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Plek
Jul 30, 2009
WitP2 is just WitP but now the Americans have to manage production and they've added the small arms carried by fishing boat crews so they can fire at subs. Supply is now more general and can be used by capturing forces! Unfortunately ammo for all weapons is now tracked separately and must be shipped with supply.

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Finally!

Chuck_D
Aug 25, 2003

Grumio posted:

I misread this as WiTP2 and got my hopes up :(

Ditto.

Woodchip posted:

Witp 2, now with more pilot training options!

Visio not included.

Still in.

Plek posted:

WitP2 is just WitP but now the Americans have to manage production and they've added the small arms carried by fishing boat crews so they can fire at subs. Supply is now more general and can be used by capturing forces! Unfortunately ammo for all weapons is now tracked separately and must be shipped with supply.

Still. In.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


WITP 2 also featuring tactical battles with no autoresolve for every encounter.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

HerpicleOmnicron5 posted:

WITP 2 also featuring tactical battles with no autoresolve for every encounter.

bison-yes.gif

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Gewehr 43 posted:

Ditto.


Still in.


Still. In.

Indeed. Me too.

Imaginary Baron
Apr 14, 2010
Sorry your transports only unloaded .30 carbine ammo, you will need to wait for the transport with the 30-06 rounds before your units can attack.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Each transport can only carry one type of ammo supplies at a time and need manual refit (takes about 12 clicks per ship getting a refit) and will loose its refit when it gets a prescripted bi-annually general refit.

Food, water, morphine, bandages, scalpels and boots are now tracked as separate supplies and are dedicated to a specific division on creation. Other divisions can use these supplies, but they will get a 5% penalty to combined ops with the division they stole the supplies from. (this is only possible if they share an HQ).

Bases have limited storage space for each type of supplies, but due to a bug, which will not be fixed, having any type of supply go over its limit will cause all types of supplies to decay at 6 times the originally intended rate.

Landing ship, Tank cannot load tanks that are loaded with supplies due to a reference recursion error.

HisMajestyBOB
Oct 21, 2010


College Slice

HerpicleOmnicron5 posted:

WITP 2 also featuring tactical battles FPS battles with no autoresolve for every encounter.

Chuck_D
Aug 25, 2003
yessssssss give it all to me

:shepspends:

AARP LARPer
Feb 19, 2005

THE DARK SIDE OF SCIENCE BREEDS A WEAPON OF WAR

Buglord
you people are sick

*fires up Battle Academy*

jzilla
Apr 13, 2007

Each nation has a special food type for their troops in order for them to operate at peak efficiency. The Brits need tea, the Aussies vegemite, and Americans need cheeseburgers. The Japanese are able to subsist contently on rice and thus are exempt from this requirement.

90s Cringe Rock
Nov 29, 2006
:gay:
WITW2, the first $99 wargame eligible for the Cacowards due to its innovative and realistic combat resolution system.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
Troops need to get acclimatized to new environments before they can be relied upon to do any serious maneuvers or even preform adequately in battle.
Acclimation is tracked but is hidden away in a submenu for each device symbolizing a squad of soldiers. Replacement troops also need acclimation, but have been abstracted into the pooled "wounded/out of action" tag for the various groups (this can of course lead to your game thinking you are suffering massive spikes of casualties whenever you receive batches of reinforcements, causing the politicians back home to freak out about your careless and incompetent leadership).

The poorly displayed climate regions also affect decay rate of different types of foodstuff and will also affect the amount of various types of foodstuff a division will need to consume to stay at peak strength.

Strength also decays if a division is not regularly put into "training/PT/lecture" mode, causing discipline and morale to decay as the troops loose their ability to tie shoelaces, make beds or fireman-carry wounded comrades through a maze of freshly dug latrines. This decay can become a permanent malus on marine divisions due to NCOs dying of anxiety attacks.

Asehujiko
Apr 6, 2011
When a ship gets caught in a storm, the game downloads a suitable simulation based on the ship's location from the International Oceanic Data and Information Exchange, then feeds that and a detailed model of the ship into a fluid simulator to accurately determine which rivets/welds will fail and how this affects it's seaworthiness and buoyancy.

