This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!
Will in AE aircraft continue to attack already sunken or doomed ships as they did in stock WITP? It is very frustrating when 50 aircraft attack some sunken CV (unable to find target) while there are undamaged cruisers or even battleships ignored. That frustrated me very, very often [:@]
I would support this! It´s annoying to see 80% of a strike doing nothing because they try to attack a sunken ship... [8|]
But! The sunken ship maybe not sunk already. I think planes tend to search for another target when target is say 80% damaged. But I was able to save such ship once I think. [:)]
But! The sunken ship maybe not sunk already. I think planes tend to search for another target when target is say 80% damaged. But I was able to save such ship once I think. [:)]
no! When see ship x in the replay and you get the message 4xbetty trying to bomb ship x and nothing happens then the ship is sunk. And you may end up seeing most of your strike trying to attack sunken CV when there are still a dozen cruisers in the TF...
in AE? or in WITP?
I have seen few times planes hitting the same target after few more havent find the target. Also those ships became target for subsequent strike. (I am talking about WITP)
in AE? or in WITP?
I have seen few times planes hitting the same target after few more havent find the target. Also those ships became target for subsequent strike. (I am talking about WITP)
in WITP. And what you describe is something I haven´t seen a single time in 5.000+ turns of witp. [&:]
In WITP I'we seen dozens of aircrafts attacking ships which have suffered magazine explosion, and totally ignoring the rest of undamaged ships! It's a madness!
no! When see ship x in the replay and you get the message 4xbetty trying to bomb ship x and nothing happens then the ship is sunk. And you may end up seeing most of your strike trying to attack sunken CV when there are still a dozen cruisers in the TF...
There are several instances IRL that a target already hit is a magnet for bombs. There are also several instances that air groups don't find a target while in witp they seem always to find them.
no! When see ship x in the replay and you get the message 4xbetty trying to bomb ship x and nothing happens then the ship is sunk. And you may end up seeing most of your strike trying to attack sunken CV when there are still a dozen cruisers in the TF...
There are several instances IRL that a target already hit is a magnet for bombs. There are also several instances that air groups don't find a target while in witp they seem always to find them.
Yes, but not after magazines exploded...
Yes, but not after the ship sinks... Here we have situation when the first strike sinks... eg. Zuikaku, and then second strike circle arround the TF trying to find Zuikaku and leaving other ships intact. That is not very likely to happen IRL...
I think the point is that the ship may be sunk in that the game has executed the attack that did the critical damage, but in effect the process is moelling that planes are preallocated to targets before any attacks are evaluated. I know they aren't in practice, but that is the process they are moddelling. In RL, the planes do not form up in neat groups of 4, wait for the previous group to attack, do an instant and complete damage evaluation, then pick the new target as soon as the primary takes 86.87657% damage![:D]. Also, even magazine explosions take 2 mins or so to sink a ship. Planes need to attack as quickly as possible if they are not to take higher losses. Normal sinkings can take hours after the attack and the later pilots dont know it has sunk. It is just the game and you do.
Think of the entire attack as nearly simultaneous, but you get to see the 'post strike evaluation' live as the bombs are delivered...
Please do not make air attacks any more clinical! Confusion and chaos are the norm.
I think the point is that the ship may be sunk in that the game has executed the attack that did the critical damage, but in effect the process is moelling that planes are preallocated to targets before any attacks are evaluated. I know they aren't in practice, but that is the process they are moddelling. In RL, the planes do not form up in neat groups of 4, wait for the previous group to attack, do an instant and complete damage evaluation, then pick the new target as soon as the primary takes 86.87657% damage![:D]. Also, even magazine explosions take 2 mins or so to sink a ship. Planes need to attack as quickly as possible if they are not to take higher losses. Normal sinkings can take hours after the attack and the later pilots dont know it has sunk. It is just the game and you do.
Think of the entire attack as nearly simultaneous, but you get to see the 'post strike evaluation' live as the bombs are delivered...
Please do not make air attacks any more clinical! Confusion and chaos are the norm.
Yes, that is a good point, but second strike sometimes comes in a few minutes and sometimes after 30 mins or an hour...
So, I am OK with first strike bombing the hell out of doomed ship, but second strike woul'd surely realize that ship is sunk [;)]
I think the point is that the ship may be sunk in that the game has executed the attack that did the critical damage, but in effect the process is moelling that planes are preallocated to targets before any attacks are evaluated. I know they aren't in practice, but that is the process they are moddelling. In RL, the planes do not form up in neat groups of 4, wait for the previous group to attack, do an instant and complete damage evaluation, then pick the new target as soon as the primary takes 86.87657% damage![:D]. Also, even magazine explosions take 2 mins or so to sink a ship. Planes need to attack as quickly as possible if they are not to take higher losses. Normal sinkings can take hours after the attack and the later pilots dont know it has sunk. It is just the game and you do.
Think of the entire attack as nearly simultaneous, but you get to see the 'post strike evaluation' live as the bombs are delivered...
Please do not make air attacks any more clinical! Confusion and chaos are the norm.
Yes, that is a good point, but second strike sometimes comes in a few minutes and sometimes after 30 mins or an hour...
So, I am OK with first strike bombing the hell out of doomed ship, but second strike woul'd surely realize that ship is sunk [;)]
It's the game engine working as designed. I understand it's actually a rather crude line-up both sides and blast away system, and target reallocation seems to be something of an afterthought, despite that being the primary function of platoon leaders, warship division commanders, and air group commanders.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Will the Allied aircraft inventory include any of the many planes that never made it overseas? (The Buccaneer comes to mind)..
Just wondering if CONUS might be defendable with them, at player option.
Is there a cap on total number of pilots as in Witp? I think that the total number is 20,000 in Witp, then you have the experanced pilots start to vanish. Is this still the case?
Yes, but not after magazines exploded...
Yes, but not after the ship sinks... Here we have situation when the first strike sinks... eg. Zuikaku, and then second strike circle arround the TF trying to find Zuikaku and leaving other ships intact. That is not very likely to happen IRL...
True the game should say the target is vanished. But then they might just turn back. One thing that happens in air-naval combat is that a Taskforces might just broke in small sets of ships that try to maneuver in many directions.
Had guessed as much due to increased number of aircraft, but thanks for putting my mind at ease!
Actually, AE will probably have LESS in the long run. In WitP once an air unit was in the game, it was in the game. In AE a lot of air units leave the game. Some leave and come back, some leave and other units come in, and some just leave. So over all in AE you "should" have fewer air units total than in WitP.
Actually, AE will probably have LESS in the long run. In WitP once an air unit was in the game, it was in the game. In AE a lot of air units leave the game. Some leave and come back, some leave and other units come in, and some just leave. So over all in AE you "should" have fewer air units total than in WitP.
Is there any way to obviate that a player just waste(meaning: accepting much more casualities) in combat an unit that is retiring? Like for example making that it's pilots return to the database and that way it is "wasting" valuable pilots having that behaviour.
Is there any way to obviate that a player just waste(meaning: accepting much more casualities) in combat an unit that is retiring? Like for example making that it's pilots return to the database and that way it is "wasting" valuable pilots having that behaviour.
Based on my reading of the manaul, a player can choose to thrash an air unit that is scheduled for withdrawal, but then that player has fewer airframes and pilots that get returned to the pools when that unit is retired.