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RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 12:50 am
by Don Bowen
Tried for a bit of humor myself - just not very well.
To paraphase Einstein: as the circle that is the number of features in a games expands, so does the circumference of the additional freatures that players will demand.
But, seriously, can you imagine playing a game where you had to individually manage food; ammo (perhaps by type of gun); avgas; replacements by type of aircraft, soldier, repair parts; construction supplies? And once you did, someone would ask for specific items like small arms, AP vs HE vs smoke ammo, insect repellent, and condoms in various colors.
And, while still serious, AE was a full level of detail expansion of WITP - combined with an increase in scale. Someone other than I will have to take on the job of moving it down another level. But if someone does... I'd like a map scale that allows Bataan to be separate from Corregidor.
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 2:16 am
by oldman45
You are right though Don, somebody would want even more no matter what the game did. For now, I am one happy camper! [;)]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 2:20 am
by JeffroK
ORIGINAL: Don Bowen
Tried for a bit of humor myself - just not very well.
To paraphase Einstein: as the circle that is the number of features in a games expands, so does the circumference of the additional freatures that players will demand.
But, seriously, can you imagine playing a game where you had to individually manage food; ammo (perhaps by type of gun); avgas; replacements by type of aircraft, soldier, repair parts; construction supplies? And once you did, someone would ask for specific items like small arms, AP vs HE vs smoke ammo, insect repellent, and condoms in various colors.
And, while still serious, AE was a full level of detail expansion of WITP - combined with an increase in scale. Someone other than I will have to take on the job of moving it down another level. But if someone does... I'd like a map scale that allows Bataan to be separate from Corregidor.
Don,
In an old General
TM magazine there was an article about WW2 at a "Man per counter" scale, I think 10 yard hexes, THATS what I want for WITPII
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 3:21 am
by Pascal_slith
ORIGINAL: Don Bowen
Tried for a bit of humor myself - just not very well.
To paraphase Einstein: as the circle that is the number of features in a games expands, so does the circumference of the additional freatures that players will demand.
But, seriously, can you imagine playing a game where you had to individually manage food; ammo (perhaps by type of gun); avgas; replacements by type of aircraft, soldier, repair parts; construction supplies? And once you did, someone would ask for specific items like small arms, AP vs HE vs smoke ammo, insect repellent, and condoms in various colors.
And, while still serious, AE was a full level of detail expansion of WITP - combined with an increase in scale. Someone other than I will have to take on the job of moving it down another level. But if someone does... I'd like a map scale that allows Bataan to be separate from Corregidor.
Quartermaster in the Pacific, Master Chief's edition... YEAH! [;)]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 11:19 am
by Klahn
ORIGINAL: Don Bowen
...and condoms in various colors...
I thought those were the colored phallic symbols over half of my bases that look like this "!"
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 1:13 pm
by USSAmerica
ORIGINAL: AW1Steve
That the deadliest ship killer in the Japanese arsenal was not the Betty,Nell,Val or Kate, but the dreaded EMILY ![:(]
Come on, Steve! You KNOW that is only in your personal version of the game. [:'(]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 1:47 pm
by Mynok
Steve made a mod? Are there any actual Japanese in it?
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 1:57 pm
by AW1Steve
ORIGINAL: Mynok
Steve made a mod? Are there any actual Japanese in it?
DUDE!!!! I'm not anti-Japanese. I frequently play them in shorter scenarios. I am very much
ANTI-FACTORY MANAGER IN THE PACIFIC!!!!!
So there![:D]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 2:15 pm
by oldman45
ORIGINAL: AW1Steve
ORIGINAL: Mynok
Steve made a mod? Are there any actual Japanese in it?
DUDE!!!! I'm not anti-Japanese. I frequently play them in shorter scenarios. I am very much
ANTI-FACTORY MANAGER IN THE PACIFIC!!!!!
So there![:D]
party pooper
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 2:23 pm
by Nikademus
ORIGINAL: LoBaron
Very good summary herwin.
May I add some sensational stuff to your findings?
- Pilots can only fly at different altitudes if separated by 1000ft except if they climb to service ceiling.
- Canned beef is not discernable from 7.62mm ammo or aviation gasoline.
- The ocean bottom is either 30ft or 8000ft deep.
- B17s on bombing run require a pilot, noone else.
- There are only so many places in Burma where you can build an airfield.
- The Japanese had unloading magicians which disapeared suddently in spring 1942.
