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RE: Impact of Leaders in WitP

Posted: Fri Feb 11, 2005 11:48 pm
by Subchaser
ORIGINAL: bilbow

Hey Subchaser. Nice map mod. I've been unising it for 2 weeks and won't go back to the original

Thanks... it's nice to hear that some players use it.

RE: Impact of Leaders in WitP

Posted: Sat Feb 12, 2005 2:36 am
by scout1
Thanks... it's nice to hear that some players use it.

Yes, it is a super map. Very eye friendly. [:D]

RE: Impact of Leaders in WitP

Posted: Sat Feb 12, 2005 4:44 pm
by Oliver Heindorf
ORIGINAL: bilbow

Hey Subchaser. Nice map mod. I've been unising it for 2 weeks and won't go back to the original

same here ! [&o]

RE: Impact of Leaders in WitP

Posted: Sat Feb 12, 2005 5:41 pm
by rtrapasso
ORIGINAL: Subchaser
ORIGINAL: Joel Billings

Gary put together the following lists of the impact of various leader ratings on different aspects of the game. Here it is:

LEADER RATINGS
....
ADMIN
admin roll by unit leader effects ability to use supply to reduce disruption and fatigue
admin roll by HQ leader effects ability to use support to reduce disruption and fatigue
....

I thought, and as I understand it was confirmed by testers, that leaders with high admin ratings significantly speed up repair, but this ability is not listed!? Can someone explain this please?

Dunno if this was actually CONFIRMED - last i heard it was being tested, though.

RE: Impact of Leaders in WitP

Posted: Sat Feb 12, 2005 6:21 pm
by Tanaka
Leadership???

Inspiration???

Any word on the effect of these??? [&:]

RE: Impact of Leaders in WitP

Posted: Sat Feb 12, 2005 9:14 pm
by von Murrin
ORIGINAL: rtrapasso
ORIGINAL: Subchaser
ORIGINAL: Joel Billings

Gary put together the following lists of the impact of various leader ratings on different aspects of the game. Here it is:

LEADER RATINGS
....
ADMIN
admin roll by unit leader effects ability to use supply to reduce disruption and fatigue
admin roll by HQ leader effects ability to use support to reduce disruption and fatigue
....

I thought, and as I understand it was confirmed by testers, that leaders with high admin ratings significantly speed up repair, but this ability is not listed!? Can someone explain this please?

Dunno if this was actually CONFIRMED - last i heard it was being tested, though.

This was my doing. I'm going to test it when I can sit down at my computer more than 5 minutes at a stretch and figure out the editors.

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 3:55 am
by scout1
That "best suited for" is telling you what their highest skill rating is (air, land, sea, admin). Now their highest skill rating may still suck, but it's what they're best at.

Not necesarily true, but it is the rule rather than the exception. There are a few that are basically equally bad in many respects, but the highest values doesn't guarantee that is what sets the command type.

One question I have from the listing that Joel/Gary put together. It's fairly straight forward as to what you want in an air commander, land commander and surface ship commander. What about a CV commander ? Not many of the examples hit on characteristics that appear to be critical to a flattop driver.

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 4:00 am
by Mr.Frag
Good general skill and non-agressive makes good flattop boss ... you want him to get the jump if closed by a surface group but non-agressive so he runs away asap!

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 5:00 am
by Ron Saueracker
ORIGINAL: Mr.Frag

Good general skill and non-agressive makes good flattop boss ... you want him to get the jump if closed by a surface group but non-agressive so he runs away asap!

And non aggressive so the AI does not break contact with friendly forces and completely screw the awkward order structure which players are burdened with and tried to organize. Nothing worse than having your CVs (worse still, a portion thereof) break off and abandon their CAP duties to close with the enemy when the players intent was to stay in the same hex. Completely blows the game and in no way can be explained as CO choice.

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 5:36 am
by mogami
Hi, I wonder why those things only happen to some players and not to others.
I have never had a CV TF run off to fight unless that it what I wanted it to do. (Yes I use the CV react order and also used it in UV)

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 10:55 am
by Apollo11
Hi all,
ORIGINAL: Joel Billings

Gary put together the following lists of the impact of various leader ratings on different aspects of the game. Here it is:

LEADER RATINGS

SKILL:
skill roll by air unit leader effects pilot experience gain

MORALE:
morale Rolls effect number of patrol aircraft that fly
morale Rolls effect number of strike aircraft that fly
morale roll effects land unit fatigue reduction
morale roll effects land unit morale reduction due to fatigue
morale roll effects land unit element disabled due to fatigue
morale roll effects disabled land unit element destroyed due to fatigue
morale roll effects air unit morale recovery
morale roll by HQ leader effects attacking land unit assault value
morale roll by HQ leader effects defending land unit assault value
morale roll by unit leader effects attacking land unit assault value
morale roll by unit leader effects defending land unit assault value

