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RE: TF Movement pathfinding

Posted: Sat Oct 02, 2004 4:56 am
by Mike Scholl
OK, so I was being polite when I said "pretty awful". Actually, your experiances
were very similar to mine, and your response exactly the same. Just don't use
the Auto-Convoy system for anything that might come close to the enemy. The
biggest problem is trying not to over-exploit the fact that the AI uses it's own
system for the other side. With a bit of foresight, you can virtually destroy the
AI's merchant shipping by leading them past your own strongpoints. Fun for a
while, but not conducive to a challenging game in the long run.

RE: WitP Wish List

Posted: Sat Oct 02, 2004 11:59 am
by Richelieu
I think to these improvements :

-Intelligence reports :
. date of the battle in the "ship sunk" screen
. more detailed summaries about ground troops losses (Men and/or squads, guns, vehicles)
. estimated and simplified report on ennemy forces (with fow) - Allied could be more precise than japanese reports, to reflect advance in intelligence warfare

- map : ability to write short observations on units, as already mentionned

- air combat : ability to assign only defensive CAP mission for fighters (without any Escort / Long Range / attack selected mission)

RE: WitP Wish List

Posted: Mon Oct 11, 2004 12:08 pm
by django
In history there were same german subs in the pacific. So the Japs could should have them too.

RE: WitP Wish List

Posted: Tue Oct 12, 2004 9:54 am
by strawbuk
Put a 'fake base' or two, with no actual capacity or land, called 'Transit Point South' or something (think WOMP in N.Atlantic) well south of Canton etc then AI and players can use it to route convoys around enemy. Would that work?

RE: WitP Wish List

Posted: Wed Oct 13, 2004 8:05 pm
by bstarr
Beezle's refrigerator rule.

RE: WitP Wish List

Posted: Wed Oct 13, 2004 9:19 pm
by DrewMatrix
Beezle's refrigerator rule

Gee, I would have thought my Beer rule would have been more popular. But the refrigerator rule has the advantage that you can make the Japanese player's clothes smell bad if you get way ahead on points by mid war.

PBEM Improvement

Posted: Thu Oct 14, 2004 4:57 am
by Belce
PBEM Improvement


It would greatly improve the playability of a PBEM game if a player recieving the others's turn could do theirs and execute the turn and then do thier next turn, sending the replay and thier saved turn to the other to repeat. It could be even possible for a third party to execute player turns and email the results to the players, when ready the players upload their saved game file to them to execute.

The suggestion, I know is a major change to how the game currently works, but as it is now, I would need to find someone in a different time zone or with a very different work schedule to hope to do one turn per day. I would like to play against someone I know, because we like to play games like this against each other.

The requirement of who starts a turn, who executes a turn is so 80's in computer games, really in a PBEM game each player should be able to plan their turn based on the combat replay of the previous turn and either player should be able to execute it.

I am sure that alot of current and wantabe PBEM players would appericate being able to do 2 turns each time they pass a saved game back to their opponnent.

RE: PBEM Improvement

Posted: Thu Oct 14, 2004 12:01 pm
by Grunty
Give us subs aces list (for captains or subs) with tonnage lists.
Don't underestimate subs in the game, please.

RE: PBEM Improvement

Posted: Thu Oct 14, 2004 4:15 pm
by strawbuk
ORIGINAL: Grunty

Give us subs aces list (for captains or subs) with tonnage lists.
Don't underestimate subs in the game, please.

This space reserved for Ron to fire on doctrine.

RE: PBEM Improvement

Posted: Thu Oct 14, 2004 7:45 pm
by Ron Saueracker
ORIGINAL: strawbuk
ORIGINAL: Grunty

Give us subs aces list (for captains or subs) with tonnage lists.
Don't underestimate subs in the game, please.

This space reserved for Ron to fire on doctrine.

[;)][:D]

RE: PBEM Improvement

Posted: Fri Oct 15, 2004 2:40 am
by esteban
In case this isn't already here somewhere, I wish that the Japanese Nell and Betty groups would be fixed so that they don't continually draw replacement pilots, whether you want them to or not. I have had some success in getting them to stop doing this, by removing the excess aircraft that these units start with in the full campaign scenarios. Some other people find that the bomber groups still draw pilots if the surplus aircraft are removed.

These bomber groups make it close to impossible to manage your IJN pilot replacement pool, unless you play one of the modded scenarios where you get more pilots.

RE: WitP Wish List

Posted: Sat Oct 16, 2004 1:37 am
by siRkid
Colleting data for the next patch. If you did not get it in by now, too late.

RE: WitP Wish List

Posted: Sat Oct 16, 2004 1:44 am
by siRkid
ORIGINAL: pad152

Subs Retrun to base:

Subs auto or human control will automaticaly return to base if low on fuel, ammo, or damaged.

Added to bug list.

RE: Database screens

Posted: Sat Oct 16, 2004 1:56 am
by siRkid
ORIGINAL: bstarr

the option to keep playing after an automatic victory . . . I want to invade Japan or maybe even invade the U.S.

Done in 1.3

Ideas

Posted: Sat Jan 22, 2005 12:01 pm
by Distiller
# How about having avgas for airplane as the third logistics need besides bunker oil for ships and supplies for everybody?
# There should be a possibility to let pioneers build new railways, railyards and roads.
# There should be a possibility to let pioneers build auxilary airfields.
# The Jap industry should have a central screen with a possibilty to manipulate the industry on a single screen.
# Japs did ops in the Indian Ocean as far as the African coast. Chance to include that?
# The Fleet needs real waypoints. (I know I can do that with the "do not retire" option, but waypoints would be nice.
# Why not let the player decide shich ships to build?
# The whole industry system could be broadend and designed more flexible.
# The wholo complex of hospitals and sick bays is missing. An amphib assault without a hospital ships is four to five times costlier in lives.
# The aircraft database needs some serious workover (ranges, maneuverability of especially U.S. planes are often unrealisticly high)

Later edit:
# What about POW?
# If a unit is undersupplied its strength dwindles away, because troops (or POW) die of starvation.

Still later edit:
# By looking into the editor - is there a built-in hero factor for U.S. planes? Armor, firepower, accuracy, ... Hmmm.
# WHat's the point in not being able to evacuate USAFFE? Second class Americans?

RE: Ideas

Posted: Sat Jan 22, 2005 12:21 pm
by Rainerle
Hi,

it would be helpful (for the japanese) to have a screen each turn which describes which industry did not work and why, something like:

'Heavy industry in Tokyo did not produce because of lack of Oil'
'Armaments factory in Kobe did not produce because of lack of HI points'
'A6M5 Zeke factory in Gumma did not produce because of lack of engines'
and so on and so on !

RE: Ideas

Posted: Sat Jan 22, 2005 4:03 pm
by Iron Duke
Hi,

Increase in the size of the data base , add more nationalities etc , just make it bigger!!

RE: Ideas

Posted: Sat Jan 22, 2005 8:43 pm
by MikeH1952
Rainerle's suggestion is top of my list, helpful to have this extended top Naval Shipyards also!

RE: Ideas

Posted: Sun Jan 23, 2005 2:27 pm
by LargeSlowTarget
1. Ship class filters in the 'Ship transfer'-screen.
2. Only appropriate ships should show up in this screen when selecting a 'special' TF - e.g. when selecting a Tanker TF, only TKs, AOs and escorts should be shown in the 'ship transfer'-screen, not all ships available in the hex.

RE: Ideas

Posted: Sun Jan 23, 2005 4:12 pm
by Halsey
Thank you for your suggestions. This thread is now locked.

Just thought I'd beat Mr Frag to it.[:D][:D][:D]