, and they will done it, if it will be necasary.
And I think britis expanded/flatened one island around africa (maby around another continent, memory is only shadows here) very heavyly to allow operating of heavy bombers.

b)add second posibility to change size of air unit in editor (so, 2 resizes onstead of current only one).


And for game - add WitP tracker to officila relase :), it is great tool. (or implemnt his features to game :))))) ). Industry overwiev is extrely nice in AE, compared to old WitP, but still far away from posibilities.

another - implement search by name (typiing) for bases (doesntmatter if friendly or enemy) - it will speed up searching for bases

< Message edited by Czert -- 8/26/2010 1:32:54 PM >


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RE: ideas for witp2 (probaly cant be done in AE) - 8/27/2010 3:09:32 PM   
Czert

 

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another - at air group - pilots - you have here 2 options - get 1 pilot and get xxx pilots (up to maximum size). I think buttor - to get max posible pilots will be nice, will save nice amount of of mouseclick to get 49 nominal size AG to maximum posible of pilots (I do this for maximum reducing of fatigue) .

and second - put minimum amount of max pilots of AG to 2 (or 3) - it is mainly for recoon planes from ships - you can put 1 + max. 4 reserve planes on ship, but still only one pilot, so, if you lose pilot, you recoon force is doomed despite having spare (and ready) planes :). With this, your ships can retain thier searching capacity.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/27/2010 4:57:55 PM   
MichaelU

 

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In a game I played called Stars, players could work on orders at the same time then upload them to a server, which generated the turn and emailed the results back to the players. It would be sweet if this was allowed in WitP, as then you could be working on orders at the same time as your opponent, potentially drastically cutting the time it takes to move turns.

In an amazingly perfect world, you would be able to divide the Japanese or American sides into distinct chunks, and have multiple players working on the turn at the same time. Once everyone has uploaded, the server combines the orders for each side, and generates the turn.

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RE: ideas for witp2 (probaly cant be done in AE) - 8/27/2010 8:01:11 PM   
Czert

 

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thats extremly nice idea Michal, hope it will be implemented.

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