What's the main flaw of WitP you think?

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msaario
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RE: What's the main flaw of WitP you think?

Post by msaario »

ORIGINAL: stretch

The thing I hate the most.... how can a game crash so often just because you click the exit button on the save screen? That's the stupidest thing I have ever had to deal with in a PC game, and it's been kicking my butt on different computers and on all versions. I wasn't going to complain but it has done it to me 4 times just tonight. ARGH.

Edited to add: I do wait a few seconds before exiting the screen, still happens a lot.

But that's better than the game crashing BEFORE you can save it, right [:D]

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patrickl
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RE: What's the main flaw of WitP you think?

Post by patrickl »

Hi,

ORIGINAL: BlackVoid


Stacking limits would mean that places are impossible to take (because only units in the same hex can fight). Any kind of stacking limit would BREAK the game because of this.

Well, I don't really think so. You could rotate LCUs, bringing fresh troops while trying to interdict your opponent's supply of fresh troops. Eventually, your opponent will run out of supplies and fighting troops and overwhelming odds should overcome them.[;)]
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Stwa
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RE: What's the main flaw of WitP you think?

Post by Stwa »

This is a great thread. I just recently purchased WitP (last August) and while reading this thread and listening to some of the concerns, I really think there is NOT much amiss with this sim.

The NO stacking limit thing does not bother me, because I rarely see much of it and even so, stacking to the max could be very risky if the stack gets cut off from supplies. And it would need a lot of supplies.

Ground combat I somewhat remember from Pacific War, but re-reading Irrelavents post on this subject makes me appreciate the ground combat system all the more. Interdicting the defenders supplies makes all the difference in the world, regardless of the size of the force. Bombing them and shelling them prior to deliberate attacks disrupts and de-moralizes the defenders over time, and I like the simplicty of it all.

I haven't seen any dissapearing units as of yet (but maybe I am not looking for them).

Sub combat will be addressed in WPO. (at least I have heard that).

Also, the sim I think is easliy adaptable to other theaters. The community should attempt this NOW, there has been WAY too much time dedicated to re-dos of scenario 15.

Also, the sim could really benefit from some smaller more isolated scenarios, which again the game provides a way to create these. I think the community should attempt these as well.

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DuckofTindalos
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RE: What's the main flaw of WitP you think?

Post by DuckofTindalos »

ORIGINAL: Stwa

Also, the sim I think is easliy adaptable to other theaters. The community should attempt this NOW, there has been WAY too much time dedicated to re-dos of scenario 15.

Having had a ringside seat to the development of WPO, I can tell you that the AI gets confused VERY easily if you tinker with even the smallest of variables. It would probably commit suicide if forced to contend with bases with strange names like Wilhelmshafen or Scapa Flow![8D]
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Top Cat
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RE: What's the main flaw of WitP you think?

Post by Top Cat »

I'd like to see the end of pre-allocated naval targets.

Frustrating to see 10, 20 or even 100 aircraft not drop their bombs/torps because carrier A has already sunk, whilst carriers B, C & D in the same task force are unscathed and untargeted.

ie the dreaded "section unable to locate target"

==> "section not inclined to target the other big nasty enemy ships cause they have wrong name"

Cheers
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DuckofTindalos
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RE: What's the main flaw of WitP you think?

Post by DuckofTindalos »

This is not a major flaw, but rather a pet peeve of mine. I'd like to see the Withdraw/Disband Air Group routines only look at plane types, and skip nationality. I have a number of useless VF fragments at various island bases that could have been absorbed into VMF's, if it wasn't for this rule. It wouldn't be historic, I know, but it would be less annoying.
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pad152
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RE: What's the main flaw of WitP you think?

Post by pad152 »

Great Game but it's still unfinished!

Production Model - unfinished





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Stwa
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RE: What's the main flaw of WitP you think?

Post by Stwa »

ORIGINAL: pad152

Great Game but it's still unfinished!

Production Model - unfinished



Interface - unfinished.

And this is a gripe (i.e. not a flaw). I find the interface not up to professional standards AT ALL. I know its a computerized board game so we are supposed to be more lenient, but I think this game would have been a lot cleaner if developed in windows properly and cut way back on the frivolous graphics. Widescreen mode could have been supported. I know this was easily possible when UV was being developed. (i.e. Close Combat series could do this I think).

The data screens and preferences screens could pop-up over the middle (i.e. not a full screen) and the arcane save screen is just unacceptable. Also the full screen menus you see at the begininning of the game are completely unneccessary and are simply marketing fluff.


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TulliusDetritus
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RE: What's the main flaw of WitP you think?

Post by TulliusDetritus »

Tabpub,

that's right, no PBEM for me. Just because it is a huge commitment. I love this game but I don't want to be obsessed. And above all, I don't want to think everyday: "I must send 1, 2 or 3... turns today". The internet -and people out there- is not real world. So no, I stay free. And yes, I already know it: PBEM is the best (I played vs human opponents in UV and the old PacWar).

So I play vs the AI and vs myself (h2h): I recreate the war or some operations.

What house rules? Mostly:

- Ron Saueracker's house rules for ports.
- Leo's house rules for airfields and air strikes.
- Convoys: maximum 10 cargo ships (AK, AP, TK)
- ASW: maximum 4 ships
- Submarines can't leave port if sys is not 0.
etc., etc.

As for the AI, I don't care if it wants to ignore them [:)]
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bradfordkay
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RE: What's the main flaw of WitP you think?

Post by bradfordkay »

For me the biggest flaw is land movement: there is no difference in the movement rate for units passing through friendly territory and those advancing into unfamiliar enemy held (or formerly enemy held) territory. I would also like a more realistic method of handling rail transport (something like what is used in the GCACW series.

