Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: What would you want in War in the Pacific 3?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: What would you want in War in the Pacific 3? Page: <<   < prev  2 3 4 5 [6]
Login
Message << Older Topic   Newer Topic >>
RE: What would you want in War in the Pacific 3? - 4/16/2018 8:36:02 AM   
adarbrauner

 

Posts: 1123
Joined: 11/3/2016
Status: offline

quote:

ORIGINAL: Alfred




Ahem ... cough ...

Enemy airfields can already be "bombarded" in AE. From land, air, and if located at an accessible coastal/riverine hex, naval forces.

Alfred


Well of course he meant air field bombarded by (land) artillery in range...a feature I miss sincerely and that should be added I think for improved realistic model.

(in reply to Alfred)
Post #: 151
RE: What would you want in War in the Pacific 3? - 4/16/2018 1:20:17 PM   
Yaab


Posts: 3158
Joined: 11/8/2011
From: Poland
Status: offline
Well, you could argue that the artillery should be able to hit LI/HI centers as well.

(in reply to adarbrauner)
Post #: 152
RE: What would you want in War in the Pacific 3? - 4/16/2018 1:25:09 PM   
RichardAckermann

 

Posts: 260
Joined: 12/4/2015
Status: offline
The difficulty I found with this is guessing the distance of LCU to airfield or industry.
You would need to keep track of progress of frontline for each of the 6 hexsides, and assume the airfield/industry is in center hex.

(in reply to Yaab)
Post #: 153
RE: What would you want in War in the Pacific 3? - 4/16/2018 2:22:17 PM   
BBfanboy


Posts: 10743
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: RichardAckermann

The difficulty I found with this is guessing the distance of LCU to airfield or industry.
You would need to keep track of progress of frontline for each of the 6 hexsides, and assume the airfield/industry is in center hex.

In effect you would have to sub-divide the hex into much smaller increments and track their progress mile by mile to determine the range question and all the accuracy calculations that would imply. Then you would have to give the player more control in targeting. The whole land combat model would need to be tactical rather than strategic (as it is now) and the game could take 10 years to play with heavy land combat to manage.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to RichardAckermann)
Post #: 154
RE: What would you want in War in the Pacific 3? - 4/16/2018 3:28:16 PM   
adarbrauner

 

Posts: 1123
Joined: 11/3/2016
Status: offline

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: RichardAckermann

The difficulty I found with this is guessing the distance of LCU to airfield or industry.
You would need to keep track of progress of frontline for each of the 6 hexsides, and assume the airfield/industry is in center hex.

In effect you would have to sub-divide the hex into much smaller increments and track their progress mile by mile to determine the range question and all the accuracy calculations that would imply. Then you would have to give the player more control in targeting. The whole land combat model would need to be tactical rather than strategic (as it is now) and the game could take 10 years to play with heavy land combat to manage.


You remark is good, but there are ways to avoid what you're pointing out;

in the case of artillery bombardments, that's relatively "easy"; does WITP AE track the relative distance between units? No...artillery fire/bombardment is determined, I guess, randomly (+ other factors), based on the gun's range...

(in reply to BBfanboy)
Post #: 155
RE: What would you want in War in the Pacific 3? - 4/16/2018 4:22:01 PM   
adarbrauner

 

Posts: 1123
Joined: 11/3/2016
Status: offline
It's a suggestion I wanted to write about in greater length, but...

I'd "divide" the hex in three or four zones (probably four is better, thus obtaining a 10 miles wide front for each); the zones are undetermined and ot drawn on the hex; EVERY unit, regardless of its size, take one "zone"; if there are three units, they are automatically allocated to the three different zones, and so on (exception: player can order units to concentrate in one zone only, stacking limits applying, when unit enters the hex); we don't need, and the engine doesn't need to determine if this area is North, East or South-West of the hex, let's keep it abstracted for now; one of the consequences, is that one unit alone cannot deny "free passage" in and through the hex to other enemy units which has not been ordered to engage; than, clearly, only units that the "engine" has determined being in the same zone, can fight one against the other (exception made for artillery with "long" range);

understood by itself that small islands, or narrow isthmuses, or otherwise fractions or portions of a whole land hex will have space for one, two or three zones, accordingly to their size as determined by the map and/or real historical or geographic features;

the urban centre, and aerodrome, may be place, by default, in the 2nd or 3rd zone;

in case of egress in a contested hex, the unit shall be considered entering the zone closest to the side it entered from, and farthest from enemy unit, to avoid immediate engagement between them,; exception in case the opponent has deployed a sufficient number of units to cover all of the zones;

