Air mission markers

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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pak19652002
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Air mission markers

Post by pak19652002 »

Here's an idea for you if it hasn't come up already: Add air mission markers like there are land attack arrows.

In CWIF, I notice when I am getting groundstruck in a number of hexes, there is no easy way to identify them. I either have float the cursor over every conceivable hex or switch back to the cover email. By contrast, land battle arrows conveniently focus attention where it is needed.

Peter
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Froonp
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RE: Air mission markers

Post by Froonp »

Yes, he's right !
Moreover, those markers exist in WiF FE.


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Shannon V. OKeets
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RE: Air mission markers

Post by Shannon V. OKeets »

ORIGINAL: pak19652002
Here's an idea for you if it hasn't come up already: Add air mission markers like there are land attack arrows.

In CWIF, I notice when I am getting groundstruck in a number of hexes, there is no easy way to identify them. I either have float the cursor over every conceivable hex or switch back to the cover email. By contrast, land battle arrows conveniently focus attention where it is needed.

Peter

Answering, and expanding on, your request, I propose the following.

Actions by the phasing player that require a reaction by the non-phasing player, should be clearly indicated to the non-phasing player. These cover (I may have missed some):
1. Ground strikes
2. Port attacks
3. Strategic bombing missions
4. Land combat (inculding ground support)
5. Naval combat (in this case the role of phasing and non-phasing might be reversed)
6. Naval movement that can be intercepted
7. Transportation of resources that can be searched & seized

The indicated locations where the non-phasing player has the choice of whether to act or not are indicated 3 ways:
A. When the cursor is over the target hex or sea area, the details of the contact between enemy forces are presented in a separate little window/form.
B. A list of conflict locations is presented (probably running down the left hand side of the main detailed map window) that can be clicked on to center the detailed map on the conflict location, thereby bringing up A.
C. The conflict location (a hex or sea area) is indicated visually on the detailed map. For land combat, the currrent arrows (MWIF is unchanged from CWIF) work well. For sea areas, a hex in the sea area, near the hexes for the sea area's section boxes is transformed to indicate where decisions are needed. For hexes other than land combat, the target hex is modified. My first thought is to superimpose an outline of a bomb on top of the units in the hex. This outline should be readily visible without obscuring the target (units or factories).
Steve

Perfection is an elusive goal.
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