Edit:
For some strange reason, all German ships use Krupp's wildly overoptimistic calculations of the theoretical upper bound of tensile strength for all their components.

Then a modder releases a Realism Pack that ups those by 20%.

Asehujiko fucked around with this message at 23:12 on Jul 8, 2019

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Ship positions on the map are representative of the ship’s reported position, so cloud cover or poor navigation training might cause them to be offset from their actual position.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

FrozenVent posted:

Ship positions on the map are representative of the ship’s reported position, so cloud cover or poor navigation training might cause them to be offset from their actual position.

Ooooh i like this.

Especially if you can figure out their true position through a couple of submenus that have been scattered through random places in the UI. Places like Industry planning -> current Industry -> Navy Industry -> Navy Industry Navigation equipment -> Current Navigation equipment -> relative position offset: destroyer class. and then you have to calculate it yourself from there after having referenced the weather conditions and expected weather conditions submenus located under the nearest base's enviromental intel submenu.

Dark_Swordmaster
Oct 31, 2011
You have to click and drag the counters manually as though you're playing the physical version. Your cursor is simulated at all times and can accidentally knock them out of position.

Splode
Jun 18, 2013

put some clothes on you little freak

Dark_Swordmaster posted:

You have to click and drag the counters manually as though you're playing the physical version. Your cursor is simulated at all times and can accidentally knock them out of position.

There's no menus, instead, you request information with a command line interface and a digital in-game staffer will bring it to you, but it'll take them a few hours and sometimes they'll get it wrong. And then manually update your counters as you see fit.

Chuck_D
Aug 25, 2003
god im getting aroused

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.

SerthVarnee posted:

Ooooh i like this.

Especially if you can figure out their true position through a couple of submenus that have been scattered through random places in the UI. Places like Industry planning -> current Industry -> Navy Industry -> Navy Industry Navigation equipment -> Current Navigation equipment -> relative position offset: destroyer class. and then you have to calculate it yourself from there after having referenced the weather conditions and expected weather conditions submenus located under the nearest base's enviromental intel submenu.

Also, you need to route ships seasonally using admiralty weather planning charts unless you want them to be delayed in storms.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

SerthVarnee posted:

Ooooh i like this.

Especially if you can figure out their true position through a couple of submenus that have been scattered through random places in the UI. Places like Industry planning -> current Industry -> Navy Industry -> Navy Industry Navigation equipment -> Current Navigation equipment -> relative position offset: destroyer class. and then you have to calculate it yourself from there after having referenced the weather conditions and expected weather conditions submenus located under the nearest base's enviromental intel submenu.

I think WITP is desperately in need of (I know it would make the game take longer) at least 3 pulses a day.

I have always found that the current system makes the combat wonky, particularly carrier combat.

Also, the air model is great! I love it! Way more than I love the vaunted WITW model; however, by late war (around summer 1944) the model breaks and is not capable of handling massive aircraft strikes. Thus the Japanese player, for instance, can send 200 unescorted torpedo bombers against an Allied fleet covered by 800 cap fighters at the exact appropriate altitudes, and half of those torpedo bombers will get through.

And of course, same goes for the ultimate American strategic bombing.

I am also such a fan of the DC:B system, I think this should be added to almost every operational grog game. Especially in a game like WiTPAE where (in multiplayer) Japanese players often do wildly ahistorical things like “let’s invade the West Coast.” For that matter, so do Allied players who try and pull a Sir Robin and do ridiculous poo poo like abandon Singapore and the DEI. Things that would have been politically impossible for the Allies to do.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

The two hundred planes thing hasn't been true for a long time. In a pbem Downfall+ I've put an eleven hundred plane strike onto the USN CV mass, about 800 CAP and had about forty break through to score no hits. Casualty rate was over 95%.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Saros posted:

The two hundred planes thing hasn't been true for a long time. In a pbem Downfall+ I've put an eleven hundred plane strike onto the USN CV mass, about 800 CAP and had about forty break through to score no hits. Casualty rate was over 95%.

Your were using which mods?

Edit.

Favorite gamey Japanese tactic, let’s invade and capture Los Angeles for one day, and thus completely eliminate all the American ships in the shipyards, including any reinforcement ships that would spawn there.