Combat orders and combat phase: I took inspiration from WITE, where Shock Attack has evolved in Hasty attack as opposed to the Deliberate Attack, difference between the two being the time needed to properly deploy the selected units for the attack and for their movement;

the reasoning behind is that with the deliberate attack all the elements of the unit have to make contact and engage the enemy moving from where they are, reaching in an organized and coordinated manner the starting points, exploiting terrain features, cover from the other elements, communications, previous planning and proper briefing, etc;

The engine should track and calculate the time and advance on the terrain made by each unit toward engagement and contact with the "enemy", dependant on terrain, weather, kind of unit, fatigue, planning, commanders, experience etc; in this case, the "slower" or less prone to an assault unit shall delay all the other units selected for the same attack ( in the same zone), so up to the player finally to use some "brain" and choice what to order to the attack and what not;

again, is the "engine" that has previously determined what units for each player are in zone 1 or 2 rather than 3 or 4, it only has to track every unit and remember what zone it has been allocated to;

the player may only receive and read a message like "units x, y, w, 3 miles and 12 hours estimated to battle" ; "units z, u, t, 8 miles and 24 hours to battle (they are the old and cripples and moving by feet only...);

It is clear the time needed to battle in completely plain terrain shall be minuscule, while on mountains, jungle, rivers crossing the tale shall differ;


the terrain type for each zone could be the same for the hex (exception made fort he urban zones, so that I avoid fighting in an hex of 40x 40 miles all city and houses; does anything like this exist? Mexico City maybe?) , or optionally, customized;

There is more to say and write...


In this way I avoid, to start with and among other considerations, that every unit fight, potentially, any other unit in an hex 40 x 40 miles wide, thing that sincerely I have had enough of in game, personally;





< Message edited by adarbrauner -- 4/16/2018 4:30:54 PM >

(in reply to adarbrauner)
Post #: 156
RE: What would you want in War in the Pacific 3? - 4/17/2018 5:03:30 PM   
Alpha77

 

Posts: 1560
Joined: 9/24/2010
From: PRUSSIA (not "Germany")
Status: offline
a) Bigger buttons (one gets used to the small ones, but...)

b) Better AI - the latest one is imporved to older ones, AI does not so many suicide missions anymore. But the air AI needs serious "look into" they send still bombers to the same locations to bomb even if it is clear there is a good cap (often turn after turn). Ex: I have a single group of P39 on Tabiteua and this island is target in at least every 2nd turn by Bettys (sometimes escorted sometimes not) and every attack fails first half the bombers wopuld be shot down, and now only 1-2 are shot down and the IJN just turns back if they sight my fighters LOL

c) More info on WHY missions are not flown, eg. in my (restarted) PBM I planned some missions flown from CVs and I was quite interested whow they would work, but now got the turn and not a single plane flew any mission from the CV without any message why not ? Probably weather (but we have to guess what the cause was - in reality the staff would give reasons to the commander why the missions he planned and used lot of his time for did not even take off

d) A selector for gun ammo usage, eg. if we anticipate to only encounter light forces eg. AMs, SCs, AKLs, PTs etc. in reality we would not use 36, 40 or 46 cm shells on these targets

< Message edited by Alpha77 -- 4/17/2018 5:04:24 PM >

(in reply to adarbrauner)
Post #: 157
RE: What would you want in War in the Pacific 3? - 5/21/2018 1:40:44 PM   
DFN

 

Posts: 12
Joined: 5/7/2017
Status: offline
Why isnt this thread stickied already???????

quote:

ORIGINAL: RichardAckermann

...since I want all those AE mods to be compatible with my game.





Why would you want that?
I mean, isnt your game build up from scratch?
Do you use any of the combat algorithms from WITPAE?
.
.
.
...must refrain from asking a bazillion questions...

(in reply to RichardAckermann)
Post #: 158
RE: What would you want in War in the Pacific 3? - 5/21/2018 2:40:48 PM   
Simon40

 

Posts: 4
Joined: 5/8/2018
Status: offline
Bigger Maps! Use the same map scale as in Uncommon Valor, even if that means having a map 5 times the size of the original one. So that EVERY island/base that was significant actually is so in the game, rather than having say, Okinawa, which historically took months for the US to capture, being a two-hex two base island in this game, which can probably be overrun in a few turns by any half-decent human player.

