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RE: wish list for patch

Posted: Sat Jul 17, 2004 10:25 pm
by BartM
Downloaded the game last night :) no sleep... so please excuse any repeats...

I love alot of the ideas here, I do have a couple used from the first PAC game...

1. Creating task forces, would like more detail on the ships I am adding... instead of just right clicking and getting a small line of text of the ship, perhaps a larger screen from clicking detailing the ship...

2. Leaders... in the first game, it became daunting to sort them out, adding bad leaders to ghost TF's so you can shorten the list.... A filter for leaders screen... F (fighter) FB (figher bomber) DB (dive bomber) B (bomber) ... etc.. whatever would shorten the list of clicking each leader until you find a bomber leader... or carrier... so on

already on the list

3. Global production... the old "UTILS" tab had your pools,. what was being produced where, your Industry, all one click away, and easy to locate, adjust..

Personally, I still play PAC :) love it to death, and know I will not be sleeping for many months with this game..

Thanks again

RE: wish list for patch

Posted: Sat Jul 17, 2004 10:29 pm
by BartM
oh thought of another...

the old "circles" where combat took place, either land or sea.... and have your combat results displayed there, instead of each single combat taking place... as it stands, you either get to see combat results or your dont.

click on the circle (lightning bolt) what have you now adays :) and see what took place.

RE: Ideas for change regarding TF refuel/rearm depending on port size...

Posted: Sat Jul 17, 2004 11:11 pm
by Grouchy
Posted this in another thread as well but was told this was the right thread to post in.

1. Improve the interface. The information is there but you have to click too many times to get it.

The recources all in one screen would be nice. Your different industry (engines for example) on one screen etc.
Already on the list


2. Much more important: improve the AI. Game has not much longlivety with the current one.

I understand the AI will not match a human, but right now it's pretty "inactive".
Main shortcommings i noticed are:

Huge concentrations at certain bases who just setup camp there and then well...just camp there. And this while locations in their sector are falling.

It' seems to miss the concept of advancing or deploying beyond the reach of friendly airpower.

Lost count of all the doomed TF's entering your air and sea ZOC's..two weeks later; new TF same result.

Bases that are under attack or are on the brink of falling: no evacuations of airgroups (or ships). Would be nice to see some of them to retreat and fight another day.

RE: Ideas for change regarding TF refuel/rearm depending on port size...

Posted: Sat Jul 17, 2004 11:13 pm
by MadDawg
Just to add a couple of game play (as opposed to interface, etc) ideas that i think could really add to game [:)]


** Ability to target a task force with air unit or *prioritise* target type (WOULD BE VERY USEFUL)

This wasnt such a problem in UV, but with the stronger AA fire and planes able to make otherwise suicidal runs in WITP it is. Often I am seeing air units target surface groups, only to be destroyed by heavy AA fire, whilst totally ignoring relatively undefending troops ships in the area that will soon be landing troops at their base. This is particually a problem for the Japanese player later in the war as they have very limited pilots and the allies early in the war when planes arent all that commen.

A system where you could either target a particular task force individually or more simply designate air groups to prioritise 'soft' (AP's, AK's) or 'hard' (CV's, BB's) targets would be very useful and allow for more tactical play.


** Blockading task forces

Thought Id mention this here. It would be great if a task force that has been stationary for more than one turn could be considered to be 'on station', and have a chance to attack any task force *passing through* its hex. This would allow players to blockade straights in the game or try and intercept enemy surface and transport fleets before they arrive at a base.

Already on the list

** Waypoints

Again, this wasnt a problem all that much in UV, but in WITP its significantly more so. The ability to give units even just 1 waypoint would allow for much more flexability when order shits around enemy air units, etc.

Never going to happen

** Bombard Groups with DD's

Id like to see Bombadment groups with DD's pull back if they are taking coastal gun fire and just use the BB's and CA's guns. Currently you have to break off a seperate BB task force to do this which opens them up to submarine and air attack (due to them loose the destroyer escort)

Added to list

Thanks for listening! [:)]
Dawg

RE: Ideas for change regarding TF refuel/rearm depending on port size...

