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RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 12:19 pm
by Moquia
ORIGINAL: Nikademus
The biggest flaw in the game IMO is the same flaw that marred it's predesessor; Pacific War.
The Amphibious landing routine. Its too simplified and too easy to do. It's better than it was in Pacwar thanks to the introduction of preperation points. Landing an unprepared division can result in as much as 1/3 of it's assault power being disabled, but I always wanted to see more. But underneath that...its still basically the same as in PacWar...you want to invade? tether together a bunch of AK's or better, some AP's and will travel.
As i read about the big campaigns more and more in WWII, Burma....Sicily, Italy....France a central bottleneck kept coming up. The biggest factor that forced the Allies to fight the war the way they did. Italy (followed by Burma) represented the greatest example...a mountanous country just begging for flanking seaward attacks given the slogging match that a forward attack presented. Yet it was'nt done to the degree one might expect why?
landing craft....landing craft....and more landing craft. There were never enough available....and another theater seemed to always have a priority on them...first D-day...then the continuing Pacific War. The British sceamed for years on conducting amphibious landings to outflank the jungles of Northern Burma or even bypass Burma in favor of a landing in Malaya....never materialized till 45. why.....in Witp, just load up a few AK's or AP's! the long vulnerable coastline just begs for it. In real life....nope, not enough landing craft. They couldnt' lay hands on em.
I understand why its the way it is in WitP. I'm not bashing this game. Hell, i love this game and it is a quality product and i'm proud to have been associated with it. But as the thread asks (even if jokingly) if i had to pick an area of weakness that most sticks out, one i'd like to see improved in a future game or successor product...it would be that.
how to fix? not totally sure. its a thorny issue. Such a game has to allow the amphibious landing type of operation which can range anywhere from a transport dropping anchor and the troops wadding ashore in rafts or infaltables to a slightly more dedicated (but still crude) Watchtower type landing that did involve some dedicated landing craft (but inefficiently loaded transports...fortunately there was no resistance or fortifications on the shore that day)
Such a game would have to take into account that fact that the larger the landing force, the greater the need for organization (prep) and specialized craft or else risk increasingly disrupted and disabled units that come ashore in no condition to fight. Most of all the presence of landing craft of which no true Amphibious Assault can be done must be represented in the specific.
How to simulate in WitP within the current framework? Only ideas i came up with back in Alpha were to make lack of prep points 2 to 3 times as severe as they are now. Try to land an unprepped division on any base Atoll or not....and it should be so disrupted and disabled as to be combat ineffective.....the impact should be preportional to the size of the unit, that way small raider type actions could be simulated. so for example, a small battalion sized unit would not suffer as much unprepared as say a Division which is far more complex an operation.
Another idea was to divorce invader unloading rates from the port size which should only apply to a friendly force. AK's and AP's without landing craft should have a super-small unloading rate allowing the defender a chance to push em back into the sea. Such a penalty would especially apply to arty and AFV type equipment....you cant just use the port facilities to unload such beasts. Such as restriction would make Atoll combat without landing craft impossible and suicidal.
Any future Pacific game should un-abstract landing craft. I'd rather see that than un-abstracting supply which while an intriguing idea on the surface also strikes me as a "be careful what you wish for" item. This game already requires a serious amount of micro-management. I love detail, and i'm willing to tackle the challenge of dealing with landing craft and a more detailed amphibious model, but i'm not sure i want to track what islands are getting their bullets, which their allotment of torpedoes, which their allotment of bombs and food etc etc......yikes. This game is long enough to play as it is.
[:D]
This is also my main concern about the current game. Maybe something like this would work: Like warships have airplanes squadrons attached, APAs (and maybe AKAs) should have landing crafts (LCs) ‘squadrons’ attached and the LCs can be destroyed or disabled like airplanes when used. The more LCs that are disabled on a ship, the more disruption and casualties you take when making a landing over the beach. The LCs are produced just like airplanes at factories or just with a monthly rate. You should also be able to move LC squadrons from ship to ship.
