List of User Requested Gameplay Changes
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
List of User Requested Gameplay Changes
If you have suggestions for gameplay changes, add them here, and I'll try to keep a summary list on this first post. Discuss them freely. One change being listed here just means that someone asked for it -- doesn't mean it will be implemented, or it is good or bad, or that many people agree with that anyway: that is up to your discussions. If I list something wrong, just stress down in the thread how it should list.
So, please add down your requests! Thanks [:D]
fbs
PS: Red color means a developer answered it is unfeasible for WITP-AE.
-----
Out of scope: database changes ("make Zeros this or that", "change LCU to that", "that ship class is wrong", etc...)
Out of scope: tune up/down combat/detection, increase/decrease production/replacements/training, etc.. {tuning is eternal discussion}
PRODUCTION & LOGISTICS______________________________________________________________________________
PROD-1: Add resources and oil stockpiles to the tooltip shown when you mouse over the base [tacfire]
Discussion Thread
PROD-2: Add # of days left based on industry consumption of resources and oil on the base screen [tacfire]
Discussion Thread
PS: Tracker-AE will do this
PROD-3: Add a warning to Ops Report "Heavy Industry/Light Industry is idle on xxx due to lack of yyy" [fbs]
PS: Tracker-AE will do this
PROD-4: Add buttons to define target fuel level, like supplies [Saudakar]
PROD-5: When the player clicks on engine factory increase, ask him by how much he wants to grow the factory (instead of doubling it up) [pad152]
PROD-6: Add a engine/aircraft production screen showing which cities are building what. [pad152]
PROD-7: Add a delta counter to each base that indicates by how much supply/fuel/resources/oil changed from the previous day [pad152]
PS: Tracker-AE will do this
PROD-8: Add a -Detailed switch that lists out how much of supplies and fuel were consumed by what (factories, ammo, construction, etc...) by base on the Ops report [pad152]
PROD-9: When production upgrades an infantry/engineer squad, upgrade the old squads in the pool concurrently to the squads on active units -- rationale is that squads in the pool also upgraded, in real life [smeulders]
PROD-10: Add toggle start/stop for Heavy Industries for Allied side too [rominet]
GUI & MAP______________________________________________________________________________
GUI-1: Make the Op Report hyperlink the task force name, base name and coordinates [Flying Tiger]
Discussion Thread
GUI-2: Add a marker on the map for the "sightings" message [Flying Tiger]
Discussion Thread
GUI-3: Allow a line of comment by the player on LCUs and air groups just like with TF's. [Mistmatz]
PS: Tracker-AE will do this
GUI-4: Add the current/maximum AF and Port sizes to the base tooltip [RocketMan]
GUI-5: Add higher resolutions [V22 Osprey]
GUI-6: Overlay additional info on the map through hotkeys: 4=AF/Port/Forts; 5=Resource/Oil/Factories/Refineries; 6=Shipyards; 7=Docking Capacity; 8=Base Troop Capacity; 9=Fuel/Supplies; 0=Air search density [tacfire]
GENERAL______________________________________________________________________________
GEN-1: De-fog combat losses of friendly units on Combat Report when playing against the AI [fbs]
Discussion Thread
GEN-2: Don't allow formation of Task Forces or Air Groups changes by Allies on Non-historic first turn with Dec 7 Surprise enabled[CraigDeaton]
GEN-3: Add FOW for enemy forces for surface combat & air combat animations: hide the ship art until it is spotted, use wrong art, use wrong names. [jolly_pillager]
GEN-4: Allow the player to spend PP to buy medals to leaders/pilots; increase stats of leader when they receive medals (I can hear Muttley saying "Medal! Medal! Medal!", hahahah) [fbs]
GEN-5: Show the full HQ structure, including all units.[PzB]
PS: Tracker-AE will do this
GEN-6: Separate Sightings into a different delay timer from General Text [myros]
GEN-7: Revamp the SigInt report: remove useless info (like "Transmissions detected from base xx"), add useful info (like "TF xx with ships aa,bb,cc moving to yy"), perhaps with a cost of PP to obtain better intelligence [Hokum & Pascal]
GEN-8: When you filter/sort the list of ship/air group/LCU and then open one entry, the "Next/Previous" buttons of that ship/air group/LCU go to the next/previous unit on the current TF or base. Change it so these buttons follow the filter/sort order of the list.
