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RE: WitP Wish List

Posted: Mon May 15, 2006 10:53 am
by Speedysteve
Hi guys,

How about a total load counter in the ship selection screen when creating a TF? E.g:

You have selected 4 x 1500AP and 7 x 4500AP. Rather than manually adding the values up why not have a counter at the bottom of the screen showing the value. In this case: 37,500

RE: WitP Wish List

Posted: Mon May 15, 2006 12:53 pm
by Terminus
The problem with that, of course, is that units don't count the same if you load them on an AP, AK or LST, so there'll still be plenty of maths to do.

RE: WitP Wish List

Posted: Mon May 15, 2006 3:05 pm
by Speedysteve
Roger so why not have a separate AP/AK/LST summary count?

RE: WitP Wish List

Posted: Mon May 15, 2006 6:04 pm
by Terminus
Well yeah...

(My name's not Roger!)

RE: WitP Wish List

Posted: Tue May 16, 2006 11:08 am
by Speedysteve
Roger. I know T. I know[;)]

RE: WitP Wish List

Posted: Wed May 17, 2006 8:25 pm
by MemoryLeak
Way back when UV first appreared on the scene I was amazed that the application lacked a basic tool for navigation: an accurate ETA to the destination hex. This carried over to WiTP. I have a lot of trouble estimating when ships from different starting points will arrive at the destination hex. In fact it is guess work when selecting even a single ship or task group and assiging a destination. I would like to see an instant calculation as to travel time to a hex for the ship or task group.

Suggestion/idea for Don and Joe regarding "gamey" pilot training...

Posted: Sat May 20, 2006 10:25 am
by Apollo11
Hi all,

We all know that training your air units is absolute necessity in WitP... here is how it is done (BTW, I posted this long ago in this forum [8D])...



Method #1 - "No Flying Training"

NOTE: This is valid for all air units.

Set your air unit to 0% "Training" mission and wait until it reaches maximum EXP level (depending on nationality, branch of service and year).

The air unit is accumulating EXP points for its pilots _ONLY_ using "Leadership/Skill" of it's leader and is not actually flying (i.e. it does not expend supply and does not suffer any operational losses in both pilots and aircraft).



Method #2 - "Flying Training"

NOTE: This is valid for all air units.

Set your air unit to "Training" mission above 0% and wait until it reaches maximum EXP level (depending on nationality, branch of service and year).

The air unit is accumulating EXP points for its pilots _BOTH_ using "Leadership/Skill" of it's leader and actually flying (i.e. it does expend supply and can suffer operational losses in both pilots and aircraft).



Method #3 - "Supply Training"

NOTE: This is valid for all air units that can do "Supply Transport" missions (i.e. transports and bombers).

Set your air unit to "Supply" mission to base where they already are (the bigger the airfield the better to lessen the operational looses) and wait until it reaches _ABOVE_ maximum EXP level because the missions are counting as experience gaining actual flying in combat zone.

The air unit is accumulating EXP points for its pilots _BOTH_ using "Leadership/Skill" of it's leader and actually flying (i.e. it does expend supply and can suffer operational losses in both pilots and aircraft).



Method #4 - "Combat Training"

NOTE: This is valid for all air units that can do "Combat" missions.

Set your air unit to any available "Combat" mission targeting near-by enemy base/dot (preferably on purpose left behind your lines for this task) and wait until it reaches _ABOVE_ maximum EXP level because the missions are counting as experience gaining actual flying in combat zone.

The air unit is accumulating EXP points for its pilots _BOTH_ using "Leadership/Skill" of it's leader and actually flying (i.e. it does expend supply and can suffer operational losses in both pilots and aircraft).




Would it be, hopefully, possible to somehow remove the "gamey" methods from above?


a)
If "Supply Training" method is used the EXP is not increased at all if destination is same as origin (i.e. no more "virtual supply training" on same base)!

b)
If "Combat Training" method is used the EXP is increased much much slower if target enemy base/dot is empty (i.e. target practice on empty base/dot is not same as real combat mission)!


What do you think gentleman (I also hope this is sufficiently simple to do as well)?


Leo "Apollo11"

aircraft moving on rails

Posted: Sat May 20, 2006 9:05 pm
by KDonovan
i think it would be nice to have the option of moving aircraft on rails even if their destination is within air transfer.

Seems like a odd request but time and time again such an option would help me alot in games...examples

when you have 8 of 16 planes damaged at Los Angelos with no AK available. There is an AK available at San Fransico. If you were allowed to send the airgroup on the rail to San Fransico, you can rail it, crate it, and ship it on the same turn. Instead of either waiting for the an AK to sail to Los Angelos, or wait for planes to repair to be flown to SF for shipment.

also, planes that are in war zones. You have have several planes damaged from air raids. There is a safe base a few hexes away, but its within air transfer radius, so now you have to wait as your planes repair themselves peicemeal. If you had the rail line to ship them, it would be easier just to ship the entire unit (with precious pilots) at once

RE: WitP Wish List

Posted: Sun May 21, 2006 6:00 pm
by witpqs

ORIGINAL: Kid

"give the ability to load airgroups without planes onto transport ships and make the automatic supply “push” to outlying bases smarter and more efficient."


