WitP 2 Map scale

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

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Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: WitP 2 Map scale

Post by Mike Scholl »

ORIGINAL: pad152

A bigger map is not possible for many reasons, one of which is the AI, if you think the AI is bad now, just try to design one for a bigger map(more bases, more ships, more airgroups, etc).[8|]

Did anyone every think a new WITP game might be more of a UV scale? Smaller map, more focus, not bigger! [:-]

How do you get the Pacific Basin into a "smaller map" and provide "more focus"? We already have PacWar. I could see using a 30 mile hex to present more detail, but you are right about the AI. Which I why I keep saying the AI should aim to cover only more limited "scenarios" and leave the whole war game to players. Any smaller than 30 mile hexes starts running into far to many deployment restrictions; not to mention making the map literally too big to get a "grip" on.
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: WitP 2 Map scale

Post by el cid again »

i mean, if you have an bb with 10m deplacement but the harbor is only 5m, why should the bb be allowed to be IN the harbor ? Does it hover ?

Almost no harbor has less than 10 m depth. Pearl Harbor is regarded as "shallow" with an average depth of 42 feet (over 13 meters).

But I do favor a restriction saying a Level 1 harbor cannot allow big ships in. The channel is not dredged deep enough! IF we can get at the code. OR IF you will agree to a house rule.
el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

RE: WitP 2 Map scale

Post by el cid again »

Use a vector based system with a curved earth model so the distance between any two points is accurate. If you are going to do it, lets start with a sound model that removes all the normal errors that automatically get put in by having a flat world and trying to bend everything to fit!

The problem is our display. We do not play on a gigantic globe! We play on flat screens. [Once I built a gigantic map - 13 feet high - and mounted it so it would rotate - any part of the world would come before your face. One hemisphere on one side, the other one on the other side. I used 5 million to one charts and it was a bear - because they do not quite match up at the lines of longatude or latitude they claim have identical values. We fixed them by hand - did I mention this took years?] No matter what you do, it is limited by our display system.

That said, I do favor a real model for calculating distance - however we project and display things!

Good news: Joe is a mathmetician. IF there is a WITP II - it will model the map much better.

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BlackVoid
Posts: 639
Joined: Thu Oct 16, 2003 11:51 pm

RE: WitP 2 Map scale

Post by BlackVoid »

I think there are far more important issues with the game than this. And most problems can be solved without changing the scale.
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