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 1:04 pm
by TulliusDetritus
Tigercub,
why I like the land "combat mechanics":
first of all, to me this is the best wargame ever made. In my opinion the many "variables" are the key. There are a lot of things that the players can do or ignore. In most of the other wargames you have much less "variables" => the player has just few options.
Example:
Classic wargame: what matters? The classic "3 - 4". Remember that? Then you take your dice and that's all.
In WITP: you have =>
- experience of the leader
- experience
- morale
- disruption
- fatigue
- supplies
- Malaria zone or not?
- Enough support (base forces, HQ's, etc.)?
etc., etc.
Now take every "variable" mentioned above. Let's say "experience of the leader". Can you do something? Yes, you may change him => do you have political points available? Experience: "hum, that unit is pretty green. They should train before combat".
And etc. etc., you have tons of possibilities, which make (again, in my humble opinion) this game a fantastic simulation. Are you getting my point now? [;)]
As for the "variables" (or how combats are calculated) we may agree or disagree, that's a different story. The game was designed this way, that's all I can say.
Finally, as for your statement. I am a mediocre player. Are you happy now? [:D]
And of course, I must not forget this. You appear to be some sort of Nostradamus, so please, if you don't mind, PM the next numbers of the Euro Lottery. Thanks in advance [:D]
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 1:16 pm
by Nikademus
ORIGINAL: Moquia
This is also my main concern about the current game. Maybe something like this would work: Like warships have airplanes squadrons attached, APAs (and maybe AKAs) should have landing crafts (LCs) ‘squadrons’ attached and the LCs can be destroyed or disabled like airplanes when used.
Yes, i recall someone mentioning something like that. its an innovative idea, but the only issues i see with it is regulating how these attached squadrons TO&E fill out to represent shortages and timed allocations.
TulliusDetritus -
I think the land combat engine is underrated as well. I've come to appreciate it's subtle complexities.
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 1:22 pm
by YankeeAirRat
A fault that I have is there is no way to give weight to what sort of Naval targets that you want to attack. I can believe how many times I had a perfect ambush set up for the AI's carriers using mine as bait to drawn them into range of my carriers and LBA only to see the LBA see some sort of supply convoy and waste a full 12 hour cycle going after that convoy and drawing my some of my carrier groups to strike that convoy. While the AI's carriers sailed out of harms way.
I would also fault how there is no way to get more confirmation about a searched group beyond, what the Aircrew think they saw. I only say that since there were times that in real life when one search plane found a target and reported others in his sector flew near and gave an amplifing report or even the original reporting unit gave an amplifing report.
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 8:24 pm
by Ron Saueracker
ORIGINAL: pad152
Great Game but it's still unfinished!
Hear hear!!![&o]
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 8:40 pm
by Ron Saueracker
ORIGINAL: Nikademus
ORIGINAL: Moquia
This is also my main concern about the current game. Maybe something like this would work: Like warships have airplanes squadrons attached, APAs (and maybe AKAs) should have landing crafts (LCs) ‘squadrons’ attached and the LCs can be destroyed or disabled like airplanes when used.
Yes, i recall someone mentioning something like that. its an innovative idea, but the only issues i see with it is regulating how these attached squadrons TO&E fill out to represent shortages and timed allocations.
TulliusDetritus -
Yeah, Nik, this was one of my ideas way back when.[;)]
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 9:59 pm
by Ron Saueracker
ORIGINAL: bigjoe96912
The Major Issue for me is the AI. In an AI game it would be nice if it was more reactionary to your offensive thrusts. I have no problem with the preprogrammed assaults and as historically it is great but when I invade Tarawa early the AI came in with big KB and gave me a pretty good pounding and left. However it allowed the landings to continue, left my entire carrier fleet with 20% damage but intact and salvagable. Then its next appearance was over by Kendi pound an airfield that was abandoned, then it came over around Rabaul and Bombed Buna for 3 days, and has dissapeared again. ( I have no clue where it is.) I captured Wake Island in 11/42 and now the AI is sending piece meal assults with no back up support to try to retake it. So for me it is the AI.
