Page 2 of 4

RE: What's left for 1.9

Posted: Sun Nov 05, 2006 8:56 pm
by Seraft
No more death Star effect, only like this. No more letal Allies CAP with corsair.

RE: What's left for 1.9

Posted: Wed Nov 08, 2006 7:27 pm
by Seraft
and plz, the pilots, the japanese player need more pilots, i think implant system to expand the training pilots per month.

RE: What's left for 1.9

Posted: Sat Nov 18, 2006 3:31 am
by 1EyedJacks
The ability to dump info to a txt file from the screens...

RE: What's left for 1.9

Posted: Thu Dec 07, 2006 11:02 pm
by pad152
Some AI Changes:

Japan AI - get it to invade some different places, it always invades the same places in every game. A little ramdonness would go a long way.

Allied AI - Stop the computer from sending allied carriers one at a time right pass Kwajalein, only to get sunk and stop it from sending tankers to far away strange places, like right pass the Japan coast!


RE: What's left for 1.9

Posted: Fri Dec 08, 2006 9:17 pm
by spence
Incorporate Andrew Brown's map...that would practically make it a whole new game.
 

RE: What's left for 1.9

Posted: Fri Dec 08, 2006 11:34 pm
by Halsey
Good to see you get on the CHS bandwagon spence.[;)]

Stock?
What's stock?[:D]

RE: What's left for 1.9

Posted: Sun Jan 14, 2007 12:07 am
by shawn118aw
[font="times new roman"][:)]    Here are a few that I have been wishing they would apply for a long time now.[/font]
[font="times new roman"]1.  [/font][font="times new roman"]Tone down the Costal Gun Fire effectiveness by 1/6.  Let the player decide what hex side direction each unit will defend.  Also, once a landing force in ashore then the STATIC costal guns are considered eliminated.[/font]
[font="times new roman"]2.  [/font][font="times new roman"]On the Ship and Task Force display next to the speed #, show the fuel loads in % remaining just like the Air Strike, Guns, AAA, and ASW % percentages.  I never know when a ship is fully loaded without a chart.[/font]
[font="times new roman"]3.  [/font][font="times new roman"]On the Task Force display add and ETA (what day of arrival) to the destination.[/font]
[font="times new roman"]4.  [/font][font="times new roman"]On the Task Force display add a NOTE pad for players to type in notes for that TF, I lose track for what I want them to do or load—only say 80 spaces for data.[/font]
[font="times new roman"]5.  [/font][font="times new roman"]Allow the player the option to turn off the options on the Task Force Display (master), i.e. the Retirement Allowed, Unload on arrival, ECT.[/font]
[font="times new roman"]6.  [/font][font="times new roman"]Add a list that show when a Task Force as arrive at it destination and is awaiting order, this is for a TF does not get lost in the crowed and just sits around for a week. [/font]
[font="times new roman"]7.  A[/font][font="times new roman"]llow the player to set a day of arrival for a Task Force at a location.[/font]
[font="times new roman"]8.  [/font][font="times new roman"]Add a button to allow the player to direct that a Task Force either Bombard or Land at night.[/font]
[font="times new roman"]9.  Add a button to give the player the option to turn OFF the Political Points limitations.[/font]
[font="times new roman"]10.  Add a button to give the players in Surface Combat the options to either Withdraw or stand and fight no matter what.[/font]
[font="times new roman"]11. Can you set the screen to a larger font (or hive me the option…PLEASE?)[/font]
[font="times new roman"]12. [/font][font="times new roman"]Replacements, no auto replacements just showing up thousand of miles away.  Aircraft only show up in the US or Japan the same as ships.  As for ground forces, when ever the parent unit request replacements, then each county would produce them and these would show up in the US and Japan like units that are divided and then they have to be shipped.[/font]
[font="times new roman"]13.  [/font][font="times new roman"]Have a stacking value for each hex for ground units.  [/font]
[font="times new roman"]14.  [/font][font="times new roman"]Allow aircraft to target enemy Task Forces, individual ground units, and supply depots.[/font]
[font="times new roman"]15.  Allow naval bombardment Units to target individual ground units, airbase, ports, or supply depots.[/font]
[font="times new roman"]16.  [/font][font="times new roman"]Have a report for button for Resources and location, Oil and location, naval repair location and capability.[/font]
[font="times new roman"]17.  On the ship losses table, include a summary number and date the ship was sunk.[/font]
[font="times new roman"]18.  Allow Task Forces to have multiple stops and actions as an option[/font]
[font="times new roman"]19.  [/font][font="times new roman"]Have a separate and detailed report for ordered RECON missions; these reports are like Combat Report.[/font]
[font="times new roman"]20.  [/font][font="times new roman"]Add Drop off and Pick Up Resources in the Auto Convoy actions.[/font]
[font="times new roman"]21.  [/font][font="times new roman"]Allow the player to build their own Auto Convoy routes to and from locations.[/font]
[font="times new roman"]22.  [/font][font="times new roman"]Add the option to each Task Force to load supplies on a 10% increment level from a base, i.e. for a 7000 tons cargo ship and I only want to load 700 tons (i.e. 10% steps, just like the air commitment levels)[/font]
[font="times new roman"]23.  [/font][font="times new roman"]Allow the Japanese Player to build what every type of Ground unit I need; I have enough base forces for allow me to convert units to other units.[/font]
[font="times new roman"]24.  Allow the Japanese Player to determine what type and increase the number of pilots that I need.[/font]
[font="times new roman"]25.  And finally, allow the player the options to pick up ALL the supplies at a base if I want to.  Let me determine what and where the supply goes.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Just a few items for the wish list that I would like to see.  I am not sure of this really does any good or not—if anyone is taking note of our requests?  Most all of these items I have submitted several times since Version 1.2 came out, but nothing yet.  [/font]
 

