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-   -   Shallow water missions on a diesel! (https://www.subsim.com/radioroom/showthread.php?t=95032)

northfromhere 06-27-06 03:30 PM

Shallow water missions on a diesel!
 
Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything thatīs remotely close:oops:

Iīve already gone through Subguru site and finished what missions I liked there:up:

Thanks in advance.
Take care.

SeaQueen 06-28-06 06:22 PM

Quote:

Originally Posted by northfromhere
Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything thatīs remotely close:oops:

Iīve already gone through Subguru site and finished what missions I liked there:up:

Thanks in advance.
Take care.

Make your own. You can always ask questions here. You've got a lot of current operators and a theoretical ASW geek who works for the navy to draw on, you might as well take advantage of it.

Nexus7 06-29-06 01:28 AM

Quote:

Originally Posted by SeaQueen
Quote:

Originally Posted by northfromhere
Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything thatīs remotely close:oops:

Iīve already gone through Subguru site and finished what missions I liked there:up:

Thanks in advance.
Take care.

Make your own. You can always ask questions here. You've got a lot of current operators and a theoretical ASW geek who works for the navy to draw on, you might as well take advantage of it.

Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "to much" from the start, taking a little the thrill away...

On answering the initial question, I dont' know of sites different that Subguru's one for missions to download, but maybe someone can pass you his own...

DivingWind 06-29-06 02:33 AM

Some how I dont see very much activity around mission building! Especialy for SP. There should way more missions than those on Subguru.com!

Enigma65 06-29-06 09:34 AM

Quote:

Originally Posted by DivingWind
Some how I dont see very much activity around mission building! Especialy for SP. There should way more missions than those on Subguru.com!

I think most people actually build and keep those missions for themselves, perhaps believing they are not good enough for release into the community. I've got several I play over and over because I've implemented quite a bit of random generation of objects and their spawing in different areas in order to give the mission replayability. When you don't play them for a while and then come back to them, it is just like playing a mission you never created because you don't know what is going to happen due to the random generation factor.

Ori_b 06-29-06 11:49 AM

Mission makers do not need to be so shy Enigma ;).
Just upload them, we wont send feedback if you dont want us to. As long as its not hunting down a sub beneath the annual mitting of the fishing boats in their hundreds :doh: , it will be fine Im sure. :up:

FERdeBOER 06-29-06 04:48 PM

I don't know very much about shallow water missions but, if you tell me what kind of things would you like on a mission I can try to create some when I need to relax in the creation of a campaign I'm doing these days...

And I can use it for training :up:

But I think this should be considered on the mission editor forum.

Enigma65 06-30-06 09:12 AM

Quote:

Originally Posted by Ori_b
Mission makers do not need to be so shy Enigma ;).
Just upload them, we wont send feedback if you dont want us to. As long as its not hunting down a sub beneath the annual mitting of the fishing boats in their hundreds :doh: , it will be fine Im sure. :up:

LOL...don't worry Ori_b, not shy, just been away from DW for a while and been getting back into it. Also, I figured on releasing some of my missions in the next week or two up at SubGuru's site. Problem some may find with my missions though is I tend to make them as real as I can and that means those missions can take days. Player needs to gather all available intel, carefully position his command for intercept etc. etc., multiplay average about 4-5 hours.

I personally don't care for missions where the enemy spawns right in front of you. I like DW because you can set-up missions where you can go for days without a contact, get something and then have to really work to find out what the hell it is.

Ori_b 06-30-06 12:44 PM

And thats excatly the kind of missions Im looking for after I finish some kind of training in DW.
If there is something i hate with the quick mission option in the game menu is the fact that most time you begin the mission with the enemy already on your sonar.
Hey, if your missions also include random factors and L-A-R-G-E spawn areas,
I say - bring it on! :cool:

SeaQueen 06-30-06 07:49 PM

Quote:

Originally Posted by Nexus7
Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "too much" from the start, taking a little the thrill away...

I don't believe it. If that's the case, then you probably didn't build enough randomness into the scenario. A good scenario plays differently every time you play it. How much you know or don't know ought to be irrelevent. Scenarios with too much plot and scripting aren't good scenarios. The whole point of playing a wargame is that the player makes up his own story.

Nexus7 07-01-06 04:20 AM

Quote:

Originally Posted by SeaQueen
Quote:

Originally Posted by Nexus7
Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "too much" from the start, taking a little the thrill away...

I don't believe it. If that's the case, then you probably didn't build enough randomness into the scenario. A good scenario plays differently every time you play it. How much you know or don't know ought to be irrelevent. Scenarios with too much plot and scripting aren't good scenarios. The whole point of playing a wargame is that the player makes up his own story.

That could be, after all i didnt use the "probability of inclusion" value yet.

SeaQueen 07-01-06 07:58 AM

Quote:

Originally Posted by Nexus7
That could be, after all i didnt use the "probability of inclusion" value yet.