The AI IS bad for sure. To alleviate boredom because my PC is not on the net, I've been playing the AI as Allied using the CHS. Very Hard, no gamey stuff, etc yet the AI has not yet captured the DEI by Oct 21, 1942! Only the majority of Sumatra, Borneo and the Celebes are Japanes, all Java on down is still Dutch. KB wanders around with no purpose, BBs are loitering near LBA, auto convoy leads Jap merchies to slaughter (even when I neuter the LBA by restricting the range to 1 hex!), subs all head for shallow water off Townsville....it's like no real effort was made at all. Complete waste of a huge anount of time. One would think after having published so many games on the same topic the latest version would not simply be a rehash of old code and ideas. One would think...
But nope, same problems all over again. How hard can it be to come up with some way to get the AI to utilize combined arms concepts and react to threats etc? Why could there not have been theatres, zones, whathave you, with triggers etc from which the AI could be made to react? I'm no expert on this AI stuff but this puppy seems to lack any cause and effect relationships.
RE: What's the main flaw of WitP you think?
Posted: Tue Sep 13, 2005 11:57 pm
by Kwik E Mart
ORIGINAL: WhoCares
Considering design flaws, I'd also say the interface. Not just the menu designs, button placement, navigation, etc... More with respect to information management. When the players has to continously do information transfers between game screens and external applications and vice versa - it would help the player with this:
GG: I can't keep it in my head anymore. That's it. I hit the wall. I am never ever, ever, ever doing a game like that again.
100% agree...info management is something that a computer should be good at assisting with...instead, i have to use a third party utility (thanks, Bodhi!) just to try and track intel and op reports, not to mention trying to find when and where the dutch reinforcements have come in.
i would have to say that the causes of "oh sh#t, why didn't i remember to change that" seems flawed to me. i've unsuccessfully started 3 campaign games and all of them have ended prematurely due to a dumb mistake on me or my opponent's part that was game changing. i'm talking things like the KB having all of its planes bombers fly off without escort because the fighters were still all set to target PH. how hard would it be to have a window that can list all squadrons missions and settings and be sortable for types, missions, etc? this would be a good window to review before hitting the save or execute button without having to search every friggin airbase and TF to make double dam sure that everything is set right. apparently, not a lot of time was spent thinking of things like this to help the player during a turn that could take up to an hour to process and complete. i guess some people don't mind or even like this type of excruciating double checking, but i find it tedious to the point of mind-numbing for such an otherwise great game. my 2 cents.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 12:05 am
by hurtzDonut
#1 The price!! $90+ w/shipping, kept me from buying the title for over a year.
#2 The lack of a printed manual, it ain't fun printing and binding a phone book when you have spent about $100.
This being said, I think the game is great, and at least the designers have tried to address the bugs.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 6:04 am
by Gen.Hoepner
For sure two remaining bugs....the lost LCUs bug and the 59miles one.
But above all, above and beyond the bugs, i really think that it should be revised the general pace of the game. Too fast!
In mid 1942 the allies can already master a devastating aerial campaign, closing all the jap AFs in the range of their 4E bombers......too many base forces in my opinion or, if you prefer, too much aviation support around too early!
Same for Japan under anothr point of view.
I really do not understand why the designers have modified the repairing rate of the damaged 4E bombers...was one of the most correct feature in the game imho.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 1:27 pm
by rtrapasso
ORIGINAL: Gen.Hoepner
For sure two remaining bugs....the lost LCUs bug and the 59miles one.
But above all, above and beyond the bugs, i really think that it should be revised the general pace of the game. Too fast!
In mid 1942 the allies can already master a devastating aerial campaign, closing all the jap AFs in the range of their 4E bombers......too many base forces in my opinion or, if you prefer, too much aviation support around too early!
Same for Japan under anothr point of view.
I really do not understand why the designers have modified the repairing rate of the damaged 4E bombers...was one of the most correct feature in the game imho.
There is just way too much supply available (for both sides) and they can get moved way too fast.