RE: What's left for 1.9

Posted: Sun Jan 14, 2007 2:51 am
by spence
Restrict the Glenn to Recon only missions (with range 4 or 5 or whatever it is) or alternately (and arbitrarily) change its range to 2 but allow search missions.  A single 135 kt, 4 hour endurance plane can not search 220,000 sq miles of ocean twice in 12 hours which is what occurs now.  Even a 2 hex radius is stretching it but is sorta possible if you consider the track spacing to be 40-50 miles or so (low probability of detection though).  BTW I used to Coast Guard plan air searches for maritime drug smugglers using a single plane (usually) that would only cover maybe a third of the area a game Glenn can cover (twice a day).
And that was using a plane that cruised faster than a Glenn could crash if it had no wings and had 4 or more times the endurance (HU-16 Albatross or C-130).

RE: What's left for 1.9

Posted: Sun Jan 14, 2007 7:22 pm
by shawn118aw
[font="times new roman"]Spence reminded me of another option that would be great for the game as far as Air Searches.  Allow the player to designate one or more sectors to search and not just the default 360` circle.  Use the hex side zones (areas 1-6 buttons) but still have option 7 of a 360` search area.  (i.e. like at the Battle of Midway, the US PBY’s did not look to the East of Midway.)[/font]
[font="times new roman"] [/font]
 

RE: What's left for 1.9

Posted: Mon Jan 15, 2007 12:02 am
by spence
Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.   

RE: What's left for 1.9

Posted: Mon Jan 15, 2007 5:43 pm
by Mike Dixon
ORIGINAL: spence

Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.   

Co-prosperity sphere lovers, lets not forget that the Jap sub float planes can upgraded to Jakes or even Alfs (range 8) when in a decent enough port (namely lots of supplies).


RE: What's left for 1.9

Posted: Mon Jan 15, 2007 6:21 pm
by FAdmiral
ORIGINAL: RUPD3658

How about being able to prioritize ship repairs?

This would be a BIG fix as far as I am concerned.
Many ships being repaired at Pearl but the ones I
need the most are NOT the next in line....

JIM

RE: What's left for 1.9

Posted: Mon Jan 15, 2007 8:00 pm
by DrewBlack
Hi
 
How about the auto convoy system...... it s the baine of my life with this game!!!
 
Drew

RE: What's left for 1.9

Posted: Tue Jan 16, 2007 1:30 am
by spence
quote:

ORIGINAL: spence

Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.


Co-prosperity sphere lovers, lets not forget that the Jap sub float planes can upgraded to Jakes or even Alfs (range 8) when in a decent enough port (namely lots of supplies).

You WILL be very sorry Michael when I figure out how to upgrade my SBDs and TBDs to B-29s.




RE: What's left for 1.9

Posted: Tue Mar 20, 2007 10:31 pm
by Pascal_slith
ORIGINAL: RUPD3658

How about being able to prioritize ship repairs?

Also being able to ignore port/AF damage and still build forts would be nice as would the ability to intentionally destroy your own base.

I definitely go for this one! [:D]

RE: What's left for 1.9

Posted: Wed Apr 11, 2007 5:42 am
by marky
agweeeeed!!

RE: What's left for 1.9

Posted: Wed Apr 11, 2007 9:35 pm
by pad152
1. Fix the dam sub tranport ability it's still broken! [:@]

2.Better fog of war, reduce spotting by about 50% for all platforms(air, sea, intel, etc.). It's hard to hide even a sub in WITP!

3. Give us some way to edit the target list (locations to invade) of the AI so we can get some additional life out of the game.

3. Fix the AI for subs, so they don't all go to the same place each and every game.

4. Give the AI the ability to conduct minning ops to defend forward bases, and mine enemy foward bases and rear areas. Right now the AI only mines a port on invasion and not defence.











RE: What's left for 1.9

Posted: Tue Apr 24, 2007 5:36 am
by afspret
Fix the problem of cargo TFs leaving port before supplies fully loaded. (Is this only an allies issue? I haven't seen anything about this from IJN players.)

Add the Fairey Albacore to the data base as an upgrade between the Swordfish and Barracuda.

Add cargo capacity to the 1st Langley so it can have the ability to transport aircraft as deck cargo.


RE: What's left for 1.9

Posted: Tue Apr 24, 2007 11:37 am
by Mike Solli
ORIGINAL: afspret

Fix the problem of cargo TFs leaving port before supplies fully loaded. (Is this only an allies issue? I haven't seen anything about this from IJN players.)

Yup, it's a Japanese problem too.

RE: What's left for 1.9

Posted: Tue Apr 24, 2007 11:49 am
by Terminus
ORIGINAL: afspret

Add cargo capacity to the 1st Langley so it can have the ability to transport aircraft as deck cargo.

That's not a load thing, it's a ship type thing...