I also wish that there was a mechaninsm for at sea intercepts with SCTFs.

Overall, of course, I am quite happy with WITP. It is, even with its warts, still the best game yet simulating the Pacific Theatre of WW2.
fair winds,
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RE: What's the main flaw of WitP you think?

Post by Halsey »

ORIGINAL: bradfordkay
I also wish that there was a mechaninsm for at sea intercepts with SCTFs.

There already is!
It's called luck. If you get good at counting hexes, it can be done.
Slow TF's are easy to intercept. Fast ones are a lot harder.[:D]
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siRkid
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RE: What's the main flaw of WitP you think?

Post by siRkid »

ORIGINAL: Terminus

This is not a major flaw, but rather a pet peeve of mine. I'd like to see the Withdraw/Disband Air Group routines only look at plane types, and skip nationality. I have a number of useless VF fragments at various island bases that could have been absorbed into VMF's, if it wasn't for this rule. It wouldn't be historic, I know, but it would be less annoying.


I tried several times during the Beta to get the option to Disband and Destroy aircraft. Fragments could be gotten rid of and the pilots gone back to the pool. Never convinced them. [:(]
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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AmiralLaurent
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RE: What's the main flaw of WitP you think?

Post by AmiralLaurent »

I would like to see land logistics management intergrated on the map. Managing trains and trucks like we have to manage barges and ships... but that is probably for the worst of the grognards

The hex size is too great for the land combat. And the land battles are not at all realistic. When a force is defeated in the jungle, it just marches back some miles and sets a new position. It didn't run away for 60 miles. Add to this the logistics that work better than today and the supplies available in too great numbers and...

The greatest flaw in design IMOO is the ressource centers generating supplies. Would be far better to have two kind of supplies : a "civilian" one (food, clothes, etc...) produced by manpower points (with a lot more of manpower everywhere, producing less "manpower points" as they exist today) and a "military" one, produced by HI from ressources. First kind of supply will keep the units in fighting state between battles, second will be used by battles and to generate replacements.
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Ron Saueracker
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RE: What's the main flaw of WitP you think?

Post by Ron Saueracker »

Hmmmm....LOL

So many....[:)]

Biggest one was the obvious lack of much effort or thought being spent on the "grand scheme of things" and hard coding the game in so many places that the editor can't fix the worst offences. The logistics model is too simple and fails in it's job of keeping players reigned in to a reasonable pace and the lack of any form of operatioins model as exists in the Victory Games boardgame of the same name ensures that this is more like a really detailed RTS than a wargame. Shame really.[:(]

I STILL have not ripped it off my HD so the game has something, especially the CHS. I am playing vs the AI simply to see the work the team put in. WOW! What an improvement. Too bad the editor can't fix the mechanics flaws.
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Ron Saueracker
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RE: What's the main flaw of WitP you think?

Post by Ron Saueracker »

ORIGINAL: Kid

ORIGINAL: Terminus

This is not a major flaw, but rather a pet peeve of mine. I'd like to see the Withdraw/Disband Air Group routines only look at plane types, and skip nationality. I have a number of useless VF fragments at various island bases that could have been absorbed into VMF's, if it wasn't for this rule. It wouldn't be historic, I know, but it would be less annoying.


I tried several times during the Beta to get the option to Disband and Destroy aircraft. Fragments could be gotten rid of and the pilots gone back to the pool. Never convinced them. [:(]

This was one of my peeves as well. Oh well...[8|]
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bigjoe96912
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RE: What's the main flaw of WitP you think?

Post by bigjoe96912 »

The Major Issue for me is the AI. In an AI game it would be nice if it was more reactionary to your offensive thrusts. I have no problem with the preprogrammed assaults and as historically it is great but when I invade Tarawa early the AI came in with big KB and gave me a pretty good pounding and left. However it allowed the landings to continue, left my entire carrier fleet with 20% damage but intact and salvagable. Then its next appearance was over by Kendi pound an airfield that was abandoned, then it came over around Rabaul and Bombed Buna for 3 days, and has dissapeared again. ( I have no clue where it is.) I captured Wake Island in 11/42 and now the AI is sending piece meal assults with no back up support to try to retake it. So for me it is the AI.
pad152
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RE: What's the main flaw of WitP you think?

Post by pad152 »

The thing I hate the most.... how can a game crash so often just because you click the exit button on the save screen? That's the stupidest thing I have ever had to deal with in a PC game, and it's been kicking my butt on different computers and on all versions. I wasn't going to complain but it has done it to me 4 times just tonight. ARGH.

Edited to add: I do wait a few seconds before exiting the screen, still happens a lot.

Stretch you may want to defrag your system, it helps a little.
pad152
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RE: What's the main flaw of WitP you think?

Post by pad152 »

and hard coding the game in so many places that the editor can't fix the worst offences.

Ron

I have to agree, the game seems to have one set of rules for data in the database and another set hidden in the code!

1.Bad design - all the rules should have be data driven.

2.Production - a half-ass system half finished.

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tigercub
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RE: What's the main flaw of WitP you think?

Post by tigercub »

you must not have played many wargames then!
ORIGINAL: TulliusDetritus

I have to be a weirdo, but I like the land combat mechanics.

As for bugs, no game is perfect so I try to live with this fact [:)]

And house rules may prevent weird things, so I use them.

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WhoCares
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RE: What's the main flaw of WitP you think?

Post by WhoCares »

Considering design flaws, I'd also say the interface. Not just the menu designs, button placement, navigation, etc... More with respect to information management. When the players has to continously do information transfers between game screens and external applications and vice versa - it would help the player with this:
GG: I can't keep it in my head anymore. That's it. I hit the wall. I am never ever, ever, ever doing a game like that again.
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