OT : Design your own battlewagong game

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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oaltinyay
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OT : Design your own battlewagong game

Post by oaltinyay »

Has anyone ever tried this one ?

http://www.wargamer.com/reviews/review-rule-the-waves/

Seems an interesting proposition. I wish there was a module like this in the WITP to design your own ships ( at least make some changes )
szmike
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RE: OT : Design your own battlewagong game

Post by szmike »

there is editor [:)]
oaltinyay
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RE: OT : Design your own battlewagong game

Post by oaltinyay »

yeah but it doesnt let u design with such detail does it ?

On the other hand it should be integrated into the game flow...
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Yaab
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RE: OT : Design your own battlewagong game

Post by Yaab »

But can you build an up-torpedoed CA Kitakami class with this software? Tubes, tubes, tubes...
oaltinyay
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RE: OT : Design your own battlewagong game

Post by oaltinyay »

I would build a CLAA out of every possible IJN platforms , did anyone realize how pitifiully badly armed those CLs are ?

Oh I also would build a CLAA from the Frobisher class CAs of the RN - u know with the 7.5 inchers...
GaryChildress
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RE: OT : Design your own battlewagong game

Post by GaryChildress »

I agree that being able to populate the reinforcement queue with your own designs would be very cool. Something to consider if there is ever a complete rewrite of the WitP game engine. then as the war progresses, depending upon the casualties you take, you could radically change your building program. [8D]
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BBfanboy
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RE: OT : Design your own battlewagong game

Post by BBfanboy »

ORIGINAL: Yaab

But can you build an up-torpedoed CA Kitakami class with this software? Tubes, tubes, tubes...
The trick here is to put on a realistic amount of armament for the ship's displacement, taking into account the amount of armour and speed (engine power) they will also have.
The standard formula for any given design displacement is armament + armour + engines/boilers. Increasing one means reducing one of the others.

With the editor you could create a super CL with 60 Long Lance tubes, with four reloads each, and 9X 6" guns and have it armoured against 500 lb bombs hitting the deck and six inch shells hitting the side armour or guns, give it 40 kts flank speed and 32 kts cruise speed, with minimal fuel usage. But a few ships like that would break the game - so where is the challenge?

Scenarios that allow for design of ships that were actually planned or existed are OK, if the idea is to model some different but realistic path of history.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
oaltinyay
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RE: OT : Design your own battlewagong game

Post by oaltinyay »

ORIGINAL: BBfanboy

ORIGINAL: Yaab

But can you build an up-torpedoed CA Kitakami class with this software? Tubes, tubes, tubes...
The trick here is to put on a realistic amount of armament for the ship's displacement, taking into account the amount of armour and speed (engine power) they will also have.
The standard formula for any given design displacement is armament + armour + engines/boilers. Increasing one means reducing one of the others.

With the editor you could create a super CL with 60 Long Lance tubes, with four reloads each, and 9X 6" guns and have it armoured against 500 lb bombs hitting the deck and six inch shells hitting the side armour or guns, give it 40 kts flank speed and 32 kts cruise speed, with minimal fuel usage. But a few ships like that would break the game - so where is the challenge?

Scenarios that allow for design of ships that were actually planned or existed are OK, if the idea is to model some different but realistic path of history.


I believe that it'll be possible to break the game by such usage however I also believe that they can be ruled out by a) House rules b) software conditioning ie dont allow X guns on Y tonnage - there's a Korean Multiplayer game that almost realistically allows players to design ships - navyfield is the name I guess.
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BBfanboy
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RE: OT : Design your own battlewagong game

Post by BBfanboy »

Interesting about the Korean game, but I am fairly sure the old WITP-AE game engine can't be tweaked to support the analysis of designs versus displacement that you describe. For example, if you try to assign a weight to a gun turret of new design (e.g. one with four X 16" guns), you could not estimate the exact weight of armour without detailed dimensions for the barbette, front, sides, back, top and space between guns, etc.

Even trickier would be estimating weight of the engine plant unless you knew the make, model, and layout of the turbines and boilers.

You would have to come up with some standard weights for the three major design elements by size of ship and its function. e.g. a DD of 2000 tons designed to escort major fleet units like CVs and BBs would need speed, some gun power, some ASW and good AA so you use a standard set of numbers for 36kts, 4 or 5 DP guns, good AA suite of medium and short-range weapons, and a few DC racks and throwers. I don't know how you set numbers for magazine capacity for all those weapons. I suppose if you took the question to the Design and Modding part of the forum the experienced guys there could give you some ideas.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
chemkid
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RE: OT : Design your own battlewagong game

Post by chemkid »

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oaltinyay
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RE: OT : Design your own battlewagong game

Post by oaltinyay »

I am willing to pay for module even remotely similar.
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