NAVAL______________________________________________________________________________
NAV-1: Add a Supply Head unit to the major commands, and make the system use these as originating hubs for auto-convoy instead of having them hard-coded from San Francisco and Columbo [The Gnome]
Discussion Thread
NAV-2: Add an "Add All" button to TF formation/transfer screen, that adds all ships on current filter [DicedT]
NAV-3: Add "Ramming" as an attack option vs. submarines [Chickenboy]
NAV-4: Get a summary of how many ships were sunk per type (AK, AP, etc..) [PzB]
PS: Tracker-AE will do this
NAV-5: Add a Tonnage Sunk counter to submarines [PzB]
NAV-6: Limit the distance over which torpedo attacks are launched from surface ships. [cribtop]
NAV-7: When surface battles happen, open a dialog box for the player to name the battle (like "Battle of Toongabombalunga", and have these battle names list of the ship screen. [fbs]
NAV-8: Add a counter to surface ships and air groups listing how many aircrafts were shot down and how many ships they sunk [fbs]
NAV-9: On the ship sunk screen, list the ship/air group name that sunk the ship [fbs]
NAV-10: Add a ship class description to the ship screen [crsutton]
NAV-11: Add a "Withdraw Ships" to the base screen; it will form one or more TFs and route ships that need withdraw back to the respective withdraw ports. If the base is already the withdraw port, withdraw the ships that need withdraw. [pat.casey]
NAV-12: Add game option Auto-Withdraw, automating CR-33 behavior [vlcz]
NAV-13: On the ship screen, add the minimum port size needed for docking in parenthesis, like "Tonnage: 35000(5)" [vlcz]
NAV-14: Add this information to the tooltip shown for a TF: "Requires port size xx for docking" [vlcz]
NAV-15: If the ship is located in a port, then don't let it get above 99 of floating, fire or engine damage - unless it fails a check for catastrophic explosion, and then it is actually sunk. This simulates the fact that the ships at harbors settle at the bottom and can be salvaged (although with a lot of major damage) [fbs]
NAV-16: Revert behavior on 2nd paragraph 6.2.13.1 - don't make refueling ships to automatically dock on ports [Brad Hunter]
NAV-17: Add a criteria to the ship list screen: "Ships in port only" [mulk]
AERIAL______________________________________________________________________________
AER-1: Make the AI bomb ports (like Java or Rabaul) where the player is hiding ships [oldman45]
AER-2: Tune Naval Attacks to focus more on transports and less on fast escorts. [cribtop]
AER-3: Add replacement priority to air groups [vlcz]
AER-4: Show search arcs when clicking on an air base [vlcz]
LAND______________________________________________________________________________
LAND-1: Get malaria effects back to how they were in WITP: increase (a lot) malaria effects for small bases and units in the open; make its effects small for large ports and airfields. [chickenboy]
So, please add down your requests! Thanks [:D]
fbs
PS: Red color means a developer answered it is unfeasible for WITP-AE.
-----
Out of scope: database changes ("make Zeros this or that", "change LCU to that", "that ship class is wrong", etc...)
Out of scope: tune up/down combat/detection, increase/decrease production/replacements/training, etc.. {tuning is eternal discussion}
PRODUCTION & LOGISTICS______________________________________________________________________________
PROD-1: Add resources and oil stockpiles to the tooltip shown when you mouse over the base [tacfire]
Discussion Thread
PROD-2: Add # of days left based on industry consumption of resources and oil on the base screen [tacfire]
Discussion Thread
PS: Tracker-AE will do this
PROD-3: Add a warning to Ops Report "Heavy Industry/Light Industry is idle on xxx due to lack of yyy" [fbs]
PS: Tracker-AE will do this
PROD-4: Add buttons to define target fuel level, like supplies [Saudakar]
PROD-5: When the player clicks on engine factory increase, ask him by how much he wants to grow the factory (instead of doubling it up) [pad152]
PROD-6: Add a engine/aircraft production screen showing which cities are building what. [pad152]
PROD-7: Add a delta counter to each base that indicates by how much supply/fuel/resources/oil changed from the previous day [pad152]
PS: Tracker-AE will do this
PROD-8: Add a -Detailed switch that lists out how much of supplies and fuel were consumed by what (factories, ammo, construction, etc...) by base on the Ops report [pad152]
PROD-9: When production upgrades an infantry/engineer squad, upgrade the old squads in the pool concurrently to the squads on active units -- rationale is that squads in the pool also upgraded, in real life [smeulders]
PROD-10: Add toggle start/stop for Heavy Industries for Allied side too [rominet]
GUI & MAP______________________________________________________________________________
GUI-1: Make the Op Report hyperlink the task force name, base name and coordinates [Flying Tiger]
Discussion Thread
GUI-2: Add a marker on the map for the "sightings" message [Flying Tiger]
Discussion Thread
