few wishes for AE

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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Blackhorse
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RE: few wishes for AE

Post by Blackhorse »

I think we're beyond micromanagement. Nanomanagement?
WitP-AE -- US LCU & AI Stuff

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Terminus
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RE: few wishes for AE

Post by Terminus »

Particlemanagement, perhaps?
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1275psi
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RE: few wishes for AE

Post by 1275psi »

Im really excited by AE coming. I hope I can express this right - I get the feeling that the game will be far more realistic -hopefully less bloody combat -esp air to air, better experience , and Japan probably restricted now through various factors to a more realistic(if thats the word) expansion.

I just hope that overall the "pace" of operations might be reduced. Losses "hurt more"
I hope that we have more realistic stacking limits -and airfields can no longer support mega operations.

I was playing a stock game (opponent seems to have dropped of to the the girlfriend planet I think[8|]) where A/F size equalled number of squadrons you could operate -and it played very , very well.

If AE reflects this sort of stuff -Ill be over the moon

PS -clicking is good!
Micromanegment is very good
battling the same problems the actual commanders faced is the ultimate goal for me!
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Fishbed
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RE: few wishes for AE

Post by Fishbed »

where A/F size equalled number of squadrons you could operate -and it played very , very well.
Thought about that too but the aircraft numbers being different from one unit to another, I prefered to take another mode of calculation based on the engines - AF size x 60 engines = number of engines allowed. Makes my job as the Allies tougher, aka nicer [8D]
Dili
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RE: few wishes for AE

Post by Dili »

To clarify. I dont have problems with easing use and i am dont like clicking fest either, but not at expense of decision capability. Lets say we could multiple select units and change their setting simultanously, that would be great. Lets go further and suppose we had ability to define mission profile and weapons(100kg bombs, 500kg etc), now if we could save that settings and mass load mission profile in many squadrons simultaneously we could have even more detail than WITP/AE and less cumbersome click fest.
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treespider
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RE: few wishes for AE

Post by treespider »

I wish the game would come with a cerebral interface so it would do what I was thinking... and not what I actually clicked.
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Bliztk
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RE: few wishes for AE

Post by Bliztk »

A good thing should be add a button to a base, so it can draw supplies

Now getting supplies to a overland base it`s a lottery, at best
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treespider
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RE: few wishes for AE

Post by treespider »

ORIGINAL: Bliztk

A good thing should be add a button to a base, so it can draw supplies

Now getting supplies to a overland base it`s a lottery, at best
That's already in...
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Mike Scholl
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RE: few wishes for AE

Post by Mike Scholl »

ORIGINAL: treespider

I wish the game would come with a cerebral interface so it would do what I was thinking... and not what I actually clicked.


I want this too..., my head is SO MUCH smarter than my hand! But I can just see the face of the programmer assigned the task. Jaw drops, eyes widen, fist goes through the monitor... [X(][8|]
Czert3
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RE: an idea...

Post by Czert3 »

ORIGINAL: treespider

ORIGINAL: Czert

option to issue fast unload order to normal (transport) missions - for simple reason - I supplying my base and my search planes spoot enemy force which can realy criple my transport fleet - then I have basicaly only two options - steay and pray, or abor unloading and go back later. Third option will be very hepfull.


and another - option to display most probaly destination hex for next turn of enemy fleets - this make interecpting/avoiding to enemy TF much easier.


I wish for easter egg cheat codes for nuclear powered carrier and F-14s. Will make for sinking KB easier.[:)]

Hehe, no need to be ironic - we aleady have in game text of enemy TF direction and spooter planeè tell us speed, so onlyest thing we need is display in normal phase booth infos - course AND speed - rest is simple. Showed next turn destination hexes will be only for novices. For hardcore gamers is here only course and speed. BTW map need displayed compas rose too, because I sometimes swap north and south (north in my language starting on letter s).
Czert3
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RE: few wishes for AE

Post by Czert3 »

ORIGINAL: castor troy

ORIGINAL: Dili
i have a wish for AE that you do not have to set height in feet for AC just low, med, high level attack would be fine! or even the mission itself would define the height!


