ideas for witp2 (probaly cant be done in AE)

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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CV Zuikaku
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RE: ideas for witp2 (probaly cant be done in AE)

Post by CV Zuikaku »

Is it not possible to implement ship kill scoreboard in WITP tracker? WITP tracker should scan through combat reports searching for "sunk by" , then extract the name of the prey and predator, and create a detailed tab for every successfull ship. And for those ships who sunk later after engagement- search through combat reports for the last "predator" who engaged victim....
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CaptBeefheart
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RE: ideas for witp2 (probaly cant be done in AE)

Post by CaptBeefheart »

Invasion planning page: For the big invasions, you can easily organize your task forces by role for each ship (i.e. one box has the CVs and escorts, one the SAG, one the bombardment, one the initial landing forces, one the follow-up landing forces, one for minesweepers, etc). This uber task force would then move as one and each element would react properly so you wouldn't have to worry about follow commands or a TF number being higher or lower, etc.

Pilot training planning page: Assign all training squadrons on this page and manage all functions to minimize micromanagement.

Production for Allies: Doesn't have to be full-blown, but periodically the player could be given tradeoff choices (i.e. B-29s vs. other bombers, fighters vs. bombers, escorts vs. subs, etc.). Also, options for additional production for a cost in VPs (representing less attention to ETO, homefront sacrifices, etc.).

The key is having a choice--you could choose historical production vs. variable production.

EDIT: On the Allied production, Shep's Stats has some excellent background on why certain airplanes were not produced and the tradeoffs made. Choices like that would make the game even more interesting. Also, the ability to react to skewed early war losses or accomodate a certain playing style would be nice.

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CC
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Akos Gergely
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Akos Gergely »

Wow so it seems we have our first (or at least what I've noticed) WitP/AE fangirl - Graefin Zeppelin!
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

jup,some managing to us side is very welcomed, im just thought about system how to expand repair shipards for allied side, which lacks HI points/manpower. I thought that triplong supply cost can be enough, but posted paing in PP can work too (and will bve much more interesing).

And idea about paying in PP for planes/ships...etc which never come to production to enable, sound excelent and I will love to see this implemented (to both sides :) ).

For major battles - this sound extremly interesing, but I think it will need to cover more days if multi-day battle occur :).
Just as in my game, I in 9 days sunk all ships sittig in PH with my KB (and that very few which was send out).

And with this go anothes sugestion for AI - lets AI try to evacuate ships from ports which cant be defended (lack air cover) - even if AI form many TF and 30% of ships will be sunk when fleeing to another port, still it is much better than 95-100% in cca 2xmore days. (manila, PH, hong kong in my case).

more scenarios - I very lack 2x 42 (up to 46) scenario from original WITP. And my dream is about new 37-46 (hmm, mayby 39) china scenario.

campaing planer/wiever - player can choice (or only view if this feature will be cuted off) war plans for his country/side.
Like for japanese (historical) plan xxx (you know name, my not :) ) - it will display by 6/42 you must control these bases (vievable on special map), and oprionaly control these. It will basicaly serve as guide for player which bvases to contol first :). If choseable plans are implemented, then they have different modifiers for production/strategy for schosen side.
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Grfin Zeppelin
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Grfin Zeppelin »

ORIGINAL: csatahajos

Wow so it seems we have our first (or at least what I've noticed) WitP/AE fangirl - Graefin Zeppelin!
Sometimes emancipation arrives in a Judy [:)]

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DOCUP
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RE: ideas for witp2 (probaly cant be done in AE)

Post by DOCUP »

I also like the ideas of have a sunk list by ships.

Also like the idea of messing around with allied production.

Instead of a nice case and crap with the game how about a nice plush comfy chair with lots of padding for the rear and a cup holder. [:D]
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

improvment for editor -
a) display troop limit when wieving base (and if posible, add posibility to change it).

and if it will be posible in game to "expand island" it will be surely extremly interesing (of course, not historical ), but it was posible to do it in RL, and they will done it, if it will be necasary.
And I think britis expanded/flatened one island around africa (maby around another continent, memory is only shadows here) very heavyly to allow operating of heavy bombers.

b)add second posibility to change size of air unit in editor (so, 2 resizes onstead of current only one).


And for game - add WitP tracker to officila relase :), it is great tool. (or implemnt his features to game :))))) ). Industry overwiev is extrely nice in AE, compared to old WitP, but still far away from posibilities.

another - implement search by name (typiing) for bases (doesntmatter if friendly or enemy) - it will speed up searching for bases
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

another - at air group - pilots - you have here 2 options - get 1 pilot and get xxx pilots (up to maximum size). I think buttor - to get max posible pilots will be nice, will save nice amount of of mouseclick to get 49 nominal size AG to maximum posible of pilots (I do this for maximum reducing of fatigue) .

and second - put minimum amount of max pilots of AG to 2 (or 3) - it is mainly for recoon planes from ships - you can put 1 + max. 4 reserve planes on ship, but still only one pilot, so, if you lose pilot, you recoon force is doomed despite having spare (and ready) planes :). With this, your ships can retain thier searching capacity.
MichaelU
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RE: ideas for witp2 (probaly cant be done in AE)

Post by MichaelU »

In a game I played called Stars, players could work on orders at the same time then upload them to a server, which generated the turn and emailed the results back to the players. It would be sweet if this was allowed in WitP, as then you could be working on orders at the same time as your opponent, potentially drastically cutting the time it takes to move turns.

