WitP2 Wishlist
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
WitP2 Wishlist
Ok, if there is to be (and I really hope there is) a WitP2 what would you like to see in it?
Just a small list to hopefully kick off some brain storming. I'm sure you lot have more and better ideas cooked up.
Engine Improvements
- What did my CPU do to you? Why is it pinned at 100% all the time, even when idle? Only reason I'd like to see this fixed is I travel and am on my laptop battery a lot. WitP eats through that in a blink.
UI Improvements
- Standard OS elements: resizable windows. movable windows. scalable, changeable fonts. tables variable width columns (ie let me resize them), drag and drop list building, larger buttons with snappier response times.
- Dual monitor support? Maybe? Ok, I wont hold my breath.
- Printable lists / maps?
Graphical Improvements
- Nothing major here, I suppose I'd just like to see ships and planes in their proper scale
Gameplay stuff:
Air Units
- Air units should have mixed plane types, maybe list the airframes like LCU's list equipment
- I'd love to combine all my squadrons into groups for the purpose of base transfers. Not sure why I can't have a combined unit for the 18th Bomber Group with 48x B-17D for instance.
Ok that's it from me, there is meatloaf to eat.
Just a small list to hopefully kick off some brain storming. I'm sure you lot have more and better ideas cooked up.
Engine Improvements
- What did my CPU do to you? Why is it pinned at 100% all the time, even when idle? Only reason I'd like to see this fixed is I travel and am on my laptop battery a lot. WitP eats through that in a blink.
UI Improvements
- Standard OS elements: resizable windows. movable windows. scalable, changeable fonts. tables variable width columns (ie let me resize them), drag and drop list building, larger buttons with snappier response times.
- Dual monitor support? Maybe? Ok, I wont hold my breath.
- Printable lists / maps?
Graphical Improvements
- Nothing major here, I suppose I'd just like to see ships and planes in their proper scale
Gameplay stuff:
Air Units
- Air units should have mixed plane types, maybe list the airframes like LCU's list equipment
- I'd love to combine all my squadrons into groups for the purpose of base transfers. Not sure why I can't have a combined unit for the 18th Bomber Group with 48x B-17D for instance.
Ok that's it from me, there is meatloaf to eat.
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: WitP2 Wishlist
I think every ship should have a 6-week cycle menu, printable, with scrollwork. Every other Tuesday is meatloaf.
So, you're covered.
Oh, and R&R periods for subs, and crew fatigue ratings for ships.
So, you're covered.
Oh, and R&R periods for subs, and crew fatigue ratings for ships.
The Moose
RE: WitP2 Wishlist
How about a REAL AI. One like BFTB that plans and reacts.
Reworked land combat that is not abstracted so much.
Google earth like maps for scrolling and zooming
3D renditions of terrain
Logistics commander who will manage my supply for me, but allow me to interact to determine supply levels and depots
Harbor commanders who will move ships into and out of shipyards, organize loading and unloading operations - including islands without ports
Task Force commanders who will manage TFs to ensure that TFs are built and added or removed from fleets
Air Group commanders who manage pilots and training
Of course all of these commanders will work with me while I'm playing to help me achieve my strategic directives
What about continuous time? Game time is measured in hours and continues to play while I'm making decisions. Of course, I can pause the game if I want.
3D renditions of ships in formation when you zoom in
combat animations in 3D
I could go on and on....
if only [8D]
I'll be back
RE: WitP2 Wishlist
ability to alter pace of game between 1 and 3 day turns on the fly, including (and esp) for PBEM.
Allied production (whats good for the goose, is good for the gander).
And/Or a simplified production model. 1.5 x this combined with 1 of that = 1 point of something + a point of another thing = part of an airplane = Overly complicated.
Simplified and more realistic would be a bonus.
Give similar wiggle to Allied production numbers as Japan. And/Or create a workable scenario with purely historic replacments and reinforcements (and somehow accomodate that Strat attacks to damage economy are less applicable).
More scenarios, with accurate troop placements and starting conditions, including later war starts and small scenarios. But "accurate" being defined as perhaps LCUs starting damaged or disrupted, lower TOEs, and or ships starting with less fuel/ammo - they way they WOULD be historically, as opposed to starting the scen at 0 disruption, 5 fatigue, TOEs, and full fuel etc.
For "play balance" I liked the UV method that controlled the reinforcemtn pool, based on how the game was going. If you out-number the enemy in CVs by 4:1, your CVs would be delayed (you didn't need them, so they were supposedly sent to some other part of the pacific where they were needed). As time goes one, the ratio could be changed by scenario. Just as an option.
