your dreams about witp 2 :)

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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MichaelU
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RE: your dreams about witp 2 :)

Post by MichaelU »

Both players can work on the turn silmultaneously, then upload the turn to a server that generates the replay and sends the game files back to the players.
Moose
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RE: your dreams about witp 2 :)

Post by Moose »

I've already answered once, but a more considered answer.

1) And absolutely the most important, a new more user friendly UI.
2) Some new work with air combat routines allowing better representation of special missions like rocket attacks by Beaufighters on enemy shipping, skip bombing, etc. AE made a significant improvement in this area than the original WITP, but I think improvements could still be made.
3) Some new eye candy to go with point 1, but I think this needs to be pursued carefully as animations, etc, can just get in the way.
4) More alternative start date grand campaigns.
5) Improved ways to handle some unexciting tasks such as supply convoys.
Dili
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RE: your dreams about witp 2 :)

Post by Dili »

- Editing capabilities and scale changable to make possible to do a Mediterranean game or elsewhere.

- Better AI

- Better GUI

- Proper HQ functions and structure. HQ's have pools of equipment instead of a general pool. So the equipment does not magically appears in the other side of the world.

- Supply split by military supply and general supply. Palembang and a oil refinery don't build aircraft bombs.

- Coal

- Unit trade between commands. Echanging 2 divisions should not be a double penalty but a trade in Political points.
Ship retirements for other theaters are also a trade.

- Continuous combat turn, no mid day split turn. all the rest remains as is.

- possible more than one air mission per day in close range ops.

- LCU's can be moved/given order by their parent unit in short formations exist.

- Photoshop like actions can be made by the player for repetitive tasks.

- player can build a library of land dispositions for their formations.

- variable hex ownership - stops to be a binary result : ex: a side might control 15% of a side and the other control 50% and the rest is land of nobody. So a small force can infiltrade and go trough for spec ops, recon etc.
No more battalion sized units blocking an hex of 20 miles unless maybe in the top of a Alpine mountain.

- combat units take much less non military supply from hexes(food, cloth etc) than the support units or have to divert combat capability.


P.S: I don't need any graphic change.
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FeurerKrieg
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RE: your dreams about witp 2 :)

Post by FeurerKrieg »

A change I think would be cool and add a lot to the realism - map surface on a rendered spherical surface rather than a flat map. Get rid of hexes in the oceans (keep them for land) and everything is point to point on the globe surface. That would get rid of problems with non-accurate distance between bases and such. I imagine it would be pain to program though.

I'd be fine with retaining the hexes in the ocean, but if the surface could be spherical that would be cool.

Only other change I'd like is to see air combat resolved by time zone. So that we see the stuff happening from east to west as the sunrises across the globe. Just a little help for the immersion factor. If you are sitting in Tokyo or Pearl Harbor, that is the order you'd hear the transcripts coming in - or at least it is a good approximation thereof.
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morejeffs
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RE: your dreams about witp 2 :)

Post by morejeffs »

>Translating the game into Japanese probably is not possible. I strongly doubt the engine could be modified to support Kanji. I've looked into this on another project (there was a requirement to look into translating the software I was working on into Chinese). If the software isn't built from the ground up to accept Asian character sets, it's very, very difficult to do later.

Translating into another language that uses the Latin character set is not as big a task, but it would still be a lot of find and replace work. On a program like WitP, that could mean 50,000 changes pretty easily.

Sorry, just the realities of the software/game business.
-----------------------------
I would hope/think it be necessary to find a partner in Japan to do the localization/translate the manual. Also a local game partner would best know how to market the game to local Japanese as well. Even if Matrix could have Kanji pop up, they would still need a marketing partner.

But there should be decent demand here and definitely would help flood the JFB pool
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Encircled
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RE: your dreams about witp 2 :)

Post by Encircled »

Honestly?

What Pax said (thought more combat animations would be pretty neat)
LeeChard
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RE: your dreams about witp 2 :)

Post by LeeChard »

One of us needs to hit the lottery. Then tell your wife your "investing" [;)]
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oldman45
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RE: your dreams about witp 2 :)

Post by oldman45 »

If we are going to go big, I would like this game run on a main frame. Both players do their turns and the big box crunches it. It would allow a lot more data to be crunched faster and allow for even more algorithms to be used. [;)] Since we are using a main frame, the AI can learn and be a real opponent.

Seriously though, about the only thing I would like is less chance in the algorithms, even better models for shipboard AAA, parafrags and the ability to disband units in the field and the squads and equipment fill out units in the same hex. Anything left over is lost.

I have loved this game for years as all of you have and thanks all of those who have kept plugging along making tweaks and MichaelM for his work with upgrades.
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AW1Steve
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RE: your dreams about witp 2 :)

Post by AW1Steve »

ORIGINAL: jeffk3510
ORIGINAL: Gary Childress

2. The ability to control ALLIED production also.

I wouldn't mind being able to turn the production on "auto" or turn it off...that is the sole reason I don't play Japan.

I would like the option of having it on for either side, or turn parts of it over to the AI.


I understand why we can't, but I would like more flexibility to combine units... say I have three BDEs that don't combine
historically, but I want them to. Poof, done.