(in reply to Rogue187)
Post #: 159
RE: What would you want in War in the Pacific 3? - 5/21/2018 3:02:15 PM   
zuluhour


Posts: 4810
Joined: 1/20/2011
From: Maryland
Status: offline
You are not going to overrun that island in a couple of days.
If you are seeking a more complex ground war on top of the naval and air campaigns
as presented in one day turns, you are asking to play one campaign forever.
I'm sure they could add some complexity on the scale as is and use a different
set of parameters for movement and combat. I would really like to see some
other choices other than defend, deliberate, and shock. Maybe delaying action,
road block, etc.frankly I don't think I would buy a product of this scale with
more minute management and time consuming planning.

(in reply to Simon40)
Post #: 160
RE: What would you want in War in the Pacific 3? - 5/22/2018 7:33:38 AM   
RichardAckermann

 

Posts: 260
Joined: 12/4/2015
Status: offline
quote:

ORIGINAL: DFN
Why isnt this thread stickied already???????
quote:

ORIGINAL: RichardAckermann
...since I want all those AE mods to be compatible with my game.


Why would you want that?
I mean, isnt your game build up from scratch?
Do you use any of the combat algorithms from WITPAE?
.
.
.
...must refrain from asking a bazillion questions...


It was not my goal to create a new type of game, but to mirror AE and extend the scale to a full war global game and add a few things I considered worthwhile.


(in reply to DFN)
Post #: 161
RE: What would you want in War in the Pacific 3? - 5/22/2018 8:38:55 AM   
Edward75


Posts: 74
Joined: 4/16/2010
From: St. Petersburg, Russia
Status: offline
Add Show combat:

Shot down Patrol plane by CAP or AA guns.
Hit by mine
Sweeping mine.
Collision of ships.
Crashing of planes.

(in reply to RichardAckermann)
Post #: 162
RE: What would you want in War in the Pacific 3? - 5/22/2018 12:41:45 PM   
DFN

 

Posts: 12
Joined: 5/7/2017
Status: offline

quote:

ORIGINAL: RichardAckermann



... extend the scale to a full war global game...



Take my money already!

And while you are at it, a few wishes if you dont mind!
- AI that follows and doesnt break the rules
- Major equipment like aircraft, tanks and PT boats should be transported and not appear magically anywhere by using supply.
- Vehicles and aircraft consuming fuel instead of supply.

Ha! These are really good news! I m still smiling!

(in reply to RichardAckermann)
Post #: 163
RE: What would you want in War in the Pacific 3? - 5/23/2018 1:12:36 AM   
Commander Cody


Posts: 1480
Joined: 7/4/2003
From: Seoul, Korea
Status: online
I'd be in favor of simplifying the game in terms of time required to input a turn. The focus ought to be on streamlining things like pilot training, creating task forces, setting more precise long-term orders for air units (i.e. "bomb X target as long as pilot fatigue and morale are above 80, otherwise put on 100% rest"). If a new feature adds a lot more realism for little or no extra clicking, then fine.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to DFN)
Post #: 164
RE: What would you want in War in the Pacific 3? - 6/18/2018 7:59:09 AM   
RichardAckermann

 

Posts: 260
Joined: 12/4/2015
Status: offline
quote:

ORIGINAL: Yaab
A device that would let you load a pre-saved first turn setup to a new game.


Thanks for this idea. It has become more helpful than I expected, although it is not possible to import every type of order, especially those that have potential to trigger creation of new commanders and pilots.

(in reply to Yaab)
Post #: 165
RE: What would you want in War in the Pacific 3? - 6/18/2018 2:23:09 PM   
Yaab


Posts: 3158
Joined: 11/8/2011
From: Poland
Status: offline
Wait, can you implement it? Can you cure restartitus?