ZombieLenin fucked around with this message at 18:30 on Jul 9, 2019

Pharnakes
Aug 14, 2009
Honestly if the allied player lets you pull that off he deserves it.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Just the normal downfall stronger scenario, no mods.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Pharnakes posted:

Honestly if the allied player lets you pull that off he deserves it.

Maybe, but no matter what side I am playing my primary ‘joy’ from playing these games is being able to pretend I am re-fighting a war or battle, and let’s see if I could do it better than history.

The whole notion that games like WiTPAE are the same as monopoly, and I just better exploit the rules so I can “win” in completely ahistorical/impossible ways is totally alien to me.

I am not saying that there is a right or wrong way to play grog games, rather I am saying that I don’t want to play an opponent who is approaching a grog game as a game of checkers.

Also, like I said, I just don’t get the fun in playing grog games like this.

ZombieLenin fucked around with this message at 14:07 on Jul 10, 2019

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Preach it, dogg.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
If it doesn't simulate things well enough to make invading LA impossible, or at least incredibly difficult, is it truly a grog game? :hmmyes:

Alchenar
Apr 9, 2008

I checked steamcharts and people are actually playing Naval Action in numbers now so ima take a serious dip in.

Grumio
Sep 20, 2001

in culina est
We joke about the maddening complexity of WitP (all the suggestions were plausible), but it's born out of a love/appreciation for the game and its grand scale.

That's not to say that there aren't lots of things to improve on!
If it were up to you, what would WitP2 look like?
I know there are major complaints with things like the ground combat model, but what changes would work?

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Grumio posted:

We joke about the maddening complexity of WitP (all the suggestions were plausible), but it's born out of a love/appreciation for the game and its grand scale.

That's not to say that there aren't lots of things to improve on!
If it were up to you, what would WitP2 look like?
I know there are major complaints with things like the ground combat model, but what changes would work?

I would completely change the land combat, make each day at least 3 pulses so carrier combat is more realistic and less suicidal, I would adjust the surface combat model slightly, and I think something needs to be done to allow the Allied player to accelerate ships, but more importantly plane models.

The last part because, again, from an historical perspective the Japanese getting late war fighters by the end of 1942 is ridiculous. This is doubly the case when the game mechanics preclude the Allies from actually being able to respond to the very early arrival of planes the Japanese had only barely thought up at the beginning of the war so early that basically eat the gently caress out of anything the Allied player can field in numbers until 1944.

Alikchi
Aug 18, 2010

Thumbs up I agree

I don't mind the air production model so much right now, since it's fiddly hard work and the Japanese need all the help they can get against a human Allied player anyways, but I agree that any WITP2 has to have a fleshed out Allied production system. And the Japanese system is weird, don't duplicate it. Maybe both sides could allocate research points or design teams in a Hearts of Iron style.

Example: Jiro Hirokoshi and his Mitsubishi team don't waste time on the Jack and later Zero variants, maybe you get the A7M Sam sooner. More interesting and plausible than just skipping generations of aircraft through arbitrary "factory" points, but you'd suffer from lack of better Zeroes and Jacks. There need to be tradeoffs, basically and the whole production/research system would probably be better redesigned from the ground up with an interface that doesn't require external programs to understand what the hell you're doing.

Dark_Swordmaster
Oct 31, 2011
Could be good or bad, who knows!

https://store.steampowered.com/app/654890/Grand_Tactician_The_Civil_War_18611865/

Chuck_D
Aug 25, 2003
WitP2:

- Widescreen support
- 3-D map (think google earth with hexes) to allow for a spherical map projection. Cocking all the land masses at an angle to simulate a spherical projection annoys me.
- Ability to auto-stand-down squadrons if losses reach a certain threshold
- Rework the pilot training program to reduce the tedium
- Rework the task force assignment/mission assignment system altogether. Maybe start with the mission, then assign the ships and destination. Allow me to set pathing via clicks and drags. It takes 11 clicks to properly configure a single submarine patrol without waypoints in the current game. Bleh.
- Adaptive AI instead of hard-coded scripts
- 3 pulses per day (night/morning/evening)
- More any loving keyboard shortcuts for routine tasks. i.e. make the loving enter key accept whatever UI screen you're on.
- Working/meaningful land combat simulation
- De-convolute the repair interface and its calculations
- ctrl+ or shift+ clicking to select multiple items in menus
- ctrl+f to search for a base, ship, unit, whatever

That's all I've got right now. It's been a few months since I played it, so some of the more nuanced wounds have healed, but I'm sure there are more.