Posted: Sun Jul 18, 2004 12:00 am
by siRkid
ORIGINAL: CommC

Another thing I would like to add to the wish list (which should be fairly simple to code) is multi-hex patrol zones for ASW TFs and submarines. This could also be extended to surface combat TFs, although I don't want to open any cans of worms.

What is on the list is an option that would work a lot like the Continuous Supply option except it would be Continuous Patrol for ASW. The ASW TF would be given a DH and it would patrol back and forth between that hex and its homeport. Because submarine contact is checked for each hex, the ASW TF would be "patrolling" each hex it passes through.

RE: Ideas for change regarding TF refuel/rearm depending on port size...

Posted: Sun Jul 18, 2004 12:38 am
by TF 38
Hello everyone,

I'd like to see more intra-zone campaigns developed for the game, like ones for MacArthur's return to the Philippines in 1944 or the battle for the Aleutian Islands.

I'd also like to be able to assume the role of theatre submarine commander and have the AI runs the rest of the war for me!

TF 38

RE: wish list for patch

Posted: Sun Jul 18, 2004 8:38 am
by Iron Duke
Hi

maybe not doable as a patch ? but I'd like to see a change in how aircraft upgrade.

At present a/c upgrade by slot number in the Database i.e slot 077 upgrades to slot 079 , upgrades to slot 081 etc
this is very restrictive and does not allow for any branching out of a/c type i.e bomber to fighter, bomber to transport .( can change default upgrade path once , but only the 1st upgrade that unit does)

Why cannot the a/c upgades be accomplished by 'refitting/upgrading' the squadron/group just like the ships are upgraded during the game? OK so the squadron/groups will have anything from 1 to 6 enteries in the database to represent the historical changes of a/c that they go through(more work for who ever does the database) but it will keep the force levels more historical as the game plays towards 1945.

cheers

Ideas for rangefinding and HEXes covered on map...

Posted: Sun Jul 18, 2004 9:07 am
by Apollo11
NOTE: Since this thread is selected as "special" I will repeat my wish(es) here...

Hi all,

With many _GREAT_ new features in WitP (compared to UV) we now, more than ever, need to know exact distances from one place (HEX) to another...


The "MAX Range" buttons for air squadrons are _FANTASTIC_ but range circles for selected squadron do not change when you alter the "MAX Range".

Therefore, essentially, player has no clue how far his squadrons would fly and what HEXes those user selected ranges include.

The only thing he can do is manually count HEXes moving his finger over screen (and that is, believe me, tiresome and "dirty")...


So... what can be done here...


IMHO, just one thing - give user tools for rangefinding and HEXes covered on map!


#1 Rangefinding tool

User presses some combination on keyboard (something like CTRL+R) and the cursor changes over map indicating that tool is activated.

User can then select HEX he wants with mouse click and rangefinding tool is started. When he moves the mouse the line is drawn (centered on HEX user first selected) indicating how far he is from that start HEX (above drawn line there is number measuring range of HEXes and in nm).

added to list

#2 HEXes covered tool

User presses some combination on keyboard (something like CTRL+A) and the cursor changes over map indicating that tool is activated.

User can then select HEX he wants with mouse click and HEXes covered tool is started. When he moves the mouse the transparent circle is drawn (centered on HEX user first selected) indicating HEXes covered range measuring from that start HEX (in the center of circle there is number measuring range of HEXes and in nm).

added to list

What do you think gentleman?

Matrix/2By3?


Leo "Apollo11"

RE: Ideas for rangefinding and HEXes covered on map...

Posted: Sun Jul 18, 2004 1:50 pm
by GBirkn
Two suggestions, based on an episode that had me pulling my hair out yesterday (apologies if these are already in the list):

1) When the player clicks on the "unload cargo/troops" button on the TF display, that should override the "do not unload" setting, and reset it to "unload cargo".

2) The TF display should not say "TF is docked at [port], unloading" if the TF is not actually unloading (as when "do not unload" is set), it should just say "docked".

Reported as bug

RE: Ideas for change regarding TF refuel/rearm depending on port size...