(in reply to RichardAckermann)
Post #: 166
RE: What would you want in War in the Pacific 3? - 6/18/2018 4:32:04 PM   
bazjak

 

Posts: 176
Joined: 9/1/2014
Status: offline
The game sells today at a high price and it wont even work well in modern comps
Imagine how much it would cost if it was a completely new game
Although i would like it to work in full screen mode i would be happy to get the dam thing working properly on my laptop i have now that has everything up to date
I cant seem to get thoses dam switches working for me or maybe im doing something wrong
So to summerise-Redo so it would work on win10 machines
No need for a new game
Maybe more modern maps
But apart from that the game as it is is still relivent You only have to look at the forum to see how popular it is

(in reply to Yaab)
Post #: 167
RE: What would you want in War in the Pacific 3? - 6/18/2018 5:21:45 PM   
Anachro


Posts: 811
Joined: 11/23/2015
From: The Coastal Elite
Status: offline
quote:

ORIGINAL: bazjak
Although i would like it to work in full screen mode i would be happy to get the dam thing working properly on my laptop i have now that has everything up to date
I cant seem to get thoses dam switches working for me or maybe im doing something wrong
So to summerise-Redo so it would work on win10 machines



These are the switches I used to make it work on my windows 10:

-altFont -archive -deepColor -f -px1920 -py1080 -skipVideo -SingleCpuOrders -dd_sw


You can obviously change the resolution to w/e you are using for your PC. As for how you make it work, you need to make a shortcut for the exe, right click and click properties, then you add the switches in the target line. As shown below:



As for how you type it in. It should be in this format "Exe location" -switch1 -switch 2

For instance, mine is: "C:\Desktop\Allies Game\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -altFont -archive -deepColor -f -px1920 -py1080 -skipVideo -SingleCpuOrders -dd_sw



< Message edited by Anachro -- 6/18/2018 5:27:23 PM >

(in reply to bazjak)
Post #: 168
RE: What would you want in War in the Pacific 3? - 6/18/2018 10:06:03 PM   
RyanCrierie


Posts: 1322
Joined: 10/14/2005
Status: offline
I'd like more things to be "open" and not hidden behind the hood.

For example, all the little code effects like Japanese AA / Allied AA attack values/bonuses; the Allied/Japanese penalties for large air strikes etc to be placed in the scenario file, so that they're not hard coded into the EXE any more and people can change them if they want to.

_____________________________


(in reply to Anachro)
Post #: 169
RE: What would you want in War in the Pacific 3? - 6/19/2018 7:52:01 AM   
RichardAckermann

 

Posts: 260
Joined: 12/4/2015
Status: offline
quote:

ORIGINAL: Yaab
Wait, can you implement it? Can you cure restartitus?


Only for my own project. Though it would certainly be possible to create such a feature for WITP AE in relatively short time (took me ~3 days), I am afraid the persons maintaining the game won't go for that. Now that I have it myself, I am really sad I neglected the idea for so long.

quote:

ORIGINAL: RyanCrierie
I'd like more things to be "open" and not hidden behind the hood.

For example, all the little code effects like Japanese AA / Allied AA attack values/bonuses; the Allied/Japanese penalties for large air strikes etc to be placed in the scenario file, so that they're not hard coded into the EXE any more and people can change them if they want to.


+1. That would give modding more room for alternate conditions.

(in reply to Yaab)
Post #: 170
RE: What would you want in War in the Pacific 3? - 6/19/2018 8:23:48 AM   
ITAKLinus

 

Posts: 23
Joined: 2/22/2018
Status: online
-R&D that makes sense
-Allied option to pay PPs to get extra troops (such as more planes or divisions diverted to Pacific from other theatres)
-Something to fix ahistorical strato-sweepers.
-More control over aeronaval battles instead of TF doing random stuff
-Normal ART acting as Coastal Guns, maybe with specific settings or whatever but it makes sense that if I have 50 150mm guns they shoot to landing troops.
-Name/Stats of pilots killed last turn somewhere available easily (in the squadron screen maybe?)
-Fixed night bombing
-Interception by Fighters against Bombers between starting bomber AF e target. Possibility to hit multiple times (just like it happened)

MOST IMPORTANTLY:
-Possibility to decide which ****ing TF attack in naval attack or to set arcs or whatever. Actually you cannot decide and that's frustrating, especially because:
A) planes go into enemy CAP easily and get slaughtered
B) some targets are less valuable only in theory. For example between a SCTF of CLs and a Cargo convoy full of supplies directed to isolated troops, I prefer to sink the latter while bombers go for CLs 99% of the time.


_____________________________

Francesco

(in reply to RichardAckermann)
Post #: 171
Page:   <<   < prev  2 3 4 5 [6]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: What would you want in War in the Pacific 3? Page: <<   < prev  2 3 4 5 [6]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.126