GUI-3: Allow a line of comment by the player on LCUs and air groups just like with TF's. [Mistmatz]
PS: Tracker-AE will do this
GUI-4: Add the current/maximum AF and Port sizes to the base tooltip [RocketMan]
GUI-5: Add higher resolutions [V22 Osprey]
GUI-6: Overlay additional info on the map through hotkeys: 4=AF/Port/Forts; 5=Resource/Oil/Factories/Refineries; 6=Shipyards; 7=Docking Capacity; 8=Base Troop Capacity; 9=Fuel/Supplies; 0=Air search density [tacfire]
GENERAL______________________________________________________________________________
GEN-1: De-fog combat losses of friendly units on Combat Report when playing against the AI [fbs]
Discussion Thread
GEN-2: Don't allow formation of Task Forces or Air Groups changes by Allies on Non-historic first turn with Dec 7 Surprise enabled[CraigDeaton]
GEN-3: Add FOW for enemy forces for surface combat & air combat animations: hide the ship art until it is spotted, use wrong art, use wrong names. [jolly_pillager]
GEN-4: Allow the player to spend PP to buy medals to leaders/pilots; increase stats of leader when they receive medals (I can hear Muttley saying "Medal! Medal! Medal!", hahahah) [fbs]
GEN-5: Show the full HQ structure, including all units.[PzB]
PS: Tracker-AE will do this
GEN-6: Separate Sightings into a different delay timer from General Text [myros]
GEN-7: Revamp the SigInt report: remove useless info (like "Transmissions detected from base xx"), add useful info (like "TF xx with ships aa,bb,cc moving to yy"), perhaps with a cost of PP to obtain better intelligence [Hokum & Pascal]
GEN-8: When you filter/sort the list of ship/air group/LCU and then open one entry, the "Next/Previous" buttons of that ship/air group/LCU go to the next/previous unit on the current TF or base. Change it so these buttons follow the filter/sort order of the list.
NAVAL______________________________________________________________________________
NAV-1: Add a Supply Head unit to the major commands, and make the system use these as originating hubs for auto-convoy instead of having them hard-coded from San Francisco and Columbo [The Gnome]
Discussion Thread
NAV-2: Add an "Add All" button to TF formation/transfer screen, that adds all ships on current filter [DicedT]
NAV-3: Add "Ramming" as an attack option vs. submarines [Chickenboy]
NAV-4: Get a summary of how many ships were sunk per type (AK, AP, etc..) [PzB]
PS: Tracker-AE will do this
NAV-5: Add a Tonnage Sunk counter to submarines [PzB]
NAV-6: Limit the distance over which torpedo attacks are launched from surface ships. [cribtop]
NAV-7: When surface battles happen, open a dialog box for the player to name the battle (like "Battle of Toongabombalunga", and have these battle names list of the ship screen. [fbs]
NAV-8: Add a counter to surface ships and air groups listing how many aircrafts were shot down and how many ships they sunk [fbs]
NAV-9: On the ship sunk screen, list the ship/air group name that sunk the ship [fbs]
NAV-10: Add a ship class description to the ship screen [crsutton]
NAV-11: Add a "Withdraw Ships" to the base screen; it will form one or more TFs and route ships that need withdraw back to the respective withdraw ports. If the base is already the withdraw port, withdraw the ships that need withdraw. [pat.casey]
NAV-12: Add game option Auto-Withdraw, automating CR-33 behavior [vlcz]
NAV-13: On the ship screen, add the minimum port size needed for docking in parenthesis, like "Tonnage: 35000(5)" [vlcz]
NAV-14: Add this information to the tooltip shown for a TF: "Requires port size xx for docking" [vlcz]
NAV-15: If the ship is located in a port, then don't let it get above 99 of floating, fire or engine damage - unless it fails a check for catastrophic explosion, and then it is actually sunk. This simulates the fact that the ships at harbors settle at the bottom and can be salvaged (although with a lot of major damage) [fbs]
NAV-16: Revert behavior on 2nd paragraph 6.2.13.1 - don't make refueling ships to automatically dock on ports [Brad Hunter]
NAV-17: Add a criteria to the ship list screen: "Ships in port only" [mulk]
AERIAL______________________________________________________________________________
AER-1: Make the AI bomb ports (like Java or Rabaul) where the player is hiding ships [oldman45]
AER-2: Tune Naval Attacks to focus more on transports and less on fast escorts. [cribtop]
AER-3: Add replacement priority to air groups [vlcz]
AER-4: Show search arcs when clicking on an air base [vlcz]
LAND______________________________________________________________________________
LAND-1: Get malaria effects back to how they were in WITP: increase (a lot) malaria effects for small bases and units in the open; make its effects small for large ports and airfields. [chickenboy]
RE: List of User Requested Gameplay Changes
True Allied surprise on a Non-historic first turn with suprise enabled - a la WITP - don't allow ships to evacuate port, or AC settings to be altered, during the first allied turn
Semper Fi,
Craig
It's always pilot error. Sometimes the idiot just doesn't know how to fly a broken aircraft.