Dandywalken
Feb 11, 2014

Alchenar posted:

I checked steamcharts and people are actually playing Naval Action in numbers now so ima take a serious dip in.

Please report how it goes. I was also surprised by the numbers and was thinking of reinstall.

Alchenar
Apr 9, 2008

Gewehr 43 posted:

WitP2:

- Widescreen support
- 3-D map (think google earth with hexes) to allow for a spherical map projection. Cocking all the land masses at an angle to simulate a spherical projection annoys me.
- Ability to auto-stand-down squadrons if losses reach a certain threshold
- Rework the pilot training program to reduce the tedium
- Rework the task force assignment/mission assignment system altogether. Maybe start with the mission, then assign the ships and destination. Allow me to set pathing via clicks and drags. It takes 11 clicks to properly configure a single submarine patrol without waypoints in the current game. Bleh.
- Adaptive AI instead of hard-coded scripts
- 3 pulses per day (night/morning/evening)
- More any loving keyboard shortcuts for routine tasks. i.e. make the loving enter key accept whatever UI screen you're on.
- Working/meaningful land combat simulation
- De-convolute the repair interface and its calculations
- ctrl+ or shift+ clicking to select multiple items in menus
- ctrl+f to search for a base, ship, unit, whatever

That's all I've got right now. It's been a few months since I played it, so some of the more nuanced wounds have healed, but I'm sure there are more.

- Remove industry from both sides
- Institute Vic's Political Points game from DC:B
- However many pulses a day you want, but a skill check requiring maximum of 2 sorties per day for naval aviation
- Week long turns but run day by day

My WitP concept is that the player is solely concerned with forming TF's and invasion fleets and sending them on missions. You are a strategic/operational level commander and play at that level. You don't micromanage. The game is about placing bets on where to position your forces and what missions to send them on. I say 1 week turns but they should include interrupt chances where you can lay Midway style ambushes where you wait for the enemy fleet to show up and get a chance to issue final orders to designated TF a day or two before the detected enemy arrive.

gohuskies
Oct 23, 2010

I spend a lot of time making posts to justify why I'm not a self centered shithead that just wants to act like COVID isn't a thing.

ZombieLenin posted:

Maybe, but no matter what side I am playing my primary ‘joy’ from playing these games is being able to pretend I am re-fighting a war or battle, and let’s see if I could do it better than history.

The whole notion that games like WiTPAE are the same as monopoly, and I just better exploit the rules so I can “win” in completely ahistorical/impossible ways is totally alien to me.

I am not saying that there is a right or wrong way to play grog games, rather I am saying that I don’t want to play an opponent who is approaching a grog game as a game of checkers.

Also, like I said, I just don’t get the fun in playing grog games like this.

Has any WITP player ever actually done the LA invasion? I've only ever seen it proposed as theoretically possible, I don't think I've ever actually seen screenshots of it executed, especially against a human Allies player, and I'm not sure it's really possible. And I wouldn't really call the game out for it when it happens at best in one in a million games. Stuff like Fortress Palembang are way bigger issues from that perspective.

Stairmaster
Jun 8, 2012

Washington invasions are commonplace.

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Alchenar posted:

- Remove industry from both sides
- Institute Vic's Political Points game from DC:B
- However many pulses a day you want, but a skill check requiring maximum of 2 sorties per day for naval aviation
- Week long turns but run day by day

My WitP concept is that the player is solely concerned with forming TF's and invasion fleets and sending them on missions. You are a strategic/operational level commander and play at that level. You don't micromanage. The game is about placing bets on where to position your forces and what missions to send them on. I say 1 week turns but they should include interrupt chances where you can lay Midway style ambushes where you wait for the enemy fleet to show up and get a chance to issue final orders to designated TF a day or two before the detected enemy arrive.

Gary Grigsby's Pacific War is much closer to this ideal than WITP is, but the interface is even more obtuse and unwieldy and tedious.

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