ORIGINAL: Zorachus99
I'm not sure if it's appropriate to begin this thread, but I wanted to discuss to bring up a feature request.
Importance: Like to have
While selecting naval units to put in a taskforce, show the total value of the of the naval surface combat factors and anti-air factors of the units that are currently selected.
I want to redo several parts of the player interface dealing with naval units. At this point I have not thought the design details but here are some of my objectives:
1 - facilitate moving the same (or similar) groups of naval units each turn
2 - enhance the ability of the player to 'see' a large portion of the map for naval moves
3 - simplify how the player defines (and modifies) resource routing through convoy pipelines
4 - enhance the ability of the player to assess the risk of naval combat
5 - enhance the visual appearance of the naval combat system so it is as interesting as land and air combat
For #1 I intend to provide for players the ability to define "task forces". [These will have no relationship to WIF FE "task forces", which relate to fog of war and will be omitted from MWIF product 1.] The MWIF TF's will be for moving units and their definition will last from impulse to impulse, including from turn to turn. Primarily I expect these to be for a CW naval blockade of the North Sea, and the protection of convoy pipelines. It would be possible to use them to create an invasion TF which could remain in port awaiting the opportune moment to strike. Essentially, the idea is to formulate a TF for some purpose and assign units to it. Then you can move the TF as a group without having to select individual naval units every turn. This would be especailly helpful when a naval fleet is composed of several groups of ships, coming out of 3 or 4 minor ports, are repeatedly being assembled in the same sea area each turn and then returned to the sames bases at the end of the turn. Right now I envision a simple form showing one (or two) port(s) with all the naval units in the port listed. A player would use the form to assign units to 1 or more TFs, or modifying their assignments. Perhaps this could also be done for all the naval units in a sea area instead of in a port. When the player wants to move naval units, one choice would be to select a task force instead of individual ships - this part would have to be extremely simple to do or else the whole purpose of facilitating naval movement would be defeated.
I have struggled with trying to define #2 on several occasions already. Zoom level 2 works best from being able to see a lot of the map and still be able to identify units, but I am not completely happy with this. Zoom level 1 should really be used, simply because of the large expanses of water that naval units can move over. This is particularly true when thinking in terms of moving a TF from San Francisco out into the Pacific and then using the return to base phase to continue its travels to Australia (for example). For planning purposes being able to see a lot of the map is important. Then there are the units themselves. TFs contain a lot of individual units. When playing with Cruisers in Flames, this problem is virtually doubled (literally). It would be nice to see all the naval units in each port that can reach a sea area (e.g., Western Mediterranean). That would require seeing England, the Red Sea, and a substantial portion of the Atlantic Ocean at the same time. There are a lot of ports within that area and 'seeing' all the units in all those ports simultaneously is probably impossible. So there are these trade-offs that have to be made: size of map area visible, size of each hex visible, # of ports visible, # of units visible, size of units (or level of detail) visible, ... I am open to suggestions here.
#3 I believe is rather straight forward though the use of detailed map provides only a limited view of sea areas at one time and the use of the global map amkes everything quite tiny. On epossibility I have been toying with is creating a double size global map. Right now the global map displays each hex as a 2 by 2 pixel image. Offsetting each row by 1 pixel creates a hexagonal appearance. If I enabled the players to double the size of the global map so each hex was based on 4 by 4 pixels (rows offsets of 2 pixels), it might be easier to work with. The coding involved should be almost trivial, though the appearance might be somewhat unsightly.
#4 is simply permitting the player to use #5 whiel exploring 'what-ifs'. If I take all my (German) naval units and place them in the North Sea, and then the CW take s all 'those' naval units and places them there, what are the possible.likely outcomes?
#5 I have started work on though I haven't gottem very far. 3 vertical columns: Axis details on the left, Allied details on the right, summary comparison in the center. Each column contains 3 segments (~rows): air, surface, and sub. Within a segment for each side would be individual units and within a segment for the summary would be aggregate statistics (e.g., air-to-sea factors, # of bombers, anti-aircraft factors, etc.).
The important thing with all of these is to get the design right before starting to write code. There are 3 elements that need to be evaluated for the design: purpose/goal, visual, and player interaction.
All comments are welcome, indeed, they are eagerly solicited.