NAVAL:
naval roll by ASW ship commander effects sub search (ASW TFs only)
naval roll by sub captain effects sub contact chance
naval rating by sub captain effects subs chance to survive ASW attack
naval roll by TF commander effects chance of "crossing T" in surface combat
naval roll by TF commander effects chance of attaining surprise in surface combat
naval roll by ship captain effects ship's chance of locating a target during surface combat

AIR:
air roll by group leader effects number of strike aircraft that fly
air roll by air HQ leader effects number of strike aircraft that fly
air roll by air HQ leader effects number of patrol aircraft that fly

LAND:
land roll by HQ leader effects attacking land unit assault value
land roll by HQ leader effects defending land unit assault value
land roll by unit leader effects attacking land unit assault value
land roll by unit leader effects defending land unit assault value
land roll by unit leader effects defending land unit's firing accuracy
land roll by unit leader effects defending land unit's experience gain
land roll by unit leader effects attacking land unit's firing accuracy
land roll by unit leader effects attacking land unit's experience gain
land rating of amphib HQ's leader effects chance of amphib unload success

ADMIN
admin roll by unit leader effects ability to use supply to reduce disruption and fatigue
admin roll by HQ leader effects ability to use support to reduce disruption and fatigue

AGGRESSION
aggression roll by TF commander effects chance of Bombard TF to change mission to Surf-Com
aggression roll by TF commander effects chance TFs will converge more rapidly in Surf-Com
aggression rating of sub captain effects chance of contacting enemy TFs

Many thanks for this list!

BTW, I always suspected that, additionally, leaders have their influence in how Air2Sea targeting is done (i.e. how air groups based on CVs and land based air groups choose their targets in target rich environment - when multiple enemy TF targets are present within range).

Is this my "imagination" only or, perhaps, this is as well simulated (this is not mentioned in list above)?


Thanks in advance!


Leo "Apollo11"

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 11:17 pm
by Sonny
ORIGINAL: Mogami

Hi, I wonder why those things only happen to some players and not to others.
I have never had a CV TF run off to fight unless that it what I wanted it to do. (Yes I use the CV react order and also used it in UV)

Thats because you are so special.

How about the case where you are set to follow and the covered TF decides to head for home? The covering TF says "Home! Yeah" and heads for home leaving the covered TF no longer covered (unless they have the same home base and speed).

RE: Impact of Leaders in WitP

Posted: Sun Feb 13, 2005 11:56 pm
by Titanwarrior89
Thanks Joel, that helped a bunch![:D]

RE: Impact of Leaders in WitP

Posted: Mon Feb 14, 2005 5:14 am
by Ron Saueracker
ORIGINAL: Mogami

Hi, I wonder why those things only happen to some players and not to others.
I have never had a CV TF run off to fight unless that it what I wanted it to do. (Yes I use the CV react order and also used it in UV)

You have never had the seperate CV TFs with follow orders act independently and close with enemy due to leaders aggressiveness while other CV TFs remain in hex? I find that unlikely, given the amount you play.

RE: Impact of Leaders in WitP

Posted: Mon Feb 14, 2005 5:35 am
by mogami
Hi, Nope my CV do what I tell them. I have screwed up and lost CV but they were following orders.
My normal set up as Japan is 3 CV TF operating together. (while the USN CV are still around)

RE: Impact of Leaders in WitP

Posted: Mon Feb 14, 2005 5:55 pm
by rhohltjr
After reading this thread, I can state that I have yet(Allies : November 1943) to see any
news flash of one of my leaders getting a promotion or demotion(rank or rating wise).
I thought this was possible with leaders in Witp. I had numerous promotions with Pac War as did YOU.

RE: Impact of Leaders in WitP

Posted: Mon Feb 14, 2005 9:50 pm
by Joel Billings
To clarify, Inspiration equals Morale and Leadership equals Skill in the chart. Also, Gary could find no reference in the code for the Admin skill impacting ship repair.

RE: Impact of Leaders in WitP

Posted: Mon Feb 14, 2005 10:19 pm
by Tanaka
ORIGINAL: Joel Billings

To clarify, Inspiration equals Morale and Leadership equals Skill in the chart. Also, Gary could find no reference in the code for the Admin skill impacting ship repair.

Thanks Joel! That sums it up for me! [:)]

RE: Impact of Leaders in WitP

Posted: Tue Feb 15, 2005 1:43 am
by Herrbear
ORIGINAL: Subchaser

Hey Subchaser. Nice map mod. I've been unising it for 2 weeks and won't go back to the original

Will you be updating the map based on Andrews LCU mod where he made the pwhex file match the map?

RE: Impact of Leaders in WitP

Posted: Tue Feb 15, 2005 2:29 am
by Andrew Brown
ORIGINAL: Herrbear
ORIGINAL: Subchaser

Hey Subchaser. Nice map mod. I've been unising it for 2 weeks and won't go back to the original

Will you be updating the map based on Andrews LCU mod where he made the pwhex file match the map?

Yes, something is being done about that - stay tuned...