MWIF Game Interface Design
Moderator: Shannon V. OKeets
RE: MWIF Game Interface Design
Page 2 again.
In the "Land Combat" Sequence.
The "Notional Unit" box should come just after the "Attack Declaration" Box (Rule 11.16 for the decision & 11.14 for the calculation).
Anyway, the player who has this decision to take should have a knowledge of how many shore bombardement points he has, the enemy has, how many ground support points each have.
The program should have a way to tell him the potential support.
For the Shore Bombardment, the Defensive player must announce it first (16.11), so maybe your "A/D Shore Bombardment" box should be "D/A Shore Bombardment" ?
Same for HQ Support. Defensive player first (16.11).
Maybe the "Assign Damage" box should have a daughter box labelled "Choose shattered / Retreat" to mark the moment when the player choose if shattered units are really shattered, or if he prefers to retreat them.
Then another Daughter box called "Retreat enemy units".
And then the "Advance after Combat" box.
In the "Land Combat" Sequence.
The "Notional Unit" box should come just after the "Attack Declaration" Box (Rule 11.16 for the decision & 11.14 for the calculation).
Anyway, the player who has this decision to take should have a knowledge of how many shore bombardement points he has, the enemy has, how many ground support points each have.
The program should have a way to tell him the potential support.
For the Shore Bombardment, the Defensive player must announce it first (16.11), so maybe your "A/D Shore Bombardment" box should be "D/A Shore Bombardment" ?
Same for HQ Support. Defensive player first (16.11).
Maybe the "Assign Damage" box should have a daughter box labelled "Choose shattered / Retreat" to mark the moment when the player choose if shattered units are really shattered, or if he prefers to retreat them.
Then another Daughter box called "Retreat enemy units".
And then the "Advance after Combat" box.
RE: MWIF Game Interface Design
Page 3.
Port Attack is not really a Naval Air Mission.
You should not mix both, as it may confuse people.
Port Attack is more like a Ground Strike / Strat / Carpet Mission. It has a target, a move to target, defensive interception, offensive interception, air combat, AA fire, damage, and egress phases.
Naval Air Mission has no target, no interception, planes are not rebased at the end (no egress).
You see what I mean ?
The only similarity between both is that both use suprise rolls and use the same combat table (and also obviously, that both are missions against ships).
Port Attack is not really a Naval Air Mission.
You should not mix both, as it may confuse people.
Port Attack is more like a Ground Strike / Strat / Carpet Mission. It has a target, a move to target, defensive interception, offensive interception, air combat, AA fire, damage, and egress phases.
Naval Air Mission has no target, no interception, planes are not rebased at the end (no egress).
You see what I mean ?
The only similarity between both is that both use suprise rolls and use the same combat table (and also obviously, that both are missions against ships).
RE: MWIF Game Interface Design
Page 4 now.
The "Load Transport" box should be place at 2 places.
It should be placed before the "Move Naval Units" box AND after the "Attempt Intercepts".
Loading units in ships can be performed at both moments.
The "Load Transport" box should be place at 2 places.
It should be placed before the "Move Naval Units" box AND after the "Attempt Intercepts".
Loading units in ships can be performed at both moments.
RE: MWIF Game Interface Design
In an air action in a naval battle, both sides can choose a voluntary abort to the sea box after each set of combat resolve rolls. The aircraft so aborted are available for the next round searching. If one side decides to voluntarily abort to the sea box, the other side's bombers, if any, are automatically cleared through to bomb.
Reasons to perform such an abort would be to avoid further fighting or hoping to get a better search roll split etc. in the next round.
I believe this also requires a flowchart box.
Lars
Reasons to perform such an abort would be to avoid further fighting or hoping to get a better search roll split etc. in the next round.
I believe this also requires a flowchart box.
Lars
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
ORIGINAL: Froonp
The Declare War Step (Sequence of play D.2.1 / Chapter 9) is composed of (and performed in that order) :
- Declare War (9)
- Aligning minors (9.8)
You have them in the wrong order in your picture.
Maybe it would be cleaner for action B who is "inside" action A to be displayed as a box inside Action A box. Have you tried ?
Actually these two items do not have a set order in CIWF or MWIF. The player can either one first. I wasn't sure how to handle that graphically and since it doesn't appear elsewhere in the sequence of play I intended to simply include a text note somewhere - you know a little asterisk or dagger pointing to a separate "Note: ...."
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
Yes to both. Clearly a result of working on this a 1 AM.ORIGINAL: Froonp
In page 3.
The "Line Up Air Units" box and its 3 daughter boxes, should be attached to the "Air-to-air Combat" box, shouldn't they ?
The "Anti-Aircraft Combat sould be a daughter box of Commit Anti-Aircraft" box (displayed to the right), shouldn't it ?
The Anti-Aircraft Combat should have several steps, including an "assign damage".
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
It should be labeled "Remove air units"ORIGINAL: Froonp
In page 2.
