Question about TF routing

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!

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Crimguy
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Question about TF routing

Post by Crimguy »

How well do the various levels work? I.E., if I send a TF Brisbane to SF, will it do a respectable job of avoiding Japanese-controlled airspace? Or will I be just better off using waypoints?
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Terminus
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RE: Question about TF routing

Post by Terminus »

The job is definitely respectable, but I've gotten so into the groove of using the waypoint system that those long convoys are always plotted with it. If you don't want to, the different routing options do what they're designed to do; I just like to micro-manage.
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2Stepper
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RE: Question about TF routing

Post by 2Stepper »

I been outta the WITP loop for a while, but I think the waypoint system was the best for it. It just worked overall.
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Tophat1815
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RE: Question about TF routing

Post by Tophat1815 »


&nbsp;If given the option of waypoints and being certain of avoiding enemy airspace why would you not use this option?
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wdolson
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RE: Question about TF routing

Post by wdolson »

While playing the game, sometimes waypoints work better and sometimes the auto routing works fine.&nbsp; The game engine doesn't always make the best decision for auto routing, especially when there are a lot of complicating factors like maneuvering around the SRA when the enemy has air threats in many places.&nbsp; I have found that sometimes I need to set way points to route TFs successfully in those conditions.

For long open ocean voyages like the US to Australia, the auto routing is very good.

Bill
SCW Development Team
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