Thinking on it, it also changes the basic nature of the game vs. reality. Specifically, the IJN did NOT have enough fuel and supply to do the things the game allows to be routine. Shore bombardments were RARE for the IJN - even with opposed landings. THey didn't have the ammo. Admirals (who won battles) were sacked because they expended too much ammo doing so.
How many naval bombardments did the IJN conduct during the war? How many did they conduct where their troops were not directly involved? (i can only think of one - Midway). They could NOT afford the ammo or fuel to conduct these operations. Yet they are done routinely in the game. (Then players on the forum complain about "gamey" behavior like evacuating the Dutch, probably after bombarding Palembang from the sea (which is in reality 58 miles inland)...[8|])
Almost all of this can all be traced to too much supply. Of course, this makes for a better balanced game - but it is not one that resembles WW2 very much.
The game also strips off the capability of the Allies technical advantages, such as code-breaking (almost useless in WITP, a major factor in the actual war), radar (Allies routinely could conduct torpedo attacks at night from Dec 7 on- how many have you seen in your games?) But, these are topics for another rant...[:'(]
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 1:37 pm
by Speedysteve
Yes I have to agree that IMO too much supply and fuel is:
1. Available.
2. Quikly transportable to the needed areas.
The consequence of this is that the game can move too quickly if allowed to.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 2:06 pm
by Bradley7735
The main flaw is that damn crash to desktop during save issue. And, don't tell me I just need to wait 5 seconds before clicking on exit. I've had it crash on me well after several minutes of waiting.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 2:11 pm
by Speedysteve
Yes i've had that too.
I'm always cautious now. I have CTD's SOMETIMES when going to the SigInt screen, operations screen, Intel screen and also as you say when trying to exit out of the save screen.
Accordingly I save at the end of my plotting BEFORE looking at any of the above screens
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 2:27 pm
by FDRLincoln
My main beefs are
1) crash to desktop
2) weak AI, even on VERY HARD setting.
I've tried to help the AI out in my current Allies vs Japanese AI game by loading the game head-to-head every ten turns or so and making some tweaks for the Japanese....re-targeting bombers, shuffling some aircraft around, adjusting shipbuilding, etc. It helps some.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 2:38 pm
by watchtower
ORIGINAL: FDRLincoln
My main beefs are
1) crash to desktop
Strangely enough BTR and BOB does this alot as well and I'm sure there's plenty of code from those two in Witp!!!
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 3:11 pm
by Speedysteve
Hi,
Strangely enough I have not had a problem with BTR CTD..........
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 3:25 pm
by Dereck
For a game where leaders are a main part - no base commanders. Every base I was at while in the Navy had a base CO.
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 5:02 pm
by Nikademus
no problems for me and BTR save one extremely annoying quirk. My laptop for some reason (with a GForce 6800 chip) corrupts the game fonts, thickening them to the point where they are barely legible. its extremely irritating to have to boot up the old desktop in order to actually see what i'm doing. Fortunatley, so far that game is the only one (along with BoB i'd assume) thats having the issue. WitP fonts are fine as are SP WAW
[:@]
RE: What's the main flaw of WitP you think?
Posted: Wed Sep 14, 2005 5:38 pm
by Mynok
Hope this isn't a thread hijack......
Here's how I think landing craft should be done, based on the goals of:
1) Representing the shortage of LC available to a nation.
2) Representing the difficulty of organizing and preparing them for operations.
- LC should be points in a limited pool, similar to how barge creation works.
- These points would be loaded onto AP (from size ? or better ports only) along with land units. LC would take up load points, i.e. the capacity for troops would be reduced if the intention was to land them using LC.
- During landing, these points could be destroyed by the invasion, causing disruption/loss of the equipment/men it was carrying.
- AP's returning to port could unload their LC points back into pool, or keep them on board and/or replenish them from the pool. Loading/unloading would follow normal WITP limitations.
- AP's could only unload troops in size 1 or greater ports unless it had LC points aboard.
Based on the original idea above, but adding the limitation of pool and load capacity of AP.