- A commander with 96 aggression out of 100 does not kill his crew and eat the corpses on shakedown cruise.
- 1st LT L.C.Lewis was available for reassignement every single day from July 1st ´42 to Feb 23rd ´43 (ok thats mean)
Makes your head spin, doesn´t it? Weird stuff. If they had known back then... [;)]
Priceless....this deserves to be framed and hung on the virtual WitP/AE wall.
[:D]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 2:47 pm
by Shark7
ORIGINAL: Pascal
ORIGINAL: Don Bowen
Tried for a bit of humor myself - just not very well.
To paraphase Einstein: as the circle that is the number of features in a games expands, so does the circumference of the additional freatures that players will demand.
But, seriously, can you imagine playing a game where you had to individually manage food; ammo (perhaps by type of gun); avgas; replacements by type of aircraft, soldier, repair parts; construction supplies? And once you did, someone would ask for specific items like small arms, AP vs HE vs smoke ammo, insect repellent, and condoms in various colors.
And, while still serious, AE was a full level of detail expansion of WITP - combined with an increase in scale. Someone other than I will have to take on the job of moving it down another level. But if someone does... I'd like a map scale that allows Bataan to be separate from Corregidor.
Quartermaster in the Pacific, Master Chief's edition... YEAH! [;)]
And you will need to requisition a requisition for the requisition of materials in triplicate. [:D]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 3:52 pm
by Schanilec
ORIGINAL: Don Bowen
Well, I guess you are right. We blew it. Y'all take over.
I personlly thought it to be pretty funny. [:D][:D][:D]
Great job.[&o]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 6:01 pm
by Xargun
ORIGINAL: Shark7
Ordering an artillery unit to bombard an enemy position will inevitably end in a friendly fire incident.
You forgot the part where this bombardment will also give you exact details of the enemy units you are opposing [:D]
Xargun
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 6:50 pm
by Barb
Each ground unit in hex will engage each enemy units regardles of their relative position - be it nearby or 45 imperial miles away. [:)]
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 7:07 pm
by Canoerebel
A unit that has marched 45 of the 46 miles across a hex can get attacked, lose the battle, and retreat not into the hex that is just one mile away, but instead teleport all the way to another hex 180 degrees opposite....thus covering 45 miles in a single great spasmodic retrograde leap even though said unit had been marching just two miles per day up to that point.
RE: Historical Lessons Learned from the Game
Posted: Mon Aug 01, 2011 8:29 pm
by bradfordkay
C'mon, Dan... you know that skedaddling troops cover great distances at a very high rate of speed!!!
RE: Historical Lessons Learned from the Game
Posted: Tue Aug 02, 2011 12:36 pm
by Itdepends
Ahh but even when marching- due to the lack of GPS units if a soldier is asked to march to a different destination while leaving a hex he must return to his starting point to ensure he does not get lost- even if the new destination is in the same direction he was marching.
RE: Historical Lessons Learned from the Game
Posted: Tue Aug 02, 2011 5:43 pm
by Lomri
Not super crazy, but I love it when my naval search finds a TF and you mouse over it to see:
CV CV CV CV CV CV CV CV CV CS DD
It's like the spotter says "I see an carrier!" and the pilot says "me too!" and the co-pilot says "I see another!" and the navigator says "hey wait, me too!" and the tail gunner...
And then they get back to the base and each person on the plane is like "I saw 1 CV. So 1+1+1+1..." Holy crap, there were TEN Aircraft Carriers in that fleet!
Oh and I saw a destroyer too. Could have been a shark.
RE: Historical Lessons Learned from the Game
Posted: Tue Aug 02, 2011 6:45 pm
by Wirraway_Ace
ORIGINAL: Lomri
Not super crazy, but I love it when my naval search finds a TF and you mouse over it to see:
CV CV CV CV CV CV CV CV CV CS DD
It's like the spotter says "I see an carrier!" and the pilot says "me too!" and the co-pilot says "I see another!" and the navigator says "hey wait, me too!" and the tail gunner...
And then they get back to the base and each person on the plane is like "I saw 1 CV. So 1+1+1+1..." Holy crap, there were TEN Aircraft Carriers in that fleet!
Oh and I saw a destroyer too. Could have been a shark.
Very funny!
RE: Historical Lessons Learned from the Game
Posted: Tue Aug 02, 2011 9:22 pm
by Califvol
comment withdrawn