Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Joseignacio
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Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by Joseignacio »

Hello

When I compare MWIF to WIF boardgame, I find one big lack regarding information.

When you play the board game, you can see each move your opponent does. You usually do so, except for some beverage or some minutes if you need to relax and your opponent moves and the tactical situation make you nervous.

You do it, not only to get the info of what he is doing but also to avoid mistakes in moves or attacks without supply for example.

Because of this you have a complete information on your opponent actions. In MWIF it is not so. Either you constantly move your mouse here and there, trying to guess what your enemy may be moving (in all the phases, and with the only information of which MP is acting) or you will miss many of your opponent moves no matter how thoroughly you check all the map of the world.

This way, for example, I didn't see an invasion of Ethiopia during several impulses of a CW inf div, or that there was a new FTR moved in UK to Plymouth? Portsmouth?, ready to exit to the 0 box in Bay of Biscay, etc..

I believe it wouldnt be so difficult to offer the option to follow your enemy moves. If there was a multiplayer of more than 2 players, then maybe you could select which MP actions you want to follow, so that you are not being dragged from FF moves in Senegal to USA actions in the Pacific to the defence of Egypt by CW or the Russian Front.

It would help a lot to get the info and would make the game more fun because you wouldnt need to be 20 to 40 minutes waiting for a GE or URSS land move to end or a CW naval.

Could it be added? I believe it would only mean one more option in the Interface Settings menu plus an order to show where the pointer of your enemy is and show it (or just show the image he is seeing).

PD: I understand that some players would feel "spyed upon" but after all in the board game you see all this. In any case this might be done only if both agree, though I believe it shouldnt.
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juntoalmar
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by juntoalmar »

I use PBEM (and ocassional whatsapp message or Skype call if needed) so I won't use it. But it seems an excellent feature for those of you who play with Netplay.
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craigbear
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by craigbear »

Yes, in PBEM I always try to draw attention to my moves I belief my opponent might miss. I would likely do this in netplay as well.
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Joseignacio
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by Joseignacio »

Wouldnt it help in PBEM?

I mean, when you get your file you get a view of the actual situation or you get to see all your opponent moves like in a video?
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michaelbaldur
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by michaelbaldur »

yes it would be nice to have a replay.

but in the board game you often missed the opponent turn. we had strategy meetings or eat.

even if you where at the table, you could not see all fronts. the German player could not see the east and west front at the same time.

in late game we went over to area commands/ not county command. like the Italian player controlled all axis in west Europa, the German controlled all axis on the east front.

the Uk player controlled all allied units in west Europa, while the American controlled all allied forced against Japan.

of course with the same action limits

we people simply cant have focus (and plan) on all theaters at the same time. we often found that all allies focused on Europa. to the effect that the Japanese player where left alone.
the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
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Joseignacio
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by Joseignacio »

Well, when we meet most times we make a stop for dinner. Sometimes we start after dinner and play till the wee hours.
At Eurowifcon, we didnt stop for lunch, some people made a sausage sandwich in the kitchen, and ate it while the enemy moved; for dinner, usually all the players stop and go together to any of the restaurants.

As a player, if I need to check several fronts, I control the most crucial one and check afterwards (and ask) about the rest. If there are naval moves and someone is moving land units elsewhere I tell him to respect the phases so I can see all.

Because of this I stopped playing with a guy which I always call a cheater; although I asked him several times to stop moving italian land units towards and in Egypt while I was attending the naval searches, he kept on doing so, and finally took Egypt without me realizing the danger. It is essential to know what happens.

Surely what you do, having area commands, is intelligent in the late war. I have reached so much in less than 10% of my Global War games, maybe 5%... so I dont have a lot of experience. We use to give the IT control of the GE units in the Med but even that requires coordination not to exceed the action limits.
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juntoalmar
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by juntoalmar »

Joseignacio wrote: Thu May 12, 2022 1:19 pm Wouldnt it help in PBEM?

I mean, when you get your file you get a view of the actual situation or you get to see all your opponent moves like in a video?
Of course it would help in PBEM if implemented. I meant I couldn't use as descrived ("move the viewpoint of the window during a Netplay game").

In PBEM it would be an implementation of a different matter:
- you should save the movements within the GAM file.
- have some kind of step-by-step controls to replay them

Probably, counter movement would be easier to implement, but other phases that involve UI windows (air/naval/land combat, for instance) will definitely require more work.

It would be a great improvement for PBEM play.
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Centuur
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by Centuur »

Joseignacio wrote: Thu May 12, 2022 10:29 pm Well, when we meet most times we make a stop for dinner. Sometimes we start after dinner and play till the wee hours.
At Eurowifcon, we didnt stop for lunch, some people made a sausage sandwich in the kitchen, and ate it while the enemy moved; for dinner, usually all the players stop and go together to any of the restaurants.

As a player, if I need to check several fronts, I control the most crucial one and check afterwards (and ask) about the rest. If there are naval moves and someone is moving land units elsewhere I tell him to respect the phases so I can see all.

Because of this I stopped playing with a guy which I always call a cheater; although I asked him several times to stop moving italian land units towards and in Egypt while I was attending the naval searches, he kept on doing so, and finally took Egypt without me realizing the danger. It is essential to know what happens.

Surely what you do, having area commands, is intelligent in the late war. I have reached so much in less than 10% of my Global War games, maybe 5%... so I dont have a lot of experience. We use to give the IT control of the GE units in the Med but even that requires coordination not to exceed the action limits.
In our group, we always respected the sequence of play. No movement of units allowed during naval combat (except for aborts and the flying of planes into sea area's of course).
I understand what you are asking. But I don't know how difficult it is to program.
Peter
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michaelbaldur
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Re: Improvement (or unknown functionality - by me). Follow up of enemy moves and actions. Easy to implement?

Post by michaelbaldur »

you only have 3 axis players, so it can be difficult to watch every allied movies

I only played for fun, so you could trust your allies, so most of it was based on trust. but as we had area commands we did not go to much into sequence of play. the german and Russian player did their things on the east front, while others did naval combat.

if everybody had to see everything, and you have to wait. the game would last forever.


LIke. when we had Russian, France, CW and Us units going against Japan, we just had one allied player handle all of it. its not that difficult to handle action limits. it kept the game moving,
the wif rulebook is my bible

I work hard, not smart.

beta tester and Mwif expert

if you have questions or issues with the game, just contact me on Michaelbaldur1@gmail.com
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