Simplied of some units. In a single LCU, there are hundreds of variable, all of which have some effect, and in aggrated can cause some really wonky results. IMO, I just think there are too many variables which even if only diveging the normalcy line by a degree or two, the farther away you move from the center, the wider the arc (length) of the disparty.
Not the leat of which
Disruptuion
Fatigue
Morale
Exp
Leader - Insp
Leader - Leadership
Leader - Skill
Device - Soft/Hard Atk
Decive - Pentraction
Target - Defense
When you take all that, and mulitply it by the minutia of having 14x MMGs in a unit, each firing separately or whatever pluss squads and tanks and everything...
It makes for a LOT of variables that can skew results. I think esp the land model would be far better served with the "standard" gronards LCU "chits"
Attack (maybe hard or soft modifier)
Defense (maybe type, hard or soft)
Movement
Those "normal" favorites that we all remember from Panzer Leader, Pacific War etc, without the extreme bits of individual squads.
-F-
Allied production (whats good for the goose, is good for the gander).
And/Or a simplified production model. 1.5 x this combined with 1 of that = 1 point of something + a point of another thing = part of an airplane = Overly complicated.
Simplified and more realistic would be a bonus.
Give similar wiggle to Allied production numbers as Japan. And/Or create a workable scenario with purely historic replacments and reinforcements (and somehow accomodate that Strat attacks to damage economy are less applicable).
More scenarios, with accurate troop placements and starting conditions, including later war starts and small scenarios. But "accurate" being defined as perhaps LCUs starting damaged or disrupted, lower TOEs, and or ships starting with less fuel/ammo - they way they WOULD be historically, as opposed to starting the scen at 0 disruption, 5 fatigue, TOEs, and full fuel etc.
For "play balance" I liked the UV method that controlled the reinforcemtn pool, based on how the game was going. If you out-number the enemy in CVs by 4:1, your CVs would be delayed (you didn't need them, so they were supposedly sent to some other part of the pacific where they were needed). As time goes one, the ratio could be changed by scenario. Just as an option.
Simplied of some units. In a single LCU, there are hundreds of variable, all of which have some effect, and in aggrated can cause some really wonky results. IMO, I just think there are too many variables which even if only diveging the normalcy line by a degree or two, the farther away you move from the center, the wider the arc (length) of the disparty.
Not the leat of which
Disruptuion
Fatigue
Morale
Exp
Leader - Insp
Leader - Leadership
Leader - Skill
Device - Soft/Hard Atk
Decive - Pentraction
Target - Defense
When you take all that, and mulitply it by the minutia of having 14x MMGs in a unit, each firing separately or whatever pluss squads and tanks and everything...
It makes for a LOT of variables that can skew results. I think esp the land model would be far better served with the "standard" gronards LCU "chits"
Attack (maybe hard or soft modifier)
Defense (maybe type, hard or soft)
Movement
Those "normal" favorites that we all remember from Panzer Leader, Pacific War etc, without the extreme bits of individual squads.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: WitP2 Wishlist
Basically I want a simpler game. More like an updated PacWar.
I guess that would be PacWar2 instead of WITP2
I guess that would be PacWar2 instead of WITP2
- CapAndGown
- Posts: 3078
- Joined: Tue Mar 06, 2001 10:00 am
- Location: Virginia, USA
RE: WitP2 Wishlist
GUI, GUI, GUI!
RE: WitP2 Wishlist
GUI +1.
Better engines for land and naval combat. More switches, options for combat.
Tracker ande reporter included into game.
Better engines for land and naval combat. More switches, options for combat.
Tracker ande reporter included into game.
Skacee
RE: WitP2 Wishlist
ORIGINAL: cap_and_gown
GUI, GUI, GUI!
I support this request.
And I might add GUI, GUI and GUI!
The thought of a fast windows based multitasking GUI for witp makes me drool on the keyboard. [:'(]

RE: WitP2 Wishlist
1. Better ground combat model. (I've been working on this.)
2. Better AI. (I'm writing a research grant proposal in this area.)
2. Better AI. (I'm writing a research grant proposal in this area.)
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
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: WitP2 Wishlist
What the heck is GUI?
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- CapAndGown
- Posts: 3078
- Joined: Tue Mar 06, 2001 10:00 am
- Location: Virginia, USA
RE: WitP2 Wishlist
ORIGINAL: Canoerebel
What the heck is GUI?
