wish list for patch

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Cmdrcain
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RE: wish list for patch

Post by Cmdrcain »

ORIGINAL: Buck Beach
ORIGINAL: Damien Thorn


It is really hard to see Japanese (red) land units that are in China but not located at a base. I can find them, but sometimes it takes a real effort to look. It's not something that can be noticed with a casual glance.

Here is a test to see if you are red-green color deficient since many people don't realize if they are. Can you read a number in the circle?

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There ain't no stinkin number in that circle!! It was this test that taught me I was color blind, had the corpman trace the number out with his finger several times thinking he was BSing me. In the test I think there are 17 to 20 different circles with numbers and I only got 3 right. Tried to fake it in Boot Camp when they gave us all the red/green/white color lantern test, but they saw right through me.


45

But know your point.

Games that use colors that color blind/problems might have trouble with should be coded so one might be able change color hues.

I wonder if you can do it within your graphics cards settings to change the colors displayed?

I'd think it would be easy enough to in a preferences setup the colors for use so one might set Japans to another then a red color..
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RE: wish list for patch

Post by Cmdrcain »

ORIGINAL: Buck Beach

Ok I read through at least 7 pages of this wish list in detail and then skipped to the last post to submit my request. Much has been commented on about the small print and it has received some consideration. Now I sure wish there is a way to assist me and the large percent of the worlds population that is red/green color blind. This is rarely considered by game makers. The most problematical are the main screen icons. Those attached/associated to the bases are only a minor problem of determining troop/ship/aircraft strength levels due to the ownership of the base being indentified. The major issue is those troops on the move and ship/TFs. To a color blind person it is very hard to tell the difference between allied and japanese forces. If there is a way to change or toggle these colors it would be very helpful. If not I have lived with the problem all my life and can survive.

Just as a side note, I didn't realize I was color blind until I joined the Navy in 1960. The downside is that it kept me restricted from being trained for anything requiring good color perception so I ended up behind a damn desk that molded my life going forward[:(]. The upside is that I never had to perform a deck watch not being able to tell if a ship or aircraft was coming or going[:D].



I'd note that if Game companys don't put in accessiability, then they may down the road have it legislated in, it is possiable the ADA act already applys to Game makers, just no court case on it has occured yet.

It really couldn't be that hard to leave many color settings user settable, in a preferences screen,
same as instead of setting Sound to 0 I'd prefer a single No Sound setting ;--)))

Or better... they could caption sounds ;-)))

Actually, XP and past windows versions have assessiability codings like visual cues etc programed into the O/S, game makers could just make use of that O/S installed coding.

( Theres Sound sentry and Show sounds (captions) built into XP for instance, just need game makers to start using those capabilities)

Probably a bit off topic but couldn't resist pointing out it and the future implications if game makers do nothing to accomodate... Resturants,Tv etc didn't, now their legislated into doing it.
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Tanaka
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RE: wish list for patch

Post by Tanaka »

as it is now you can see how much aviation support you need at a base from the base list. what i also really need to see is how much general support i need at a base as well.

Its above the aviation support
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ctid98
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RE: ASW patrol

Post by ctid98 »

Not sure if these will be possible, but....

1) Surface combat, rather than just a night engagement and then a day engagement I'd like to see (just as for Air Strikes) a night, A.M. and P.M. engagement. If some Jap Fanboy is stupid enough to sail his transports with all those divisions into the hex with my Battleships, I WANT HIM TO PAY!!!!!!

2) Been said many times by others, and put down many times by Matrix, a chance surface engagement just like for subs. Whats the point of staking out a bottleneck if they can sail right by???

3) British withdrawal. I know it appears on the intel main page and on the scrolling summary on the first of the month, but maybe a popup window on the first just to be sure you see and remember it.

That'll do for now.
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RE: ASW patrol

Post by coralsaw »

Hi,

Here's my top-10, with many thanx for a unique game developed. No request is either a repost or a terribly major effort, IMHO.

1. A few pages back, Kid posted about a new ASW 'patrol' feature being worked on. Right now, I can set an ASW patrol to 'patrol, do not retire' and expect it to perform choke-point ASW. Would it be possible to have a react range added to an ASW patrol? It would help a lot.

2. Assignable hotkeys please, based on hexes, or bases. Hit CTRl-1 to assign a hotkey to a base or hex (or TF), hit SHIFT-1 to get there at once.

3. Could we have all newly arrived units' names (ship, a/c, lcu) coloured differently in all reports and panels, so that we know we have to give orders.