What is "Optional Rules", the daughter box of "Place Reinforcements" ?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
This piece of the sequence of play has some things happening simultaneously. The surprise points box is for indicating when the are determined, not when they are used. I am thinking of adding some indication of where surprise points can be used. Indeed, I am thinking of making separate sequence of play subsections for the 3 possible naval combat types: air, surface, and subs.ORIGINAL: Froonp
In Page 2 :
The "Include Sea Boxes" box (Rule 11.5.5) should be before the "Surprise Points" box (Rule 11.5.6) (after the "Search" Box).
Getting back to your point, as part of the search rolls, the surprise points are calculated and in some instances, the combat type is determined without either player having any choice. The player who gets the upper hand in the search rolls has surprise points available and can use them at different places in the naval combat sequence. He also may be able to control the type of naval combat and select which sea boxes are involved in the combat. I believe the order that I have is ok, though others might work just as well.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
How about 3 boxes, in this order: Firepower Effectiveness, Choose Targets, Roll for Damage?ORIGINAL: Froonp
Page 2 again.
In the Naval Combat sequence.
There is no "Roll for Result" step per see. It should be "Cross Reference the Table for Results".
There is no "attack roll" in the Naval combats.
For instance 15 points of Naval Gunnery on an enemy fleet of 5 ships always does the same damage : 1 ship sunk, 3 ship aborted.
The things that make the results variable are two folds :
1) Surprise allow you to shift the column when you "Cross Reference the table for results". With 4 surprise points, the above gunnery fire could be shifted 2 columns (that is attack as a fleet with 29-38 gunnery factors instead of 15), and inflict 1 ship sunk and 2 ships damaged..
2) Damage is not automatically suffered by the target ships. They are entitled a save roll. Roll higher than their defense factor (Yamato has 0 defense factor, a CL typicaly has 7-9) to suffer a reduced damage (a sink becomes a damage, a damage becomes an abort, and an abort becomes hlf an abort).
No Roll.
The "Assign Damage" box should be followed by a "Defense Roll" box, who should either loop back to Assign damage, or go to the "Abort or Continue" box.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
ORIGINAL: Froonp
Page 3.
Port Attack is not really a Naval Air Mission.
You should not mix both, as it may confuse people.
Port Attack is more like a Ground Strike / Strat / Carpet Mission. It has a target, a move to target, defensive interception, offensive interception, air combat, AA fire, damage, and egress phases.
Naval Air Mission has no target, no interception, planes are not rebased at the end (no egress).
You see what I mean ?
The only similarity between both is that both use suprise rolls and use the same combat table (and also obviously, that both are missions against ships).
This is another case of all the good words already having been taken and needing to use others that aren't quite as precise. I copped out by using Naval Air Missions twice with different thoughts behind them. How about we use Naval Air Assignements for the primary box (IV)?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Rule 1.1 says :ORIGINAL: Shannon V. OKeetsActually these two items do not have a set order in CIWF or MWIF. The player can either one first. I wasn't sure how to handle that graphically and since it doesn't appear elsewhere in the sequence of play I intended to simply include a text note somewhere - you know a little asterisk or dagger pointing to a separate "Note: ...."ORIGINAL: Froonp
The Declare War Step (Sequence of play D.2.1 / Chapter 9) is composed of (and performed in that order) :
- Declare War (9)
- Aligning minors (9.8)
You have them in the wrong order in your picture.
"We have arranged these rules in sequence-of-play order. "
In the rule, the part about Aligning is 9.8, the part of Declaring War is 9.2.
This is important that the right order be followed by MWiF.
When you Declare War on Yugoslavia for example, the Rumanian Counters are set up, and all other declarations of war are done. When declarations of War are done, you can Align ONE neutral minor (provided the rule allow you).
Thus, the Yugoslavian are set up without knowing if the German will align Bulgaria or Rumania, and so must set up its troop guessing.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
ORIGINAL: Froonp
Page 2 again :
The "Emergency HQ Supply" box (Rule 2.4.3, Option 13) is some sort of Joker that you can pull out whenever you want.
It is not declared in any way at the place you put it in page 2 (just after "Attack Declaration").
Typically it is announced prior to Ground Strikes (to allow out of supply FTRs to intercept the raid) or prior to Land Combats (just before the calculation, after the enemy has announced all support).
Ok. I'll treat this as a extra marker on the boxes where it can occur. I will be doing the surprise points with something similar.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Yes, but you must choose the enemy sea boxes you will include in combat (if the enemy has not found) BEFORE surprise be computed. This is obvious, as surprise calculation needs to know the Higher Sea Box number of each party.ORIGINAL: Shannon V. OKeetsThis piece of the sequence of play has some things happening simultaneously. The surprise points box is for indicating when the are determined, not when they are used. I am thinking of adding some indication of where surprise points can be used. Indeed, I am thinking of making separate sequence of play subsections for the 3 possible naval combat types: air, surface, and subs.ORIGINAL: Froonp
In Page 2 :
The "Include Sea Boxes" box (Rule 11.5.5) should be before the "Surprise Points" box (Rule 11.5.6) (after the "Search" Box).
