Upgrading PW: AE .....Real-time on a server

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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rustysi
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RE: Upgrading PW: AE .....Real-time on a server

Post by rustysi »

I don't see a problem with people giving their thoughts on what they would like.

Neither do I, but it would be an entirely different game. I play to relax, and find 'real time' games to be too stressing, but that's just me.
Hasn't this already been done?

Isn't HOI a 'real time' strategic simulator?

Believe most of us likely played it. I certainly did.


Was a fun game, but extremely unrealistic in its 'real time' implementation.

+1
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Rising-Sun
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RE: Upgrading PW: AE .....Real-time on a server

Post by Rising-Sun »

ORIGINAL: RangerJoe

Some of those board games being turned into digital games might just be taking a basic gaming engine and then putting in the information for the game. Then that is polished by testing. What he wants is a lot more complex. I think that he should do it and and have it ready by this time next year since he thinks that it is so easy. [:D]

That the easiest thing to do and probably the best way to do it. Like wanna make a movie, make a cartoon booklet on how the story goes along with characters, etc. Most people out there just doesn't know how to plan it before jumping into ideas. Gotta test it first and do it the cheapest ways first before moving up the more expensive projects.
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Fishbed
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RE: Upgrading PW: AE .....Real-time on a server

Post by Fishbed »

I think that he should do it and and have it ready by this time next year since he thinks that it is so easy. [:D]
Well... Not saying it's easy, but it is doable. Or at least, worth trying [;)]

And about doing what must be done, I have been asking myself this question everyday for more than a year already...

I sure can't say for sure what should be done in order to create the aforementioned chimaera, a WitP Real Time clone on a Grand Strategic scale. Of course, as Hans pointed out with tact, challenges are different in terms of gameplay at this scale. In that regard, Victory at Sea: Pacific is a recent example of an attempt to put everything under the same hood, which isn't an easy task to say the least. You can’t expect true real time action not to force the gameplay to make concessions, if it aims at somewhat recreating the amount and depth of work WitP asks of the player. The mention of Hearts of Iron is an obvious illustration of the limitations of the genre once you step into the age of modern warfare – being an Europa Universalis fan of the first hour, I never could transition to the amount of abstraction required to make HoI’s magic work.

But at the tactical/grand tactical scale, it's quite another story. For those who asked themselves about how and what to do in that regard, know that there’s a few of us out there trying new things as we speak.[;)]

Regarding our project, we’re a bunch of PTO enthusiasts who went to the same school(s) of thought as you did (and by that I mean WitP, UV, but also CAW, GNB or the more platform-centric TF1942, 1942:PAW, etc...). Doesn’t take much more than what was mentioned earlier in this topic: a big chunk of time, a genius programmer, great, hardworking and generous 3D & 2D artists, and a guy with a few bucks to spare and a love for the topic – not to mention long years spent here and elsewhere, accumulating data & ideas. [8D]

For our first attempt, we’re going for a carrier combat tactical wargame - I tend to call it a carrier command simulation... But it's pausable real time, to me the level of realism and accuracy will still qualify it to be considered a wargame. The kind of wargame we never got, as a good base to grow further afterwards, step by step, towards surface warfare, platform-centric experiences and new game-modes allowing for a larger scale. A comprehensive yet understandable wargame, one that doesn't scare grognards or newcomers, using a modern interface and clear mechanics that will require little abstraction, and strive for intuitiveness instead. Something that looks beautiful and still plays well, has scalable difficulty and will give you a few chills - the nice kind.

We’ll be happy to tease a little content in due time indeed, if anyone is interested that is [;)]

Sorry for the shameless episode of self-promotion, but you might consider it as the first public acknowledgement that something is in the works, and I was happy that I could make it on these sacred and beloved grounds on mine, it’s kind of symbolic. For more info (and in fairness to the Matrixgames team, except if they were to authorize me to do otherwise), don’t hesitate to drop me a PM.

And yes, sometimes, it seems the only option left is to do it yourself ^^

See you later over Task Force 17 boys

Fish

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rtoolooze
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RE: Upgrading PW: AE .....Real-time on a server

Post by rtoolooze »

I used to play a game on Sega Genesis called P.T.O - Pacific Theater of Operations before switching to PC, and iirc it had real time play that you would pause to issue orders. Its been so long now hard to remember, but I can still remember the background music. I'm sure a lot of you here remember it and can fill in the blanks.
Fishbed
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RE: Upgrading PW: AE .....Real-time on a server

Post by Fishbed »

Keio PTO has a great range of features Western wargame/RTS designers rarely ever consider. They actually have their own way of dealing with historicity using original ideas that, although sometimes a flawed in their execution, deserve attention decades later. And that's just for PTO, one of the few series that actually got translated and sold over here.

PTO 2 for instance had a whole game phase ("conference") involving political games on the Japanese side. During these game sequences, you (the Navy) were made to negotiate with other war cabinet members - including the Army & the civilian Ministries representatives - in order to push your agenda and make operations happen at a certain time, at a certain place. Even though it is deliciously cheesy and limited by today's standards (and requires you to seat across the table from an unnamed Tojo, which is not up to everyone's taste I concede), it is still much closer an experience to actual strategy-making than any HoI session, however great, will ever be able to bring to you. In regard of the grand-strategic scale, it is awkwardly still one of the best alternatives existing out there, even though I wouldn't call it a Wargame, at least by the Western definition of it.

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Lokasenna
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RE: Upgrading PW: AE .....Real-time on a server

Post by Lokasenna »

That was my gateway drug.
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RE: Upgrading PW: AE .....Real-time on a server

Post by Rising-Sun »

VaS:P doesn't look bad, but not realistic and the way things are setup isn't either. If they keep trying, may improve it in some ways like it should have been back in WWII in the Pacific. They had war bonds on both sides, Japan didn't use war bonds. Buying and building ships are way off, not even realistic. But I was told it will be moddable in most areas.

I do like the 3D in naval engagement, too bad we didn't get that in War in the Pacific: AE.
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Fishbed
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RE: Upgrading PW: AE .....Real-time on a server

Post by Fishbed »

Well they are the living example of how hard it is to make tactical and strategic matters coexist in the same dimension, even though they still have two dedicated game modes working in parallel. But the fact that they had to completely throw realistic representation of distances and time out of the window to achieve a playable state, gameplay wise, is very telling of the challenges and constraints they have to face while doing so.
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RE: Upgrading PW: AE .....Real-time on a server

Post by LargeSlowTarget »

ORIGINAL: durnedwolf

There used to be a game - Great Naval Battles by SSI. You could take control of an individual ship and be in charge of navigation, gunnery, and damage control. I loved that game. If you could do that - pick a battle and control just one ship or airplane or tank of your choice per turn... That'd be soooo cool.



Playable as browser game on modern Windows via embedded DOS Box: https://archive.org/details/msdos_Great ... 42-43_1994
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