Posted: Sun Jul 18, 2004 2:47 pm
by Blackhorse
ORIGINAL: MadDawg

Just to add a couple of game play (as opposed to interface, etc) ideas that i think could really add to game [:)]


** Ability to target a task force with air unit or *prioritise* target type (WOULD BE VERY USEFUL)

** Blockading task forces

** Waypoints

** Bombard Groups with DD's

Thanks for listening! [:)]
Dawg

I just want to second all four of Dawg's excellent suggestions . . . especially the first two.

If the player can control the altitude of each aircraft squadron, he ought to have some ability to direct the types of targets that they engage, or at least apply restrictions to avoid suicidal missions.

In a game of this detail and scope it boggles my mind that naval surface interceptions are still determined the old Pacwar way -- after all movement has been completed -- allowing advancing fleets to blithely ignore blockaders, or fleets guarding straits, so long as they do not "end the turn" in the same hex. From what I've read in this forum it would be a major coding effort to rectify this (IMHO) egregiously bad game design choice. Dawg's suggestion may be more practical -- in any event, some sort of fix should be a priority for a patch.

Wish List

Posted: Sun Jul 18, 2004 5:23 pm
by pad152
Kid

I’ve consolidated all of my requests in one list, some old, some new. Just to make it easier for you to find the good stuff[:D]

Requests:

1. Add a delete save file to the save data screen. There is going to be a ton of save files with this game.

2. Add a next /previous button to the data screen in the on-line database when viewing planes, ships, etc.

3. Ability to disband PT boats, where they will show up back in PT pool, say 60 - 90 days later. There are lots of groups of one or two PT boats all over the map and it’s hard to get them where you want because of the short range. It’s a complete waste of using a tanker for 2 wks to move PT boats around the map.

4. Add a star next to the name of HQ’s that are restricted, in the change HQ screen, so players do waste PP’s to change a unit from one restricted HQ to another.

5. Recon – ability to send a recon mission to a specific TF and any hex, currently only recon a hex with a base or land unit in it.

6. A new arrival button in the intel screen that will show a list of newly arrived units and locations. New units show up all over the map, and you may miss the arrival message because of all the other info.

7. Show damage level and low ammo (change color) in the list ships screen, to make it easy to find damaged ships and ships/subs with low on ammo!

8. I use to think land combat was too simplistic, but now I think it's reporting of land combat that's too simplistic. I would like to see more favor(detail) to Land Combat Reports.

Example
--------------------------------------------------------------
Ground combat

Japanese Deliberate attack

Attacking force 22235 troops, 243 guns, 17 vehicles
33rd Division

Defending force 11934 troops, 75 guns, 1 vehicles
2nd Burma Rifle Brigade

Japanese assault odds: 0 to 1 (fort level 0)


Japanese ground losses:
33rd Division
----------------------
152 casualties reported
152 - IJA Inf
7 Guns lost
3 - 3in Mortor
4 - 70mm Inf Gun
Vehicles lost
1 - Type92 Tankette

Allied ground losses:
2nd Burma Rifle Brigade
----------------------
417 casualties reported

207 - CW Rife Inf
190 - CW Eng
30 - Support Units
6 Guns lost
3 - 3in Mortor
3 - 57mm AT Gun



9. Display ETA in the TF/ship screen, I’m tried of calculating 122 hexes/2 hexes per day = 61 days.

10. Waypoint or offset where a ship/TF will go to the waypoint/offset hex first before proceeding to its destination. Just setting a destination for a ship or TF it will too often sail to close to enemy held bases.

11. Display aircraft range in hexes instead of endurance in the aircraft database.

12. Add equipment/ground loss to intel screen to show loss of ground units and equipment, so the Japanese player will know what is being lost and when to adjust equipment production.

13. Option set message delay (on/off) - (Auto Esc Key) when the AI is processing turns.
Right now your have to press the Esc Key during each turn. This should help speed this up!

14. Reduce the number of escorts that attack subs (1 or 2), it’s unrealistic to have every ship in TF conduct attacks on a single sub!

15. Reduce the effectiveness of allied subs for the first 3 or 4 months of the war. US subs were historically very ineffective in the early part of the war.