Getting back to your point, as part of the search rolls, the surprise points are calculated and in some instances, the combat type is determined without either player having any choice. The player who gets the upper hand in the search rolls has surprise points available and can use them at different places in the naval combat sequence. He also may be able to control the type of naval combat and select which sea boxes are involved in the combat. I believe the order that I have is ok, though others might work just as well.
RE: MWIF Game Interface Design
Great !ORIGINAL: Shannon V. OKeetsHow about 3 boxes, in this order: Firepower Effectiveness, Choose Targets, Roll for Damage?ORIGINAL: Froonp
In the Naval Combat sequence.
There is no "Roll for Result" step per see. It should be "Cross Reference the Table for Results".
The "Assign Damage" box should be followed by a "Defense Roll" box, who should either loop back to Assign damage, or go to the "Abort or Continue" box.
RE: MWIF Game Interface Design
Great too !!! [:D]ORIGINAL: Shannon V. OKeetsThis is another case of all the good words already having been taken and needing to use others that aren't quite as precise. I copped out by using Naval Air Missions twice with different thoughts behind them. How about we use Naval Air Assignements for the primary box (IV)?ORIGINAL: Froonp
Port Attack is not really a Naval Air Mission.
You should not mix both, as it may confuse people.
You have a large array of vocabulary, that's usefull !!! [:D]
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
ORIGINAL: Froonp
Page 2 again.
In the "Land Combat" Sequence.
The "Notional Unit" box should come just after the "Attack Declaration" Box (Rule 11.16 for the decision & 11.14 for the calculation). YES
Anyway, the player who has this decision to take should have a knowledge of how many shore bombardement points he has, the enemy has, how many ground support points each have.
The program should have a way to tell him the potential support. [Not part of this task - a separate isssue.]
For the Shore Bombardment, the Defensive player must announce it first (16.11), so maybe your "A/D Shore Bombardment" box should be "D/A Shore Bombardment" ? YES
Same for HQ Support. Defensive player first (16.11). YES
Maybe the "Assign Damage" box should have a daughter box labelled "Choose shattered / Retreat" to mark the moment when the player choose if shattered units are really shattered, or if he prefers to retreat them.
Then another Daughter box called "Retreat enemy units".
And then the "Advance after Combat" box.
I need to add a group box for Resolve Land Attacks. Coming off of that would be the Roll for Results et al, plus what you mention here, and also choose combat type, which got lost in the shuffle somehow.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
Ok, but I want different names for these. The first in done while in port and the second is done while at sea.ORIGINAL: Froonp
Page 4 now.
The "Load Transport" box should be place at 2 places.
It should be placed before the "Move Naval Units" box AND after the "Attempt Intercepts".
Loading units in ships can be performed at both moments.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
How about : "Load from shore" ?ORIGINAL: Shannon V. OKeetsOk, but I want different names for these. The first in done while in port and the second is done while at sea.ORIGINAL: Froonp
The "Load Transport" box should be place at 2 places.
It should be placed before the "Move Naval Units" box AND after the "Attempt Intercepts".
Loading units in ships can be performed at both moments.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
ORIGINAL: lomyrin
In an air action in a naval battle, both sides can choose a voluntary abort to the sea box after each set of combat resolve rolls. The aircraft so aborted are available for the next round searching. If one side decides to voluntarily abort to the sea box, the other side's bombers, if any, are automatically cleared through to bomb.
Reasons to perform such an abort would be to avoid further fighting or hoping to get a better search roll split etc. in the next round.
I believe this also requires a flowchart box.
Lars
What label and where do you suggest placing it?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: MWIF Game Interface Design
Ok. Then CWIF, and MWIF presently, is doing this wrong, since the phasing player can do them in either order.ORIGINAL: Froonp
Rule 1.1 says :ORIGINAL: Shannon V. OKeetsActually these two items do not have a set order in CIWF or MWIF. The player can either one first. I wasn't sure how to handle that graphically and since it doesn't appear elsewhere in the sequence of play I intended to simply include a text note somewhere - you know a little asterisk or dagger pointing to a separate "Note: ...."ORIGINAL: Froonp
The Declare War Step (Sequence of play D.2.1 / Chapter 9) is composed of (and performed in that order) :
- Declare War (9)
- Aligning minors (9.8)
You have them in the wrong order in your picture.
"We have arranged these rules in sequence-of-play order. "
In the rule, the part about Aligning is 9.8, the part of Declaring War is 9.2.
This is important that the right order be followed by MWiF.
When you Declare War on Yugoslavia for example, the Rumanian Counters are set up, and all other declarations of war are done. When declarations of War are done, you can Align ONE neutral minor (provided the rule allow you).
Thus, the Yugoslavian are set up without knowing if the German will align Bulgaria or Rumania, and so must set up its troop guessing.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.