It is kind of like Chutney, only spicier.
- Canoerebel
- Posts: 21099
- Joined: Fri Dec 13, 2002 11:21 pm
- Location: Northwestern Georgia, USA
- Contact:
RE: WitP2 Wishlist
Thanks, but I still have no idea what GUI is.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: WitP2 Wishlist
Graphical User Interface [;)]
So in fact everything you can see and interact with mouse/keyboard.
So in fact everything you can see and interact with mouse/keyboard.

- moonraker65
- Posts: 565
- Joined: Wed Jul 14, 2004 3:11 pm
- Location: Swindon,Wilts. UK
RE: WitP2 Wishlist
More scenarios. Options for strating a GC in '42, '43 or '44 would be nice if the information can be gathered. Perhaps some scenarios starting with specific opertaions like Watchtower and Cartwheel or perhaps Coral Sea and Midway.
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
RE: WitP2 Wishlist
ORIGINAL: moonraker
More scenarios. Options for strating a GC in '42, '43 or '44 would be nice if the information can be gathered. Perhaps some scenarios starting with specific opertaions like Watchtower and Cartwheel or perhaps Coral Sea and Midway.
January and July of each year would be nice.
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: WitP2 Wishlist
a) Production for the allies or at least for part of them (like Australia) including the ability to expand dockyards
b) maybe seperate recruitment from production and thus make units like the Indian and Australian more useful in campaign
c) give units the ability to land units to regenerate faster (rather than 1 piece of equipment at a time which doesn't make sense in my opinion)
d) possibly have manpower resources finite to mimick losses etc during the war
e) Possibly reduce the strength of the Red Army
f) Split the Chinese in two (or more) factions to represent the red chinese and indipendent warlords
.... ok it's a tall wish list ...
b) maybe seperate recruitment from production and thus make units like the Indian and Australian more useful in campaign
c) give units the ability to land units to regenerate faster (rather than 1 piece of equipment at a time which doesn't make sense in my opinion)
d) possibly have manpower resources finite to mimick losses etc during the war
e) Possibly reduce the strength of the Red Army
f) Split the Chinese in two (or more) factions to represent the red chinese and indipendent warlords
.... ok it's a tall wish list ...
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: WitP2 Wishlist
ORIGINAL: Skacee
GUI +1.
Better engines for land and naval combat. More switches, options for combat.
Tracker ande reporter included into game.
The addition of the Reserve op mode added a lot to the land model. If they could add Probing attack as an option, and Scouting as a mission for specified LCUs, I'd be about happy with land combat.
The retreat mechanics have always grated me, but the Reserve (Pursuit) setting goes a long way to taking away that old freebie for the loser. In WITP the teleporting away from danger was ridiculous. Now it's better, if I sacrifice a unit to Reserve status.
Oh, some kind of flanking bonus/mechanism would help too, but it's hard to code or even see in 40-mile urban hexes. Open countryside is easier.
In my wildest dreams I'd also like to see more granularity to Forts, so that aspects like Mt. Suribachi could be modeled. A concrete, highly-engineered harbor fortress system is functionally different than an island defense system, especially in terms of centralized C&C.
Also like to see minimal elevation data that is used in artillery, but again, this might not be worth the trouble in 40-mile hexes.
So, 20-mile hexes!!![:)]
I don't want a simpler game. There are enough of those. I want WITP2 to be even more WITP-ish. There's a market for that game.
The Moose
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: WitP2 Wishlist
I'm with everyone on the GUI improvement request. Being able to shift click to select groups and then perform actions on that list would be a huge step. I don't want ALL transports to move this LCU, but I want a bunch, that ends up being a lot of clicking. Same with TF creation. With a game that has so much micro-management the ability to do pretty standard GUI actions like drag and drop, shift/control click and all that would make a vast improvement.
Oh, and AI. I vote for that too!
RE: WitP2 Wishlist
I'd love to see production changes too, I don't need total control, but I'd love to see two things:
* Scaled deliveries - Start with small production runs, then have the numbers produced increase until it ends.
* Batch deliveries - I doubt things dribbled in on a daily basis like they do now. I'd love to see things delivered in lots on particular day of the month.
* Scaled deliveries - Start with small production runs, then have the numbers produced increase until it ends.
* Batch deliveries - I doubt things dribbled in on a daily basis like they do now. I'd love to see things delivered in lots on particular day of the month.