Craig
It's always pilot error. Sometimes the idiot just doesn't know how to fly a broken aircraft.
- Splinterhead
- Posts: 189
- Joined: Fri Aug 30, 2002 11:45 pm
- Location: Lenoir City, TN
RE: List of User Requested Gameplay Changes
ORIGINAL: CraigDeaton
True Allied surprise on a Non-historic first turn with suprise enabled - a la WITP - don't allow ships to evacuate port, or AC settings to be altered, during the first allied turn
Why? All you have to do is not alter the settings or evacuate the ports etc, or in PBEM have a house rule to that effect.
Notice the debate on Force Z. Some people want to cancel its movement, others let it sail to its fate, while yet another group lets it sail but provides air cover. All are valid choices IMHO. Why do you wish to force others to play your way only?
RE: List of User Requested Gameplay Changes
And I want to see what would have happened if Marshall had used his brains instead of his Army green gonads, and made absolutely sure that the war warning message reached Oahu on Dec.6th.., IOW - No bloody surprise. I know what happened in the real surprise.
"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer
RE: List of User Requested Gameplay Changes
LOL!
The scene unfolds as the Professor addresses his assistant Igor; Ve have created a Monster Igor![;)]
The scene unfolds as the Professor addresses his assistant Igor; Ve have created a Monster Igor![;)]
CR-13: Get rid of the graphics and make the game text-mode only [Professor Demens Decipio]
RE: List of User Requested Gameplay Changes
ORIGINAL: Sheytan
LOL!
The scene unfolds as the Professor addresses his assistant Igor; Ve have created a Monster Igor![;)]
CR-13: Get rid of the graphics and make the game text-mode only [Professor Demens Decipio]
Hahaha.. that was to bypass CR-13. For some reason I think that CR-13 would break the game, so let's not chance that [:D]
fbs
RE: List of User Requested Gameplay Changes
Dot bases should show the maximum port and airfield sizes both when clicked on and in the popup box when the mouse is placed over the base.
RE: List of User Requested Gameplay Changes
ORIGINAL: RevRick
And I want to see what would have happened if Marshall had used his brains instead of his Army green gonads, and made absolutely sure that the war warning message reached Oahu on Dec.6th.., IOW - No bloody surprise. I know what happened in the real surprise.
I just finished reading The Pearl Harbor Myth by George Victor. His contention was that not sending the warning message was deliberate. The US did not want them to know so that the first overt act was to be by Japan and bring the country into the war against Germany.
RE: List of User Requested Gameplay Changes
ORIGINAL: Herrbear
ORIGINAL: RevRick
And I want to see what would have happened if Marshall had used his brains instead of his Army green gonads, and made absolutely sure that the war warning message reached Oahu on Dec.6th.., IOW - No bloody surprise. I know what happened in the real surprise.
I just finished reading The Pearl Harbor Myth by George Victor. His contention was that not sending the warning message was deliberate. The US did not want them to know so that the first overt act was to be by Japan and bring the country into the war against Germany.
Given that the attack left the US Government in a strategic quandary--Germany did not declare war for about three days and Germany, not Japan was the enemy they wanted to be fighting--I have my doubts. Note that the Asiatic Fleet was already redeploying to Singapore and the carriers were on a war footing, so the unpreparedness in Pearl Harbor was a matter of leadership at the top (Short and Kimmel).
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
"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
RE: List of User Requested Gameplay Changes
CRxx - Allow a line of comment by the player on LCUs and air groups just like with TF's.
If you gained knowledge through the forum, why not putting it into the AE wiki?