4. Similarly, could we have morale, fatigue, disruption etc coloured coded for all units (ship, a/c, lcu) in the same way (red, yellow, green, black - worse to best) to have more visual clues. Sorting works, but not as well because you can't sub-sort based on a second attribute.

5. Please add a 'go to hex/base/tf/unit' panel, that you can bring up and go to that hex/base etc by name or coordinates. Good for noobies that haven't got the map memorised yet. [;)]

6. Could we have more filters on the strategic map please. Eg, show all malaria-prone bases, show all airfiled greater than 3, show all bases with supplies greater that 4x requested, etc.

7. Could we have the range (in hexes) of an a/c in the database list, without having to go to each a/c screen. Also, an easy way to compare 2 a/c, ships etc from the database on one panel.

8. Please create an out-of-game utility to extract in eg. a CSV format all in-game data for the current scenario (password protected if need be for PBEMs), so that we can manipulate them outside the game. This includes unit database data (bases, ships etc) and scenario instance data (ships losts etc). This is one big game and we can appreciate all the administrativehelp possible, plus such a utility would surely spawn great add-ons by the community.

9. Can we sort by 'class' on the ship screen. A filter by territory is absolutely welcome as well.

10. Drilling from a (filterd) a/c, ship etc. list down, it would be great to have the option to cycle through that list on the unit panel. Similar to the ability to cycle through a/c in a base. (Dang... that's a terribly messed up way to put it, hope it gets through. [:D])

Thanks.

/coralsaw

ps. I thought I'd piggyback onto this request a couple of useability features in the game that probably not everyone knows.

a. When selecting ships for a TF, right click the mouse on a ship's name in the top list will bring up a line with its ASW, AA etc armament and class name. Useful for sorting out DD escorts for bombardments, ASW patrols etc. This one is an old UV favourite.

b. People complain that when they hit 'esc' to speed up a turn, they speed up all combat screens etc and miss valuable info. If after hitting 'esc' to speed up messages you click the mouse, the message speed goes back to normal. Try it, you won't miss a combat screen ever again, and you can get past the tedious 'pilot claims a kill' messages too, if you've got fast fingers. [;)]
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Marine Raiders Sub Mission

Post by DrewMatrix »

I would like another Sub mission added: Marine Raiders.

This would be a recon mission. The Sub is assigned that mission and a DH of a base held by the enemy. The sub sails there and, once it arrives, and if it survives ASW (which is likely) you get very high quality intelligence about the DH. The price you pay to get this is the long time it takes to get a sub to Kwajalein or Guam. But you find out that there are two CD units and what size guns they have, how many A/C and how much Air Support.

To keep it simple don't actually use any Marines (it is likely only a squad or two).

You might consider making this an Allied Only sub mission (did the Japanese ever do it). It would seem the Allies would be the ones to need the intel more. The Japanese advance in the early game when they have a fair idea of what is out there, the Allies in the late game when they have to figure out how the Japanese are deployed.

You might consider a chance for the Japanese to thwart it if the experience of the ground units at the DH is high enough.

To prevent the player from just assigning this mission to a Sub that is near an enemy island, make the mission one that can only be assigned to a sub in a size 3+ or size 5+ friendly port. A "load marine recon force" order.

I should think this would be simple to implement. Just a use of the Recon Flight code applied to Subs with the right mission assigned, giving the recon high effectiveness.

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Howard Mitchell
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RE: Marine Raiders Sub Mission

Post by Howard Mitchell »

An oddity on aircraft ratings - the highest climb rate among Allied aircraft is for the I-16c and I-16 Type 24 at 4,100 (presumably ft/min). Given that this is a 1930s design shaped like a barrel with at most a 1,100 HP engine this seems unlikely.

My closest to hand source ('Soviet Air Force Fighter Colours 1941-1945' by Erik Pilawskii, which covers aircraft design and history in depth as well as colour schemes) gives an initial rate of climb for the I-16 Type 24 of 3,250 ft/min. I am not sure what an I-16c is (no book I have lists such a designation) but the initial rate of climb for other variants of I-16 runs the range from 1,300 ft/min for the 1934 vintage I-16 Type 4 through to 3,425 ft/min for the I-16 Type 29 of 1940.

