ORIGINAL: Mr.Frag
Sigh.... "moot" point, please.
Spend 4 days ripping through over 100 turns of WitP and see if you can still walk forget about spell [8|]
As Super Chicken said to Fred - "You knew the job was dangerous when you took it."
Moderators: Joel Billings, wdolson, Don Bowen, mogami
ORIGINAL: Mr.Frag
Sigh.... "moot" point, please.
Spend 4 days ripping through over 100 turns of WitP and see if you can still walk forget about spell [8|]
As Super Chicken said to Fred - "You knew the job was dangerous when you took it."
ORIGINAL: freeboy
Hey Frag at least it is you,and not I, getting the ire of the anti "mute" fiends, maybe a pole to polarize us further, those who spell and those who cannot? I meant spell check.. really really think a good post would be a few high points from the manual. Like how do I load a game ?How do I make my planes into armored shippbusters? Who who of the 2by3 world, others... anywho enough of the mute moot point pointless drivil.. can we play now? no [>:]ok
How do I make my planes into armored shippbusters?
ORIGINAL: Mr.Frag
Any chance we can download the manual prior to release? Give us something to read by the pool?
No idea, but it is a mute point because it is still not ready. It is actually holding up the game at the moment.
We'd be gold with it but since it's not ready Mike keeps adding new stuff since he is bored. [:D]
As Super Chicken said to Fred - "You knew the job was dangerous when you took it."
It has been quite a long time since I have heard a call for Super Chicken, Caaall for Super Chicken
1. Not enough guys seem to drown when a loaded transport is sunk.
ORIGINAL: tondern
On the other hand if you are still fixing things . . .
1. Not enough guys seem to drown when a loaded transport is sunk.
2. For that matter merchantman and transports require far too much ordinance to sink. The average merchant (non-wartime construction) would be finished with one 500 pounder. This does not seem to happen often in WitP.
3. On the other hand Warships sink a tad too easily. (Damage control and (expensive) internal subdivision meant that durabilty is not proportional to size relative to a merchant or transport. War-built merchants and transports had much more attention given to internal subdivision, but still far short of naval standards.
4. Strafing attacks on merchants do not seem effective. They should be.
5. Lots of roads in strange places. On my excellent very detailed 1950 atlas (The London Times Mid Century edition in five large volumes) there are no roads between, for example Kuantan and Mersing on the Malay peninsula. Not even a foot path. WitP has a *major highway* there. Same for Point Victoria. And Akyab? No connection south to Rangoon although there was a trail east that could eventually (after many tortuos zigs and zags, unbridged river fordings, etc.) reach Mandalay and Magwe, (and of course the main road north).
6. Naval bombardments seem too effective.
7. Air-to-ship bomb accuracy for highly experienced pilots seems high. For inexperienced pilots it seems closer to reality.
8. AA fire seems too effective. Anecdotal quote from Rear Admiral Gene Laroque, destroyerman in the Pacific "Yes there were [a lot of air attacks] but it did not matter much because they could not hit us and we could not hit them." This remark was for the period after the introduction of the proximity fused 5", which increased the AA effectiveness of that weapon by over 300% (see Norman Friedman).
9. Japanese AI needs to do a better job of keeping merchantman and transports away from allied air.
10. Japanese AI needs to do a better job of protecting its bombers.
And I suppose there are a few other small things . . .
But I will shut up if you give us the draft manual. [8D] And of course the editor and the first few scenarios would do nicely, but I'm not greedy.

From: Alien spacecraft

ORIGINAL: Nikademus
thats right....dont make me use the particle beam on you.
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