WitP II Multiplayer-specific Issues Discussion Thread

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Damien Thorn
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Joined: Thu Jul 24, 2003 3:20 am

WitP II Multiplayer-specific Issues Discussion Thread

Post by Damien Thorn »

When Witp I was first proposed it was mentioned that it would have TCP/IP connectability. That got dropped. I would like to see that as an option for WitP II. TCP/IP would allow the game to be designed in a very different way than PBEM. For example, the game could get input from theuser DURING turn execution. It could ask players to choose air targets, ask if they want to intercept task forces that became sighted during the turn. It opens up a lot of more options. We could still have PBEM but players would have to have their responses saved in a default setup for theturn. For example they might set their responses for the turn: target priority CV, BB, CA, ... In essence, this is what we have now in WitP I, except that we can never change the 'default' values taht were picked for us be the developers.

Also, assuming we still have PBEM games, I would hope that the Japanese player's execution phase would be recorded and the recording played back on the Allied player's computer. The current sustem of saving a random seed doesn't work too well. We've have issues and patches where the options settings on the machines make differences in the playback results. A simple recording, along with log files should be enough for the Allied player to get all of the tactical intel that the Japanese player gets.

Damien Thorn
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fokkov
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Location: Gouda, Holland

RE: WitP II Multiplayer-specific Issues Discussion Thread

Post by fokkov »

I would like this a lot.
Its excisting in an old dos game from QQp, "WWII, battles of the south pacific".
There's a lot of things from that game i would like to see in WITP (or WITP2).

I hope de developers have a look at this oldy for ideas.
(btw does anyone know this game , i sometimes think i bought the only copy).
in to deep and out of time
Mike Scholl
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RE: WitP II Multiplayer-specific Issues Discussion Thread

Post by Mike Scholl »

Problem with this as I see it Damien would be to find enough players who are retired and unmarried and have 10 hours a day to spend on-line playing WITP.
Damien Thorn
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Joined: Thu Jul 24, 2003 3:20 am

RE: WitP II Multiplayer-specific Issues Discussion Thread

Post by Damien Thorn »

ORIGINAL: Mike Scholl

Problem with this as I see it Damien would be to find enough players who are retired and unmarried and have 10 hours a day to spend on-line playing WITP.

lol, yeah that would cut me out. Actually, it wouldn't take more time. In fact, it would take less time because you could both enter orders at the same time. The only problem would be arranging for both players to be on at the same time.
The best system would be one where a single game could be played both ways. When you were both avainable you could do turns TCP/IP, which would be faster, and when you were not both avainable you could fall back on the PBEM method.

Damien Thorn
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