Not a wish

Hi Kid, my wish is that the aircraft rating is changed ;) Wasn't sure if this was the appropriate thread for it, but it seemed to fit in here rather than the OOB thread.
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User Interface

Post by WhoCares »

Yesterday I went through my division in Taan, checking where to send them with respect to their preparation. Now one division had its target set to Lokai. I must have gone three times through all the bases in DEI, Malaya, Burma, China and PI... Maybe an two hours later while looking after KB I found it in PH
Would be nice to have that peace of information interactive and/or indepenantly a list of all bases and/or a beam me to hex/base search function.

Generally speaking, there could be more interactivity on almost all screens.


Another time I saw a sound detector on a LCU screen. What's that??? What is that thing used for? How does it affect the employment of the unit (in case it is a.k.o. Sonar, it wouldn't help to put the unit on a landlocked base)?
No information in-game and I don't think I have read about it in the manual either.
What are (S)NLF units???

As Zoom1980 already said, while messing around with the production, it would be nice to have some graphs (incl. forecast) while messing with the various parameters.

No, I don't want to have to 'google' it or post such questions here. Or wait for a fan to create an database or tools and countless Excel sheets. Such information belongs into the manual, or even better into an ingame Encyclopedia (anybody remember Sid Meier's Civilisation).


I know for sure, the latter two requests are nothing for the next patch or the patch after the patch after the pa....
But I if you ever consider to release another game of this complexity, you might consider to add some information about all the items you put in the game in some kind of information database as well. If not ingame, then at least as some kind of browsable database (could be as simple as html or xml). And I don't mean a 10 page dossier about every AK, but a general describtion of its function (AKs in general that would be [;)]).
(Actually, you could just hire a college student for a month or three, who could create you such a database...)
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RE: User Interface

Post by strawbuk »

Sound detector? Really?! Not caught that yet but if there is it is aircraft detection gear; trys to focus and pick up aircraft engine noise. Not massively effective. Made redundant by radar.
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RE: User Interface

Post by tsimmonds »

Another time I saw a sound detector on a LCU screen. What's that??? What is that thing used for? How does it affect the employment of the unit (in case it is a.k.o. Sonar, it wouldn't help to put the unit on a landlocked base)?

Read all about sound detectors here.
What are (S)NLF units???
Special Naval Landing Force = Japanese marines (sort of....)
No, I don't want to have to 'google' it or post such questions here. Or wait for a fan to create an database or tools and countless Excel sheets. Such information belongs into the manual, or even better into an ingame Encyclopedia (anybody remember Sid Meier's Civilisation).


A game of this complexity and depth presupposes a certain level of knowledge. With all respect, may I suggest that it it your responsibility, not the makers of the game, to insure that you have it. This is not a fantasy role-playing game that requires an elaborate in-game backstory just to understand what it is all about. The backstory here is well-known, or should be. In any case, the Pacific War is thoroughly documented already. For Matrix to attempt to do so in-game would not only be redundant but would also be a waste of precious human resources that might be better employed in other ways.
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RE: User Interface

Post by WhoCares »

ORIGINAL: irrelevant
...
A game of this complexity and depth presupposes a certain level of knowledge. With all respect, may I suggest that it it your responsibility, not the makers of the game, to insure that you have it. This is not a fantasy role-playing game that requires an elaborate in-game backstory just to understand what it is all about. The backstory here is well-known, or should be. In any case, the Pacific War is thoroughly documented already. For Matrix to attempt to do so in-game would not only be redundant but would also be a waste of precious human resources that might be better employed in other ways.

I know the backstory better then many, but surely not as good as most on this board. But is it really in the interest of Matrix to limit potential customers to those that already know every little aspect of the theater? Wouldn't it be better for Matrix to have people play both, 'Highway to the Reich' and WitP?
Or shall a wargamer that so far concentrated on the european theater first spend a year on studies of every unit and peace of equipment in the pacific theater before he shall consider to play such a game? [:-]

And the fact that the Pacific War is thoroughly documented is very true, but I doubt there is a single source that covers everything as it appears in the game [:(] And I prefer redundant information at hand over information that I have to search for...


Last but not least, why did they add a naval and air database? Even I knew that the Yamato had 9 18.1" main and 6.1" secondary guns...


PS: Let's stop here as this 'philosophical' discussion shall not distract from the actual function of this thread. As I said, it is more a consideration for future products than for a patch of WitP.
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RE: wish list for patch

Post by mavraam »

And furthermore...

