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Idea(s) to add for CAW 1.1

Posted: Sat Jul 07, 2007 7:37 pm
by Reid
An idea to add on the first patch:

A cancel button (Recall) for airfields. One exists for the Carriers but not the airstrips.


RE: Idea(s) to add for CAW 1.1

Posted: Sat Aug 11, 2007 6:36 pm
by vinboni
Another idea: manual search. I'd like to select when, how many, and where launch search planes.
 
  

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Sat Aug 11, 2007 8:01 pm
by vinboni
randomize battle: ramdom start location and assigned ships of computer-side Task-Group.

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Sun Oct 14, 2007 11:40 pm
by Dragonsbane
I would really like to know if you guys where going to come out with a true to original carriers at war, or maybe I remember wrong. But didn't you have pilots that where trainable and bases you could send reinforcements from and to? I might be remembering another game but don't think so. Seems like there was a campaign mode, I don't remember the game being this compartmentized.

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Mon Oct 15, 2007 8:05 am
by RayWolfe
Your memory is playing tricks on you ... but there was a wonderful time when the sun always shone, everyone smiled and girls always said yes ... unfortunately we don't live there any more. ;-)

RE: Idea(s) to add for CAW 1.1

Posted: Mon Oct 15, 2007 11:42 pm
by Gregor_SSG
ORIGINAL: vinboni

Another idea: manual search. I'd like to select when, how many, and where launch search planes.

Don't you have a fair degree of control now? I would never trust myself to micro manage searching, since I feel that the benefit of perhaps having one or two more bombers available for a strike does not outweigh the possible cost of missing an enemy carrier TG.

However, you do have control of the search rosette and the clock, so you can launch mission only when you wish. If you turn off a search sector while a plane is outbound then it will complete its mission but no replacement will be sent, so you can ensure that missions are only sent when you wish. The only thing you don't have control over is the detail of the search direction, since you still have to use the sectors as defined by the rosette.

Gregor

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Mon Oct 15, 2007 11:46 pm
by Gregor_SSG
ORIGINAL: vinboni

randomize battle: ramdom start location and assigned ships of computer-side Task-Group.

Random start locations are incompatible with our AI system. The computer really needs to know where it is in order to have a decent plan. The first patch introduced the mystery variant scheme, where you can't be sure what AI plan will be followed or even what ships your opponent has, and we will expand that to further scenarios in the next patch.

Gregor

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Mon Oct 15, 2007 11:50 pm
by Gregor_SSG
ORIGINAL: Dragonsbane

I would really like to know if you guys where going to come out with a true to original carriers at war, or maybe I remember wrong. But didn't you have pilots that where trainable and bases you could send reinforcements from and to? I might be remembering another game but don't think so. Seems like there was a campaign mode, I don't remember the game being this compartmentized.

This Carriers at War is very faithful to the original. We've improved much but we haven't deleted anything significant. There never was a campaign element, and the scenarios are too short for you have to worry about matters such as training up new pilots.

Gregor

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Tue Oct 16, 2007 1:53 am
by Ian R
Hi Gregor
 
This Carriers at War is very faithful to the original.
 
Does it still have the 1946 scenarios that came with the construction kit?

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Tue Oct 16, 2007 4:32 am
by Gregor_SSG
ORIGINAL: Ian R

Hi Gregor

This Carriers at War is very faithful to the original.

Does it still have the 1946 scenarios that came with the construction kit?

Carriers at War comes with the original CAW 1 scenarios, plus Wake Island for a total of seven scenarios. We have added some mystery variants in the first patch with more to come to increase replayability and suspense.

Gregor

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Tue Oct 16, 2007 8:04 am
by Ian R
No Midways or RAN CVLs then?

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Tue Oct 16, 2007 11:13 pm
by Gregor_SSG
ORIGINAL: Ian R

No Midways or RAN CVLs then?

No we've only been able to do the ships that were needed for the scenarios in the game itself.

Gregor

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Wed Oct 17, 2007 1:00 am
by Ian R
Different question then - is it possible there might eventually be a re-release of the construction kit in the future? I also have a vague (very vague) recollection of an Operation Pedestal type scenario in Run-5 (yes, I was a subscriber back when CAW arrived on 3.5 floppies [;)]). Could be mixing that up with a Malta scenario for Rommels War though.
 
 

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Wed Oct 17, 2007 6:23 am
by Ophion
Would it be fair to assume you will release the "Japan sweeps south" scenarios as an expansion pack at some stage? They were awesome. Especially Force Z (spank the poms), and Trincomalee (spank the poms even harder).
 
Leyte Gulf was always a great challenge to play as the japanese too. If you added a bunch of mystery variants to it it would be great fun.

RE: Idea(s) to add for CAW 1.1 n°2

Posted: Wed Oct 17, 2007 11:19 pm
by Gregor_SSG
ORIGINAL: Ophion

Would it be fair to assume you will release the "Japan sweeps south" scenarios as an expansion pack at some stage? They were awesome. Especially Force Z (spank the poms), and Trincomalee (spank the poms even harder).

Leyte Gulf was always a great challenge to play as the japanese too. If you added a bunch of mystery variants to it it would be great fun.

All I can say is that you'll have to watch this space for announcements about any future products. However, the next patch to CAW will have an improved Editor and other help for scenario makers.

Gregor