I would second this. I'd also like to see more smaller campaigns.
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crsutton
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RE: your dreams about witp 2 :)

Post by crsutton »

Sorry guys, I tried fantasizing about WITP2 last night but all I could come up with was this.......I am a very weak man....

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Bullwinkle58
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RE: your dreams about witp 2 :)

Post by Bullwinkle58 »

ORIGINAL: crsutton

Sorry guys, I tried fantasizing about WITP2 last night but all I could come up with was this.......I am a very weak man....


And 114 years older than SJ. [;)]
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RE: your dreams about witp 2 :)

Post by jeffk3510 »

ORIGINAL: crsutton

Sorry guys, I tried fantasizing about WITP2 last night but all I could come up with was this.......I am a very weak man....

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crsutton
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RE: your dreams about witp 2 :)

Post by crsutton »

ORIGINAL: Bullwinkle58

ORIGINAL: crsutton

Sorry guys, I tried fantasizing about WITP2 last night but all I could come up with was this.......I am a very weak man....


And 114 years older than SJ. [;)]


Ouch, Snap! Old but not dead, mind you..
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Czert
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RE: your dreams about witp 2 :)

Post by Czert »

ORIGINAL: wdolson

AE is a very successful game in a very tiny corner of the game market. Historically accurate war games have never been a huge market. Back in the board game days, a super hit like Advanced Squad Leader sold on the order of 10,000 copies total over its lifespan. Hasbro, the 2000 pound gorilla in the board game market won't consider releasing a game unless they think they can sell at least 100,000 copies a year.

There are some computer war games that have been successful, but all the big seller have really abstracted things quite a bit or were first person shooters. WitP fans are like Firefly fans. There aren't all that many of them in the general population, but they are passionate about their thing.

AE came about by rewriting and extending the existing engine. What you're talking about here would require writing an entirely new engine. It's technically possible, but to do it in any reasonable time would probably require a team of programmers doing it as their "day job". The reason you see a lot of derivatives of old game engines coming out year after year is because it's a lot cheaper to build on and expand an old engine than it is to build a new one. But every game engine comes to the end of it's expandability. The WitP engine probably could be expanded a bit further, but I doubt really large changes would be possible.

Translating the game into Japanese probably is not possible. I strongly doubt the engine could be modified to support Kanji. I've looked into this on another project (there was a requirement to look into translating the software I was working on into Chinese). If the software isn't built from the ground up to accept Asian character sets, it's very, very difficult to do later.

Translating into another language that uses the Latin character set is not as big a task, but it would still be a lot of find and replace work. On a program like WitP, that could mean 50,000 changes pretty easily.

Sorry, just the realities of the software/game business.

Bill

So basicaly no chance for witp 2 with new engine ? thats great shame.
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wdolson
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RE: your dreams about witp 2 :)

Post by wdolson »

It's not completely out of the realm of possibility, but I wouldn't bet on it any time soon.

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jeffk3510
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RE: your dreams about witp 2 :)

Post by jeffk3510 »

ORIGINAL: AW1Steve

ORIGINAL: jeffk3510
ORIGINAL: Gary Childress

2. The ability to control ALLIED production also.

I wouldn't mind being able to turn the production on "auto" or turn it off...that is the sole reason I don't play Japan.

I would like the option of having it on for either side, or turn parts of it over to the AI.


I understand why we can't, but I would like more flexibility to combine units... say I have three BDEs that don't combine
historically, but I want them to. Poof, done.

I would second this. I'd also like to see more smaller campaigns.

Numerous different start date and battles/campaigns. Yes sir!
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FeurerKrieg
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RE: your dreams about witp 2 :)

Post by FeurerKrieg »

Maybe they should release a low priced ($10?) 'scenario pack'. Since it would just involve setting things up in the editor, rather than doing any coding, perhaps it wouldn't take so much time to make. But could still generate some revenue for the WITP folks and Matrix.

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wdolson
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RE: your dreams about witp 2 :)

Post by wdolson »

A scenario pack or even just some freebie smaller scenarios is very doable. It takes someone willing to pull together the data though.

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DanSez
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RE: your dreams about witp 2 :)

Post by DanSez »

How about reaching out to the Da Babes and Tracker folks and making an official expansion with some minor upgrades to the User Interface.
Make the larger Da Babes map an option dependent on scenario (a problem for the devs to solve).
I'd also like to see something added to account for ship crew fatigue as mentioned above.

I'd gladly pay another $40 for that "DLC" project if you could do that.

(and Merry Christmas everyone)
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LargeSlowTarget
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RE: your dreams about witp 2 :)

Post by LargeSlowTarget »

ORIGINAL: DanSez

How about reaching out to the Da Babes and Tracker folks and making an official expansion with some minor upgrades to the User Interface.
Make the larger Da Babes map an option dependent on scenario (a problem for the devs to solve).
I'd also like to see something added to account for ship crew fatigue as mentioned above.

I'd gladly pay another $40 for that "DLC" project if you could do that.

(and Merry Christmas everyone)

+1

Don's personal "Zygote" mod with the additional code goodies would make a nice DLC... [;)]
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