ORIGINAL: ColinWright
What would help is a way to jump around the events list fast -- or at least to the beginning/end. Nothing like being on event 798 and realizing you need to check to see exactly what you did back on event 53.
See item 12.15.4.
Moderators: ralphtricky, JAMiAM
ORIGINAL: ColinWright
What would help is a way to jump around the events list fast -- or at least to the beginning/end. Nothing like being on event 798 and realizing you need to check to see exactly what you did back on event 53.
ORIGINAL: Panama
This is probably alot to ask but, could a new wishlist be made with the items implemented removed or put in their own area?
ORIGINAL: Curtis Lemay
ORIGINAL: ColinWright
I was browsing the thread on recon helicopters. I'm uninterested in life after 1945, but have a recurring need for recon that varies in different areas of the map. It dawned on me that they would be great for this.
Then I read the line '2. Date has an effect. TOAW III will not allow recon helicopters to work before 1957.'
Why? Surely designers should have the option to make use of the weapon for whatever purpose they see fit. Like, I may not want Axis recon in my Mediterranean scenario to be especially good elsewhere -- but recon copters would be just the thing to allow them to see Commonwealth attempts to resupply Malta.
It's already on there: item 12.1.28.
ORIGINAL: briantopp
How about a "torrential mud" event which turns every land hex on the map to "wet" -- better simulating WW1 Flanders in the fall and WW2 Russia in the fall/spring?
ORIGINAL: polarenper
Or recon airplanes. Could just be generic equipment, e.g, Bi-plane recon, Piston engine recon, jet recon, unmanned recon. They could work as aircraft, so that they take casualties from enemy air units on air-superiority.(a recon mission would, i suppose, have to be added- it could work like interdiction, except instead of attacking moving units it would reveal any units in a hex if the success check is passed.)
ORIGINAL: briantopp
How about a "torrential mud" event which turns every land hex on the map to "wet" -- better simulating WW1 Flanders in the fall and WW2 Russia in the fall/spring?
ORIGINAL: Telumar
ORIGINAL: briantopp
How about a "torrential mud" event which turns every land hex on the map to "wet" -- better simulating WW1 Flanders in the fall and WW2 Russia in the fall/spring?
Seconded. And it would also help Anzio.
I'd like to add to the proposal that such an event could be combined with a percentage value. This could make a certain percentage of hexes muddy.
And if we are at rasputitsa and mud.. i would like to again promote the concept of "mechanical attrition". (it's already in the wishlist)
ORIGINAL: MarGol
Extended and enhanced gameplay
1.13 multiside
1.14 multiplay
These items would bring new and interesting possibilities to TOAW
1.15 units in multiple-round combats placed in 'engaged' mode
I do not know it that was the origial intention behind this item, but I would like to see a way to weaken the effect of "turn-burning" engagements. Although this is put to good use in some scenarios, forcing the commander of low-proficiency units to adapt, I still find it hard to accept that a single engagement may paralyze the entire force for the rest of the turn. An alternative where the unit's formation has its MPs zeroed for the remainder of the turn might be worth considering.
Extending the scope
I am the first to admit that TOAW already has been brought outside the original intended scope. Nevertheless, one of the main reasons that TOAW appeals to me is the flexibility and ability to model almost any military conflict. If designers are willing to take the risk, I see no reason not to stretch a bit further...
1.3-1.4 extended setting of hex size & turn interval
4.10 OOB hierarchy
9.12 submarines
Perhaps not highest on my list, but would add to the naval component. Could maybe be modeled like air interdiction, attacking transports and naval vessels within range, itself subject to ASW capabilities present.
11 Pre-20 century
Judging from available scenarios, there is an interest for using TOAW further back in the past.
(12.17.2 Sphere)
Well, we had a thread on this a few years ago... Wouldn't it be cool playing TOAW with a GoogleEarth-like interface? (or maybe not...)
"Power to the scenario designers!"
Although no designer myself, the mere possibility to design almost any scenario is a main reason for me to place TOAW as the #1 wargame. I would like to see as many parameters as possible tunable by intrepid scenario designers (although many of those parameters probably would be detrimental to tamper with in most cases)
1.5 free setting of hex size & turn interval
1.6 turn interval changed by event
Would for instance enable speed-up of the Sitzkrieg
2.26 terrain parameters modifiable by designer
Would enable designers to define new terrain types they need
12.1 Parameter expansion
(see title of this group of items)
12.2-12.5, 12.13, 12.25 Additional...
(see title of this group of items)
12.21 Old scenarios loadable
Although ACOW-owners in the community are wonderful when it comes to converting old scenarios, it would be great to have direct access in TOAW III to all those older scenarios out there. Admittedly, they need tweaking to play well with TOAW III, but I would hate to see all those efforts slip into the digital abyss. I think Ralph once mentioned that the backwards compatibility was broken at some stage when going from ACOW to TOAW III.
Some suggestions I would like to add:
(1) Detailed game engine documentation
It would probably be useful both for designers and players to have a detailed reference to the gory details of the TOAW engine. As an aside, I have found some interesting material on combat simulation models used professionally, which would be interesting to compare with TOAW. My impression is that TOAW stands up well, at least when comparing to what was around in the 90's.
(2) "Smallest undivisible unit" setting
To make the section '..' workaround unneccessary.
(3) "int -> float"
...which would be a programmer's way to suggest going from using integer-valued parameters (like 1 or 2) to real-valued (like 1.62). This might not sound very cool, but I think it would benefit the game engine to take this step. Some wishes that would benefit from this are:
1.5 free setting of hex size & turn interval
2.26 terrain parameters modifiable by designer
3.20 more precision in AP, AT (etc) values
6.1 movement allowances scaled correctly
6.7 motorized bonus on road
I realize this would be a major rewrite of exisiting code, but if a future TOAW 4 is built from scratch it might be good to have this in mind from the outset. In the past, I guess integers were preferred in order to save memory and computational speed, but with the current capabilities sitting on desktops that should no longer be a big issue. Watch out though for a false sense of precision that simply cannot be achieved in the modeling: a 32.4 km hex grid with 21.1-day turns, units moving 15.23 hexes per turn, forests having a movement cost of 2.45 and infantry defensive factor 3.28