View Full Version : FFG immobilised in MP ?
Bellman
11-22-05, 05:07 AM
I would welcome any feedback on MP experience where the FFG has been immobilised or slowed to a max of 10 knots.(But did not sink)
I am currently testing to see what weight of weapon attack could achieve this for a scenario under construction.
If you witnessed such an event - what weapon did you use and if relevant at what aspect ?
Amizaur
11-22-05, 09:25 AM
Immobilised (or maybe only slowed down) would be also very heavily damaged with almost all systems disabled... but you can immobilise FFG by placing it in area covered by ice :-)
Bellman
11-22-05, 09:43 AM
:D The Red Goal will be achieved by damaging the FFG sufficient to slow it to creep speed (But not to sink it)
It will not then be able to hit its time/distance objective.
So the selection of the lighter warheaded weapons is called for. I am hoping someone will say - 'when the FFG
was hit by an X or 2 X she slowed to appx Y knots.
Another way of approaching it is - how many of each weapon is normaly required to sink the FFG ?
Bellman
11-22-05, 09:44 AM
Clearing a 'Double post' :damn: ;)
XabbaRus
11-22-05, 10:10 AM
Just set a damage level, so when 50 percent damage then goal complete.
One torp should do that.
sonar732
11-22-05, 10:14 AM
:D The Red Goal will be achieved by damaging the FFG sufficient to slow it to creep speed (But not to sink it)
It will not then be able to hit its time/distance objective.
So the selection of the lighter warheaded weapons is called for. I am hoping someone will say - 'when the FFG
was hit by an X or 2 X she slowed to appx Y knots.
Another way of approaching it is - how many of each weapon is normaly required to sink the FFG ?
Use the damage goal to x% I don't think that you can tell the Blue to use a specific weapon though. The wakehomer would be the weapon of choice for lower damage.
Bellman
11-22-05, 10:29 AM
:) The point is the FFG has to reach a location by a time. Reds goal will only be achieved if they prevent this.
A 50%(Or whatever) damage goal trigger does not of itself achieve this. FFG may be about to cross the finish line :hmm:
I think Reds need a a triggered message confirming the damage level - then the player can calculate
what other action he needs to take to achieve the primary objective.
My question about weapon effectiveness related to the choice of platform/weapon availability -
if the player is given the right tools he must make the appropriate tactical decisions.
sonar732
11-22-05, 10:32 AM
I might suggest moving this to the Mission Designer side of the forum. I'm sure there is a "trigger" and goal that can be used for time frame.
Bellman
11-22-05, 10:58 AM
:D Yep - its drifted - but I will stick around here in the hope of getting some more answers on
weapon deployment (My original question.)
sonar732
11-22-05, 12:44 PM
:D Yep - its drifted - but I will stick around here in the hope of getting some more answers on
weapon deployment (My original question.)
Have you attacked with the wakehomer as suggested? What % of damage was caused?
In this you have a problem.
The best that can happen is a damaged propeller, (systems damage doesn't seem to happen to AI, by the way) which will slow him down to 15 knots until repaired. (Which can take anywhere from 5 to 130 minutes or so, or seconds with quick repair.)
If the mission is to have a "do not sink" order, then you have a problem, though, as it's pretty much random what systems are damaged. Particular directions help the probability of damaging a particular system, but...
Essentially, you'll have to make sure it's a major win (and that the player feels like it) instead of a minor win for sinking it.
There is a possibility still though. Set a trigger such: When ffg is >50% damaged, and speed is over 5 knots, run a script that reduces it to 5 knots. Make sure the trigger refires after a few seconds.
I'm not positive on how to make it fire on over 5 knots right now, though. But even if you have to use a "negate trigger".
Or you could have it set to 0 knots and force the FFG player to use the small outboards... I forget what they're called...
Bellman
11-23-05, 03:03 AM
:sunny: MaHuJa - thank you for addressing the trigger issue which was well down, I'm sure,
on your list of priorities. :cool: An em. is en route. ;)
Sonar - I hoped for feedback to shortcut testing. :hmm:
Whilst exploring scripting issues with MaHuJa I was trying also to examine the problem from
the players perspective.
To be specific I need to know, from player experience, what weight of Kilo weaponry has proved to cripple,
slow or immobilise (But not sink) the FFG.
Any specifics welcome - if one ''torpedo'' - which ? If one missile - which ? etc.
Bellman
11-23-05, 04:45 AM
:sunny: MaHuJa - Thanks the point has been fully covered in your email. :cool:
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