ORIGINAL: Froonp
CWIF provided the ability to save setups which doesn't make a lot of sense to me. Part of the setup process is drawing units randomly from the force pools, assigning pilots to planes and then placing the units on the map. When loading in a saved setup, CWIF drew new units randomly and then assigned pilots and unit placements based on the saved setup. Since the quality of planes, especially the range, can change because of the random draw, this all seems likely to result in inferior decisions. And that could be true even given that units can be relocated after the program places them according to the saved setup.
I for one loved the possibility to save setups.
Even if the units randomly drawn next time are not the same, I already have the units set up at the right positions. I just have to review it and shifts some units & planes if I'm not happy. It is best than to start setup from scratch.
Do you realize that the planes you assign pilots to can be different? When going through the full setup there are usually several planes randomly drawn form an air unit type (say L4) and the player chooses which to include, (assign pilots to). Planes not chosen go back into the forcepool. These decisions are bypassed when using a saved setup. I can't believe anyone deciding to play a game of MWIF doesn't care which planes he gets during setup.
I do believe that part of the reason you, and many others, use the saved setups from CWIF was because:
(1) you saved the time and effort needed to scrap units,
(2) you saved the time and effort needed to place named units (e.g., naval units and HQs), convoys, and other identical anonymous units on the map,
(3) the interface for scrapping units didn't readily provide the data you needed for those decisions, and
(4) the interface for selecting units and placing them on the map was tedious to use.
I intend to fix all those problems by:
(1) letting scrap lists be saved separate from setups,
(2) letting the player save the starting positions for units that are not randomly drawn from the forcepools [a different definition for a saved setup],
(3) redesigning the scrap window/form to provide more information, and
(4) making the placement of units on the map a drag and drop procedure from a list of placable units running down the left hand side of the screen.
If you use all these features of the redesign, the sequence of startup for you will be:
(1) load a saved
scrap list and bypass the scrapping units task,
(2) load a saved
setup and bypass having to place named units, convoys, forts, oil points and the like, on the map,
(3) assign pilots to planes and planes to carriers, and
(4) place randomly drawn units (most land units and all air units) on the map using drag and drop.
I expect to also have available the ability to change the view of the detailed map at the click of a button, so you can switch between the east and west coast of the USA, the European and Pacific fronts for the USSR, and the numerous locations that the Commonwealth uses during setup.
My goal here is to make setup as painless as possible without compromising on the player's ability to make decisions.