How about displaying the terrain type either when a hex is clicked or when you hover over it.
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"Blank" Scenario

Post by DrewMatrix »

1) I would like an empty/blank scenario. I don't mean totally empty (you get that when you open the Editor). I mean a scenario that has all the Devices, Classes, Aircraft, Pilots, Leaders but does NOT have Ships (as opposed to ship classes), Air Groups or Locations.

I think what I am asking for is "all the locations set to 0000" but all the items there. Then I could add just a few as desired.

Why? I want to try some very small test scenarios but have the whole map and have production. Unless there is an easier way (there may be, I don't see it) the only way to get to that is open some scenario (to get the Iowa Class BB and to get the definitions of all the weapons on an Iowa) then click many thousands of times to remove all the Airgroups, AKs etc that litter the map.

I would like buttons, _particularly_ the Delete but also Insert, home, end, page up and page down keys to work in the editor to run up and down those lists of 5-6000 ships etc.
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RE: wish list for patch

Post by Crimguy »

I concur. Personally, I'd like the top bar on the screen to constantly update to show the hex coordinates and type of terrain the mouse is over. It'd make finding specific hexes much easier.

ORIGINAL: mavraam

And furthermore...

How about displaying the terrain type either when a hex is clicked or when you hover over it.
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RE: User Interface

Post by MadDawg »

Id like to have FOW added too or even loose if necessary the amount of enemy aircraft killed on the intel screen.

The main reason for this is that if the enemy looses a carrier and isnt able to get the aircraft off that lost carrier in time those aircraft will instantly appear on this intel screen, destroying any FOW that may have been assosiated with the sinking.

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RE: Marine Raiders Sub Mission

Post by siRkid »

ORIGINAL: Howard Mitchell

An oddity on aircraft ratings - the highest climb rate among Allied aircraft is for the I-16c and I-16 Type 24 at 4,100 (presumably ft/min). Given that this is a 1930s design shaped like a barrel with at most a 1,100 HP engine this seems unlikely.

My closest to hand source ('Soviet Air Force Fighter Colours 1941-1945' by Erik Pilawskii, which covers aircraft design and history in depth as well as colour schemes) gives an initial rate of climb for the I-16 Type 24 of 3,250 ft/min. I am not sure what an I-16c is (no book I have lists such a designation) but the initial rate of climb for other variants of I-16 runs the range from 1,300 ft/min for the 1934 vintage I-16 Type 4 through to 3,425 ft/min for the I-16 Type 29 of 1940.

Not a wish

Hi Kid, my wish is that the aircraft rating is changed ;) Wasn't sure if this was the appropriate thread for it, but it seemed to fit in here rather than the OOB thread.


It should go in the OOB thread. Anything that changes the database goes there.
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RE: Beaufighters

Post by Montrose »

The Beaufighters could use a tweak. Because they are classed as fighter bombers in the game the AI is flying them as ordinary fighters and dogfighting Zeroes with them. This is nothing like their actual role and they get creamed.

The Fleet Air Arm website classes Beaufighters as "Long-range heavy attack/fighter, night fighter, torpedo bombers". A standard 18" torpedo was a common load out as an alternative to two 500lb bombs. I'm not sure if rockets are in the game [&:] but eight could also be carried in lieu of the machine guns, while retaining the four cannon.

From what I know of the engine it would be difficult to get them to recreate their role as anti-shipping heavy fighters and night fighters. However, if they are left as fighter bombers they will be performing ahistorically with the WitP engine. Therefore I would ask the developers to consider re-classing them as torpedo bombers, and adding the one 18" torpedo as an alternative in addition to the two 500lb bombs. This way would see a more realistic performance and use of them by the AI at least.

If it can be made so that they can act as nightfighters, torpedo planes, low level bombers and very low level anti ship strafers all at the same time then I'll be seriously impressed [:D]
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RE: Beaufighters

Post by Mike Scholl »

Something that would be very nice would be if when you clicked on a unit, TF, Base, etc in the lists
you had the option to "go to" that unit on the map. Hex coordinates in this game aren't a lot of help.
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RE: User Interface

Post by ATCSMike »

It sure woould be nice if I could just move the mouse pointer over a hex and it show the hex coord. It's a pain to click every hex trying to find the right one.

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RE: Beaufighters

Post by BPRE »

ORIGINAL: Mike Scholl

Something that would be very nice would be if when you clicked on a unit, TF, Base, etc in the lists
you had the option to "go to" that unit on the map. Hex coordinates in this game aren't a lot of help.

Hi Mike,

I'm at work now but if I remember it correctly you can click on the destination for a TF in the TF list and the map centers on that TF.

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