WITP II Wishlist

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Bombur
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RE: WITP II Wishlist

Post by Bombur »

#16-Level bombers should be less accurate, particulalrly is strategic attacks, a few B-25´s can shut down Rangoon production in one week even bombing at 19000ft (in Nik´s mod).
#17-Production repair should be less costly
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Tom Hunter
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RE: WITP II Wishlist

Post by Tom Hunter »

Except for moses your all talking about icing, but the cake is stale and has rat turds in it.

How about: A QA system that catches major bugs like dissapearing leaders and units?

An architecture that treats the various combat routines as modules so they can be easil modified if they turn out to be bogus.

Moses suggests a better land combat system, and then is nice enough to suggest one.

I want a better naval combat system and a better air combat system because they are both simulating something other than WWII in the pacific. I often wonder if it is an accident when a battle has a historically possible result, or when it does not.

Remeber if the combat system reflected historical reality then historically smart play would produce positive results. Then we could actualy learn something from our what ifs?
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Jim D Burns
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RE: WITP II Wishlist

Post by Jim D Burns »

My number one wish for a new WitP?

Hourly pulses during turn resolution to allow mid-air and mid-ocean intercepts to occur. This would prevent task forces from also warping into enemy air cover to bombard a base and warping out again with no threat of an air strike.

Of course players should also be able to designate a launch hour for when an air strike or task force is to begin its mission. A simple 24 hour clock toggle near mission speed or something would work. The task force or air mission would remain in its current hex until the hourly pulse is reached and then begin its mission.

Jim
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RE: WITP II Wishlist

Post by treespider »

ORIGINAL: Jim D Burns

My number one wish for a new WitP?

Hourly pulses during turn resolution to allow mid-air and mid-ocean intercepts to occur. This would prevent task forces from also warping into enemy air cover to bombard a base and warping out again with no threat of an air strike.

Of course players should also be able to designate a launch hour for when an air strike or task force is to begin its mission. A simple 24 hour clock toggle near mission speed or something would work. The task force or air mission would remain in its current hex until the hourly pulse is reached and then begin its mission.

Jim

Perhaps use the 12 hour segment of each day and assign an opp point cost for various actions. Move a hex cost op points, engage in combat op points. Could be a good way to simulate loiter time...just some thoughts off the top of my head.
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LargeSlowTarget
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RE: WITP II Wishlist

Post by LargeSlowTarget »

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.
mark24
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RE: WITP II Wishlist

Post by mark24 »

Tactical control over exactly where carrier (& lba) airstrikes go over the course of a day. "Bomb the bloody BB, not the transport!!!!"

Mark
Andy Mac
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RE: WITP II Wishlist

Post by Andy Mac »

Sorry have I missed some sort of announcement of WITP 2 ?

Lots of attention on forums but no sign of an announcement or have I just missed it ?

ta
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Nikademus
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RE: WITP II Wishlist

Post by Nikademus »

Check the stickys. Note that WitP II has not been "announced" in and of itself, but rather with the additional members added to the development team, a future "WitP II" is being discussed. Patching and enhancement for WitP remain at the forefront.
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RE: WITP II Wishlist

Post by Ursa MAior »

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After this hard day I decide to visit Rabaul and the troops and lift their spirit by personally awarding some of them.

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esteban
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RE: WITP II Wishlist

Post by esteban »

ORIGINAL: irrelevant

Stacking/loading/unloading limits for ports

Port size-based limits on replenishment of ammo/torps (including aerial torps).

Rationalization of ZOC effects on LCU movement and tracing supply.

A/C VPs based on # of engines.

A/C capacity of bases based on # of engines.

Aviation support based on # of engines.

Player-assignable base supply requirements.


Quoted for Truth!!

Oh, and fix land combat so that 200 guys can't block the retreat of 100,000 guys....
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Bombur
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RE: WITP II Wishlist

Post by Bombur »

ORIGINAL: LargeSlowTarget

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.


-Thanks a lot for having elected some of my ideas[:D][:D][:D][:D], but why didn´t you like the event editor/map editor/separate directory for graphic mods???
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dtravel
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RE: WITP II Wishlist

Post by dtravel »

Wish for WiTP2: Drop the current databases completely. Hire someone who knows databases and rebuild completely from the ground up. Too many current bugs because of DB and pointer problems.
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RE: WITP II Wishlist

Post by Mynok »


I would like to see landing craft points for AP's. These would be points that ships replenish at appropriately sized ports (what that is I don't know). These points would restrict amphibious landings and would be subject to damage from defensive artillery and CD.
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pasternakski
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RE: WITP II Wishlist

Post by pasternakski »

My wish for WitP II is simple: I wish that the design team will go off into the wilderness for 40 years and, after they are completely forgotten, return with a finished game that will amaze and satisfy any remaining free computer wargamers here on Islamic Earth (a territory of the Chinese People's Independent Solar System Eternal Republic, or C-PISSER, as it will by then be known to the three or four people who still remember how to speak English and string together amusing acronyms).
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LargeSlowTarget
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RE: WITP II Wishlist

Post by LargeSlowTarget »

ORIGINAL: pasternakski
any remaining free computer wargamers here on Islamic Earth (a territory of the Chinese People's Independent Solar System Eternal Republic, or C-PISSER, as it will by then be known to the three or four people who still remember how to speak English and string together amusing acronyms).

Optimist!
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LargeSlowTarget
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RE: WITP II Wishlist

Post by LargeSlowTarget »

ORIGINAL: Bombur
-Thanks a lot for having elected some of my ideas[:D][:D][:D][:D], but why didn´t you like the event editor/map editor/separate directory for graphic mods???

Well, events would add flavor, but I'd prefer to get the basic stuff right first - most importantly the stacking limits. But for flavor you might add typhoons (Halsey), accidential groundings on uncharted reefs (Darter), mistaking friends for enemies and vice-versa (B-17s bombing Grace's TF, Goto at Cape Esperance) etc.

For the rest - I'm not an artist and I use multiple installs for the different mods.

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RE: WITP II Wishlist

Post by DuckofTindalos »

Special Forces points. Each side gets a pool of points, a replacement rate, and a set of missions they can perform with them, like Strategic Recon, Port Raids, LOC Interdiction, etc. Sort of a combination of the systems used in the old SSI game Red Lightning and VG's Flashpoint Golan.
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RE: WITP II Wishlist

Post by rogueusmc »

Welcome back T!!!
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Bombur
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RE: WITP II Wishlist

Post by Bombur »

For the rest - I'm not an artist and I use multiple installs for the different mods.

-That´s, I believe, a big limitation to the widespread use of multiple mods. Each graphic mod will take 1GB from you, at least. With separated subdiretories, 10 or even more mods would take this space. How many mods do you have installed? I´m very interested in the Iron Storm mod, but I already have two installations (one for Nik mod) and I´m a lazy man.
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RE: WITP II Wishlist

Post by ny59giants »

I see one that was missed. When you upgrade a BG in SE Asia to say LB-30's from B-17E's you can add them to a BG in San Fran the next turn. [:-]There should be a delay to move airplanes that become available like that. Plus, when using PDU's, you cannot downgrade. I do it as Allies with my PH or West Coast squadrons to get me needed P-40's in India/Burma.
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