Never!!!  [:-][:-][:-]


I don´t want a reduce of micromanagement either...

How about BOOTH options ? Auto setting (low, med, high) and manual micromanagment - lets players decide which buttons to use.
I love details in Witp, but I hate tu much micromanagment. Certain automations will be very heplfull and can make game more enjoying - like previsously sugested auto starting/stoping of AC production when certain level of AC in pool is reached. Manual halting/restarting is annoying.
Czert3
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RE: an idea...

Post by Czert3 »

ORIGINAL: Fishbed

ORIGINAL: treespider

I wish for easter egg cheat codes for nuclear powered carrier and F-14s. Will make for sinking KB easier.[:)]

USS Boise and F4U Corsair are already included in the Vanilla mister, what more do you want from them?!

[:D]

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Monter_Trismegistos
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RE: an idea...

Post by Monter_Trismegistos »

You want a sex with entire crew of USS Boise? :)
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Czert3
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RE: an idea...

Post by Czert3 »

Ach, thats only 3000 men. To few. [:D]
Czert3
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RE: an idea...

Post by Czert3 »

safe port check - (can be dispayed or hidden) - this will be simple function - it diver ship/sub to nearest port for repair, if is here chance ship will not surive patch to chosen port. Ship will simply go to nearest possible port for emergeny repairs to prevent sinking, and after necesary repairs are done, then ship will proced to destination (for better repairs) without risk of sinking on the way.
I hate sinking of my ships due to bad chosen destination port. From which valua I can asume if ship surive way back or not ?
I was send 43/53/0 damaged sub (as japanese) to port 20 hexes away (and AI leaving her partoling) and sub was sink on half way to port. [:@]
Dili
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RE: an idea...

Post by Dili »

How about BOOTH options ?
 
I have no prob with that but multiple interfaces pose a problem
 
 
  I wish the game would come with a cerebral interface so it would do what I was thinking... and not what I actually clicked.
 
Can you explain what is so outrageous and offbase with what i said instead of above atitude?
Czert3
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RE: an idea...

Post by Czert3 »

option to raise maximum amount of planes in unit - it is nice to have 9 emilis in unit having NS/ASW task, but it s not enough in some cases. And make this costly and limited -e.q. is not possible to more than double (triple for 9) original size of unit with progresive cost for every plane over original size.
And just currious why H8K missing naval attacks if it can carry torpedoes ? Od course, usable only agains merchants due to size.
Dili
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RE: an idea...

Post by Dili »

Czert WITP-AE intends to have some ressemblance to doctrine and historical issues. If you want more H8K in a combat front bring more H8K units.
 
I dont know of any instance(tough i dont know H8K units histories like i wished) that a H8K employed torpedos or that their crews were trained for that. Torpedos are expensive weapons and usually go to well trained crews(that have to spend dozens torpedos training).
Mike Scholl
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RE: an idea...

Post by Mike Scholl »

ORIGINAL: Dili
I dont know of any instance(tough i dont know H8K units histories like i wished) that a H8K employed torpedos or that their crews were trained for that. Torpedos are expensive weapons and usually go to well trained crews(that have to spend dozens torpedos training).

Forget the expense of the torpedoes..., those big flying boats were expensive, hard to build, and far to limited in numbers to be risked at torpedo bombers. Even a merchant might do enough damage to keep one from getting home at the ranges they operated. Far too valuable for reccon.
Fishbed
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RE: an idea...

Post by Fishbed »

ORIGINAL: Czert

option to raise maximum amount of planes in unit - it is nice to have 9 emilis in unit having NS/ASW task, but it s not enough in some cases. And make this costly and limited -e.q. is not possible to more than double (triple for 9) original size of unit with progresive cost for every plane over original size.
And just currious why H8K missing naval attacks if it can carry torpedoes ? Od course, usable only agains merchants due to size.

Well maybe they work like the Catalinas - then you'll have to turn them into night ops if you want the Naval Attack option to get activated. I guess PzB and a number of player occasionally used the H8K in this role at night already.
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