16. Provide a way to show if Air groups or LCU’s are in command (range) and receiving benefits/replacements from HQ’s.

17. Ability to preview ship upgrades, like the show TOE for land units.

18. Click on items in the Operational Report , Ability to click on items in the operational report that takes you to that location on the map. It's no fun having to scroll all over the map trying to find that TF spotted move southwest at location 37,67, the map is just to big for this.

19. Beef up the Japanese AI in China, in the 4 months of the campaign the AI has done little or nothing in China!

20. Automatically turn off Add Replacements to LCU when they are being loaded on TF's, this seems to cause split LCU showing up after the TF leaves port.

6 of the above were added to the list - Note I will publish the list

RE: Wish List

Posted: Sun Jul 18, 2004 5:34 pm
by Warspite**
I don't know if its been mentioned, but get rid of the plane upgrade paths and let me upgrade squads with what I want to upgrade them with. Kind of makes the production system pointless. Make it toggleable (is that a word) so purists can keep it historical.

RE: Wish List

Posted: Sun Jul 18, 2004 5:39 pm
by Black Cat
Sorry if this has been mentioned, or I`m missing it in the Game, but some way to identfy leaders in the Lists who are currently already assigned to ships, TF`s Air Units, etc.

I spend a lot of time with the Leader functions and often end up changing a high quality leader who is already assigned, to another unit, when I thought he was not already in a job.....if that makes any sense[>:]

RE: Wish List

Posted: Sun Jul 18, 2004 6:47 pm
by freeboy
I don't know if its been mentioned, but get rid of the plane upgrade paths and let me upgrade squads with what I want to upgrade them with. Kind of makes the production system pointless. Make it toggleable (is that a word) so purists can keep it historical.
]


I am sure there are many out there whoo want greater ij control.. I do as well, but to what degree.. ie fighter dive bombers 2 engine 4 engine restrictions on the above comment kind of make sense.. but it doesn't stand to reason that a fighter 1 eng group could easily transition to anouther plane out of the historical path.. so a modified ditto [:D

RE: Wish List

Posted: Sun Jul 18, 2004 8:05 pm
by siRkid
NOTE: Since this thread is selected as "special" I will repeat my wish(es) here...

Thats why its pinned at the top.[:D]

RE: Wish List

Posted: Sun Jul 18, 2004 9:07 pm
by Grotius
I'd like to see the computer select more sensible destinations for crippled TFs. Right now it defaults to the home base, even if there's a suitable port closer by. It does this for both the AI and the human player. (At least I think it does; please correct me if I'm mistaken.) For me, the human player, this isn't the end of the world; I can manually change and re-change the home base as a TF passes through different waters, though that's tedious.

But the AI really needs help getting its crippled ships to port. Is it programmed to send them to the nearest large port? I keep reading reports that it's not, and in my own game against the AI, I'm pretty sure I see crippled ships sinking in mid-ocean when they could've docked at a size 3+ port.

RE: Wish List

Posted: Sun Jul 18, 2004 9:47 pm
by Bill Durrant
How about....

When you click on a base, TF, unit from the list the map then centres on what you've clicked on

RE: wish list for patch

Posted: Sun Jul 18, 2004 10:04 pm
by MJLHistory
I Hate To Complain But, What Is Giving Me A Real Headache Are The To Small Of A Font Size Messages!!! Is There A Way To Increase The Font Size? Please Consider Increasing The Font Size.[&o]

RE: wish list for patch

Posted: Sun Jul 18, 2004 10:06 pm
by andytimtim
this has been mentioned so many times...so i thought id bring it up again!!, so when i start to play the game id love to see which ship sunk who!! [8|]

RE: wish list for patch

Posted: Sun Jul 18, 2004 10:27 pm
by freeboy
RE: wish list for patch (in reply to Aelbric)




I Hate To Complain But, What Is Giving Me A Real Headache Are The To Small Of A Font Size Messages!!! Is There A Way To Increase The Font Size? Please Consider Increasing The Font Size.


agree, maybe the pop ups could be larger.. and the area in the map larger.. maybe two settings.. standard and zoom out