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
RE: List of User Requested Gameplay Changes
Can we get a coffee cup holder please? [:D]

When you see the Southern Cross, For the first time
You understand now, Why you came this way
RE: List of User Requested Gameplay Changes
ORIGINAL: herwin
ORIGINAL: Herrbear
ORIGINAL: RevRick
And I want to see what would have happened if Marshall had used his brains instead of his Army green gonads, and made absolutely sure that the war warning message reached Oahu on Dec.6th.., IOW - No bloody surprise. I know what happened in the real surprise.
I just finished reading The Pearl Harbor Myth by George Victor. His contention was that not sending the warning message was deliberate. The US did not want them to know so that the first overt act was to be by Japan and bring the country into the war against Germany.
Given that the attack left the US Government in a strategic quandary--Germany did not declare war for about three days and Germany, not Japan was the enemy they wanted to be fighting--I have my doubts. Note that the Asiatic Fleet was already redeploying to Singapore and the carriers were on a war footing, so the unpreparedness in Pearl Harbor was a matter of leadership at the top (Short and Kimmel).
Plus that Germany declaring war against the US, was more of a Hitler blunder than an expectation of the attack on Pearl.
"Some people spend an entire lifetime wondering if they've made a difference. The Marines don't have that problem."
RE: List of User Requested Gameplay Changes
CR-7: Add buttons to define target fuel level, like supplies [missed who first posted that]
That was probably me. [8D]
That was probably me. [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: List of User Requested Gameplay Changes
I would like to have an option to get an overview map over the HQ hierarchy structure with the ability to click my way up and down to even the smallest support unit. If I also could print these overviews.... [&o]
Another reques that goes back to WitP days:
After playing this game for some time it becomes difficult to keep track of how many vesseles of each classh that have been sunk. Counting 453 AKs sunk by 05/43 is a tedious job to say the least.
- Just to roll on this idea: What about making it possible to see which ships (and tonnage) each submarine has sunk? Then you could have a real "Ace list" [:)]
Another reques that goes back to WitP days:
After playing this game for some time it becomes difficult to keep track of how many vesseles of each classh that have been sunk. Counting 453 AKs sunk by 05/43 is a tedious job to say the least.
- Just to roll on this idea: What about making it possible to see which ships (and tonnage) each submarine has sunk? Then you could have a real "Ace list" [:)]

"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower
RE: List of User Requested Gameplay Changes
Get the AI to bomb ports especially if a human player holds Java or Rabaul. As long as I hold those area's and my surface ships can hide there the AI is doomed early.
RE: List of User Requested Gameplay Changes
ORIGINAL: Herrbear
ORIGINAL: RevRick
And I want to see what would have happened if Marshall had used his brains instead of his Army green gonads, and made absolutely sure that the war warning message reached Oahu on Dec.6th.., IOW - No bloody surprise. I know what happened in the real surprise.
I just finished reading The Pearl Harbor Myth by George Victor. His contention was that not sending the warning message was deliberate. The US did not want them to know so that the first overt act was to be by Japan and bring the country into the war against Germany.
I know, I know. And the Apollo moon landing never happened. It was filmed in Area 51, with the help of an alien film crew for special effects.
RE: List of User Requested Gameplay Changes
ORIGINAL: oldman45
Get the AI to bomb ports especially if a human player holds Java or Rabaul. As long as I hold those area's and my surface ships can hide there the AI is doomed early.
I don't think we should add AI requests here, oldman45; changes to AI behavior are incredibly difficult to program, and these become major projects by themselves.
Thanks

fbs
RE: List of User Requested Gameplay Changes
We were already at war before Dec 7th. The US Navy and German subs were shooting at each other and we were supplying Britain with war material.
- olivier_slith
- Posts: 187
- Joined: Sun May 07, 2000 8:00 am
- Location: USA
- Contact:
RE: List of User Requested Gameplay Changes
It's funny how conspiracy theories sell. Here's an idea: let's stop thinking that all government things/bureaucrats are evil and may be admit that humans can be stupid and make dumb mistakes without the help of any anybody but also could fix them without the help of imaginary ghosts.
-
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
RE: List of User Requested Gameplay Changes
ORIGINAL: Don Bowen
I know, I know. And the Apollo moon landing never happened. It was filmed in Area 51, with the help of an alien film crew for special effects.
Not to mention all those "flying saucers" being real (even though a saucer is physically among the dumbest shapes imaginable for a spacegoing craft.)