In an amazingly perfect world, you would be able to divide the Japanese or American sides into distinct chunks, and have multiple players working on the turn at the same time. Once everyone has uploaded, the server combines the orders for each side, and generates the turn.
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

thats extremly nice idea Michal, hope it will be implemented.
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vettim89
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RE: ideas for witp2 (probaly cant be done in AE)

Post by vettim89 »

Ok I'll bite. My everything wish list

1. 3-D map
2. Fleet HQ's loadable onto ships that affect things like loading/unloading, ops points usage for refueling, and even combat
3. CV air HQ's that do everything a ground Air HQ does (think TF 38/58 late in the war)
4. Better ASW combat including SONAR playing a part and ships firing DC patterns not individual weapons (like they did in RL)
5. Better air ASW where ASW a/c drop DC's not just bombs, radar, retrorockets, ASW torpedoes, etc. Subs should be able to get caught on the surface too
6. Elimination or severe nerfing of the Naval Bombardment mission to be replaced by the Naval Gunfire Support Mission
7. Modeling of the friction between Japanese Army/Navy commands and US SWPAC/CENTPAC commands
8. Airfield attacks that make RL tactics effective and that focus on a/c destruction vs runway destruction
9. Alled production that allows some flexibility to deal with in game events (like losing 30 SBD's in a two day CV vs CV battle)
10. Japanese aircraft production based on the actual manufactures (Mitsubishi factories don't produce Aichi aircraft and vice versa).
11 Improved ground combat model
12 Improved air combat model

That's all. I don't ask for much - only the world
"We have met the enemy and they are ours" - Commodore O.H. Perry
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

1. I saw many good games killed by 3d map( combat), so, I dont think it is much needed, im happy with 2d (but im lack zoom in/out, sometimes I pres + or - and im surprised that they dont work).

3. i have no idea what do you mean with TF 38/58 :)) (im not pac war specialis, only europe :) ).

4 + 5, jay, I will love to see this.

rest - nice ideas.
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

and another - add option to set automaticaly (on/off) "repack" unit from strategic mode to combat once it arived at destination.
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Grfin Zeppelin
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Grfin Zeppelin »

More diverse resources in a way that Japan needs stuff from the DEI like rubber and precious metals.The production system is to simple in that case.

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vettim89
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RE: ideas for witp2 (probaly cant be done in AE)

Post by vettim89 »

ORIGINAL: Czert

1. I saw many good games killed by 3d map( combat), so, I dont think it is much needed, im happy with 2d (but im lack zoom in/out, sometimes I pres + or - and im surprised that they dont work).

100% agree on the zoom in/out feature

3. i have no idea what do you mean with TF 38/58 :)) (im not pac war specialis, only europe :) ).

By late war the USN had very effective and well trained support staff that controled the air ops on the Fast Carrier TF. Adm. Marc Mitcher was the guy in charge and was quite brilliant.

"We have met the enemy and they are ours" - Commodore O.H. Perry
Bahnsteig
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Bahnsteig »

An undo-button.
Czert
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RE: ideas for witp2 (probaly cant be done in AE)

Post by Czert »

more control on training groups, as I tested them, then work now simple - you will put pilots from pool to them, then they will train up to 50+ exps and then tehy are automaticaly relased to pilots reserves.
I will love more control over them - like seting at which reachpoint of exps/cerain skill (e.q. 70 exps and 60+ air and 60+ defence) are send to pool, until they reach it, they will be at school "forever". And yes, I know, that training pilots over 60+ skills is very unlikely.
Combined with new function - automaticaly keep pilots numbers to maximum (3x more than planes fro training groups, compared to 1,3 ? in combat) will make managint them much easier.

new option for ship - "ditch" (no idea on correct word) ship to shore - it is simple, for added floatation/system damage in port hexes, you will simply "land" ship to prevent sinking it (or need to scuttle it, in case it is no chance of saving her). And of cousre, it will add say 25d (minimum) to repair time, plus it will need some ships with repair capacity (or port lvl5+) to be able to start recovering her.

"monthly statistic"- updated dayily :), just it will be related to full months - simply new tab like industry overview - it is simple, it will display how much you lost/sunk enemy ships and how much your HQ think it is of enemy current sthenght - e.q you sunk 25 enemys xAKs represendting his 1,5% of total AKs tonage. It will work for all ship types, and can work work for planes too. No idea how to make it for LCUs.
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jomni
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RE: ideas for witp2 (probaly cant be done in AE)

Post by jomni »

A Japanese campaign with simple production like the old PacWar
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CaptBeefheart
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RE: ideas for witp2 (probaly cant be done in AE)

Post by CaptBeefheart »

PacWar had floating fleet HQs--which I guess was lost with WITP. Maybe the devs had a good reason to drop it. Anyway, I'd still like a handy-dandy way to organize vast fleets and keep them together without a bunch of "follow" commands and the like.
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RyanCrierie
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RE: ideas for witp2 (probaly cant be done in AE)

Post by RyanCrierie »

Ok my wishlist:

1. ) A modern interface and UI -- the UI we presently have in WITP:AE is a very very long lineal descendant of Gary Grigsby's UI for "Battle of Britain" for Talonsoft back in 1999! As such, it doesn't support a lot of modern UI conventions like right clicking to bring up context sensitive menus like in TOAW III.

Also, a modern UI engine could be written to use a lot of the developments that have occured in graphics cards since 1999; enabling smoother scrolling maps, smooth zoom in and outs; and larger map sizes (more detail).

2.) Theater Options or Sliders -- Somewhat similar to how Theater Options are in TOAW III. Let's say that you're the Allied player, and you've lost a battleship or carrier; you could try using VPs or Political Points to get a Atlantic Fleet battleship or carrier released to you.

Likewise; you could change the priority status of the B-29; past a certain point on the slider of B-29 "support"; programs like the A-38 Grizzly, PBB Sea Ranger simply don't get built at all.

3.) More finegrained control over aircraft loadouts as I mentioned earlier.

4.) Better ground combat routines
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