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-   -   Lines of sight (https://www.subsim.com/radioroom/showthread.php?t=85829)

Bellman 10-28-05 12:36 AM

:D Would be nice to have your views on TGs point -
:lol: Just so we dont lose the baby with the bathwater. ;)

LuftWolf 10-28-05 01:10 AM

Ok, no they can't.

In terms of an economic model for weapons use, I'm not sure that is really workable given the scope of the game.

And if it were, then there is trying to get SCS it implement it...

TLAM Strike 10-28-05 01:29 AM

Quote:

Originally Posted by Bellman
Posted query moons ago - told no. :hmm:

''Pretty sure'' :roll:

Ummm yes you can. You can limit the number a player is allowed to use with Approach Goals. If the weapon approaches the player with in 0.02 Miles the goal triggers and you have another that triggers if the 1st goal is triggered so many times. If the player tries to use too many of one weapon he is penalized with a script (Damage etc) or loses points via a Trigger. Of course you inform the player of this restriction in the mission brief (i.e. ‘You are allowed to use only 6 Harpoons in this mission, using more will result in your destruction’). You can even track the number of weapons across [real] campaigns like this using the User Doctrine Language.

Bellman 10-28-05 01:47 AM

:up: Ok TLAM thats a restraint, a limit, on quantity fired but thats not the same as limiting quality.(usefull though -thanks)
But can the designer limit the selection of the weapon types loaded and their quantity (OT) ?

''Its a pity the DW scenario designer is unable to limit weapon **availability** by one means or another.''

Short of choosing between platforms like ....with the Kilos. :hmm:

Bellman 10-28-05 01:58 AM

....................also is it possible using your example to script +penalise the player for using a weapon type (Harpoon in the example.) ?
That would be neat - a work around.

But then if one weapon others too and we are home and dry ?

TLAM Strike 10-28-05 02:00 AM

Quote:

Originally Posted by Bellman
But can the designer limit the selection of the weapon types loaded and their quantity (OT) ?

Well limiting the number a player can fire is basicly limiting the number they can load. They can load extra but they can't be used and are thus wasted space. :yep:

TLAM Strike 10-28-05 02:04 AM

Quote:

Originally Posted by Bellman
....................also is it possible using your example to script +penalise the player for using a weapon type (Harpoon in the example.) ?
That would be neat - a work around.

But then if one weapon others too and we are home and dry ?

With a Approch Trigger set it to be approched by SideX>Civi>Missile>Harpoon and only Harpoons will be counted. You then simply set a trigger that is triggered after X number of Approch Triggers are triggered and the player is penalized. :know:

Bellman 10-28-05 02:08 AM

So you also are able to limit by type in the scenario ?
1. No X weapons or no X and Y weapons available to player and/or
2. If player deploys X or X and Y they are penalised.

Bellman 10-28-05 02:13 AM

Our posts crossed :huh:

So your last - we can set limit on Harpoon to 1 ?
And if required limit on another weapon in the same scenario to 1 ?
Then we have type limit ?

Bellman 10-28-05 02:17 AM

.... that would get to first base but still leaves us facing how to make the player themself make 'real'
deployment decisions based on 'real' financial restraints. TGs original point (I think)

MaHuJa 10-28-05 02:38 AM

In this way, we can certainly limit *which* weapons are allowed to be used at all. But I don't know if we are able to keep a count of how many.

TLAM Strike 10-28-05 02:17 PM

Let me clarify. The Approach Trigger keeps count. You have another trigger set up for when so many Approach Triggers are activated which limits the number of weapons the player can use. Lets say in a campaign a player has 8 Harpoons available, it would go something like this...

>Player fires 3 harpoons in mission 1
Approach Goal 1 Fired
Approach Goal 2 Fired
Approach Goal 3 Fired
More than 8 Trigger not fired.
>Player fires 4 in mission 2
Check Harpoon Stores Triggers
-Goal 1 Fired
-Goal 2 Fired
-Goal 3 Fired
--Goals 1 to 3 removed
Approach Goal 4 Fired
Approach Goal 5 Fired
Approach Goal 6 Fired
Approach Goal 7 Fired
More than 8 Trigger not fired.
>Player fires 2 in mission 3
Check Harpoon Stores Triggers
-Goal 1 Fired
-Goal 2 Fired
-Goal 3 Fired
-Goal 4 Fired
-Goal 5 Fired
-Goal 6 Fired
-Goal 7 Fired
--Goals 1 to 7 removed
Approach Goal 8 Fired
Approach Goal 9 Fired
-More than 8 Trigger fired.
--Penalize Player Script Run

Bellman 10-29-05 12:43 AM

:) Thanks - implementation in a campaign taken on board. :cool:

Bellman
Quote:

Its a pity the DW **scenario **designer is unable to limit weapon availability by one means or another.
But in designing a single scenario what is the lowest fire limit per weapon ?
If its one then a penalty can impose an effective ban on the use of that weapon. If 2 + then kill rate
and target's ability to take damage determines the criteria for design limitation and its acceptabilty.

Then*if*the single scenario design limit is applicable to one weapon potentialy selectable on that platform
then the same facility applies to others too ?

Presumably a designer could also set, and warn of, a system failure triggered by use of particular weapon/s ?

PS. Sorry Mods. this topic has strayed OT and should be in 'Mission Design' :yep:

TLAM Strike 10-29-05 02:17 AM

Quote:

Originally Posted by Bellman
Then*if*the single scenario design limit is applicable to one weapon potentialy selectable on that platform
then the same facility applies to others too ?

Well you will need to make (or copy) a entirely new set of Triggers for other weapons/boats in the mission, but basically you can limited the player(s) to any number of diffrent weapons in any combonation. In fact an intire side can be limited to the same pool of weapons- just make sure to add extra goals for the AI's inventory.

Quote:

Presumably a designer could also set, and warn of, a system failure triggered by use of particular weapon/s ?
Yep the scripts allow for platforms to take damage to certain systems or can destroy the player's ship or end the mission right then and there.

Quote:

PS. Sorry Mods. this topic has strayed OT and should be in 'Mission Design' :yep:
And made a sticky I think since this is a popular question.

Bellman 10-29-05 05:57 AM

:up: It hasnt 'stuck' in MD yet.

Yep - got that and sorry to labour the point but you talk of 'numbers of weapons.' Does that extend to types too.
That is to say can the designer not only inhibit quantity but the availabilty of a particular type of weapon.
Egs. Say the player in the pre-dive Weapon Loadout screen is prohibited from loading Shkvals onboard his Ak ?
I gathered this designer limitation was not possible ? If so then I am still facing -
Quote:

But in designing a single scenario what is the lowest fire limit per weapon ?
If its one then a penalty can impose an effective ban on the use of that weapon. If 2 + then kill rate
and target's ability to take damage determines the criteria for design limitation and its acceptabilty.
Cant find my original post (months ago) but I'm sure when I previously raised this question
the answer was no (Fish or OKO ?) :hmm:


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