You know what esle is needed along these lines is the Ability to move these types of units by rail. Or units that have all damaged planes. Think about it, here is an air unit that wants to be moved by rail and the conductor insist that they have at leat one operational plane before they can board.


Don,

Yes to what Kid said! In addition, the ability to move air units by rail for short distances (within the a/c transfer range). Consider what happens now.

Example:
You ship a bunch of air units to a port. The port is not the final destination, and base units are very dear at the time, so the base only has a small cadre of air support. Aircraft can be shipped by rail to a distant base with no problem. But to send them to a base within range - forget about it! You have to wait forever while they are reassembled.

This makes no sense. At the trans-shipping point the crates get load on flatcars or trucks. In the game, everything flies out if the destination is within range. Nuts.

In a place like Australia or on the Asian mainland you might ship by rail/truck several turns in a row before beginning to assemble the aircraft.

RE: WitP Wish List

Posted: Sun May 21, 2006 7:18 pm
by Roger Neilson
I claim the right to be called Roger! [:D]

Three thoughts to add to the general theme....

1. I like the idea of the pilots now going home rather than just sitting at a base reminiscing about when they used to fly planes, but the new way of solving this involves massive additional micromanagement. Imagine the scene, Nimitz sits at his desk, notices that Jimmy Brown is without a plane and reschedules several Aks to sit at various locations to allow Jimmy to do a half way round the world tour in 40 days (literary reference. Is it not the case that some base type cuts orders to tell Jimmy to hop planes or ships to get home and then its up to Jimmy to work out his route? So, why not a 'send pilots home button' which simply references a time from a look up table as to when they will reappear at the home base?

2. On the continued aspect of ergonomics, instead of having to select a destination port could we not have a drop down list to click on rather than have to mouse all over the map? I know it wouldn't work for mid sea or mid land hexes.... but it would aid the strain...

3. Another ergonomics thing.... If I am looking at a TF or an air group at a base and I want to swop to looking at soemthign else is it not possible to click to select rather than have to close that window down and open another one... cuts the mouse clicking by 50%. I have an RSI programme on my PC and I sure could do with less clciks.... would give me more time to play between enforced breaks!................................. just like that one I just had!

Roger

RE: WitP Wish List

Posted: Sun May 21, 2006 7:50 pm
by scout1
Given the scale of the game .......

How about a (somewhat random) delay being introduced (similar to HttR). This will kill the micromanagers, but it is realistic ......

RE: WitP Wish List

Posted: Sun May 21, 2006 7:53 pm
by Roger Neilson
I think that's fine, after all the random nature of hopping planes and ships would make it.... errrrr another word for random.

Roger

RE: WitP Wish List

Posted: Sun May 21, 2006 8:03 pm
by Jo van der Pluym
I have the following request/suggestions for the next update of witp.

1. That added new devices with the editor above 517 is to see in the Industry/Troops/Resource Pool screen.

2. That they also full work as the other devices (upgrade/production)

3. Rockets. Like the old Pacific War game where the allied fighter-bombers from 1943 Rockets, used agains ships.

RE: WitP Wish List

Posted: Mon May 22, 2006 9:17 pm
by ckk
One thing I'd like to tranfer from Pacwar is the games ability to promte leaders as the game progresses based on experience gained in combat. [:)]

RE: Database

Posted: Tue May 23, 2006 4:57 am
by samthesham
The ability to use the up/down arrow when going through long lists,
especially for picking commanders.

RE: WitP Wish List

Posted: Tue May 23, 2006 9:50 pm
by Lee Chard
In addition to way points I would like to be able to set a port as a WP to refuel then continue on to the destination. Also have patrol points that TF's would repeat untill low on endurance. Good for hunter/killer ASW.

RE: WitP Wish List

Posted: Wed May 24, 2006 3:14 am
by scout1
Having gone through another series of creating a huge transport tf, small groups at a time to insure reasonable loadouts only to merge it in the end into a single tf,

please, please give us a better way to create multi-ship tf's where we control the load out at that level rather than the current way. Also would be real nice to selectively be able to refuel certain ships within a tf. Escorts are always low and hate breaking them off into a dumy tf to refuel so as to avoid topping off the tanks of those big transports too.

RE: WitP Wish List

Posted: Wed May 24, 2006 8:01 am
by MarcA
Could you please stop the function which allows the computer to order deliberate attacks on your behalf if it thinks you have much superior forces than the enemy troops you are fighting. This keeps on ordering deliberate attacks on my behlaf in situations where I get absolutley hammered.


RE: WitP Wish List

Posted: Wed May 24, 2006 10:11 am
by Onime No Kyo
ORIGINAL: mantill

Could you please stop the function which allows the computer to order deliberate attacks on your behalf if it thinks you have much superior forces than the enemy troops you are fighting. This keeps on ordering deliberate attacks on my behlaf in situations where I get absolutley hammered.


nevermind my wise@ss comments. I just read the other thread about this.

RE: WitP Wish List

Posted: Wed May 24, 2006 10:13 am
by Onime No Kyo
Oh, and as long as I'm here....I'd like to be able to REMOVE planes and pilots from units.