That and the ability to make dynamic groups is the most useful thing in the game. I think.

You can use that to vary the speeds and depths of AI vehicals in the game. Also, if you know the distribution of targets (in an AOU for example) you can use it to reproduce that distribution.

If you apply it to dummy objects (for example, several Sonalysts HQs stuck WAAAAAY far away where nobody will mess with them) you can essentially generate random numbers. If you're clever I suspect you can generate them according to whatever distribution you want, at least to a certain approximation.

I think sometimes that dynamic groups are underappreciated.

mjr_health 07-05-06 11:51 PM

I have one,. It is a multiplayer but you can play as single player. Where to send.

Ori_b 07-06-06 06:17 AM

Go to www.subguru.com to the custom DW scenarios, if i remember right - at the bottom of that page there is a link to send it to Bill.

XabbaRus 07-06-06 03:55 PM

I kind of loast interest in making missions for a bit as I thought people wanted detailed briefings etc whihc I struggled to come up with as well as a plot.

I am now looking at making littoral missions involving the Kilo and the FFG. I want them to be realistic as in it is a viable scenario in todays world but the only goals per se will be wheter you have hit the required target or not. I will use dynamic groups and some random triggers to introduce units etc.

One of my scenarios will be on the FFG in the Straits of Hormuz protecting shipping. I want Kilos to be created randomly as well as other threats. I'd like it so there would be a knife edge between open hostilities and just raised threat. Maybe it would be realistic to have a random event trigger where things change to an openly hostile situation where as before you were just observing the Iranians? Would this be accurate Sea Queen?

Wilko 07-06-06 04:01 PM

i'd be real interested in that XabbaRus, sounds very good :up:

mind you I have only just got the game and am completely overwelmed at this point :o

XabbaRus 07-06-06 04:17 PM

I want to make SP scenarios that will last 3-5 hours, be fun with a decent amount going on.
I also want to make MP scenarios that will be fun but take no more than 2 hours.

I love the Kilo and so want to bushwhack someone in an FFG.

SeaQueen 07-06-06 06:55 PM

Quote:

Originally Posted by XabbaRus
I kind of loast interest in making missions for a bit as I thought people wanted detailed briefings etc whihc I struggled to come up with as well as a plot.

You know... but I don't think detailed briefings are at all necessary. I also am not a big fan of worrying too much about a plot. The players should make their own plot. In my mind, you only need a plot in so far as it creates a reason for the player(s) to be there, and an order of battle. Missions where it's like... "jump through hoop A, then turn a somersault, followed by a triple back spring...." tend to bore me. In a wargame where I am the captain, I want to make the decisions about what to do next.

Quote:

Maybe it would be realistic to have a random event trigger where things change to an openly hostile situation where as before you were just observing the Iranians? Would this be accurate Sea Queen?
I don't know. I'm an analyst, not an operator, and one of the things we turn triple backsprings to avoid is modeling different possible political outcomes and their likelyhoods. I like well defined pieces of engineering. Modeling the political calculations of world leaders is absolutely futile. How often do you find yourself looking at world leaders and thinking, "What the hell was he thinking?"

While in reality, the way the political winds are blowing sometimes has a great deal to do with military decisions (war of all kinds is, after all, politics) when making scenarios, I think of it more as a background. It helps me decide what the players are trying to accomplish, why they're there, what kinds of forces are involved, whether they're shooting or not, but I don't know if it'd be a good idea to go into the whole "now the war is on, now the war is off" kind of thing. When I think about that, it's actually kind of boring.

Now.. here's what I think might be a fun way to play it.

It's a period of heightened tension, where you're not at war, but the different forces involved are acting aggressively (you'd need to figure out very carefully what "aggressively" means.) The US ROE is peacetime and the players know that. Now, create a random trigger so that there's some uncertainty in the ROE for the opposing side. That makes the intentions of the other side a little bit of a mystery. You don't really know if the war is on or not, so somehow you have to figure it out. I think there'd be a certain amount of realism to this one because as a general rule, democracies in general do not wage aggressive war. They usually let the other side shoot first, and THEN get aggressive. In this sense, democracies tend to wage defensive wars.

You should also make the goals work so that if you make a mistake, and engage when the other side is peacetime, you get nothing. I'd also make it so that there's only a small probability of the opposing forces being at wartime. That way, trigger happy people get penalized most of the time.

That's ALL the plot you need. Your goal is to get a supertanker across a finish line unharmed. That's enough complications right there. The only other thing you'd need to make it realistic is an intelligently put together opposing force. I can't tell you what that might be.

The probability of things turning hot or not has less to do with politics, though, and more to do with how often do you think people are willing to play it and without any shooting, without making it so simple as a coin flip.

Phullbrick 07-07-06 03:24 AM

What would be great (imho) is to work on a dynamic campaign. I had a chance once to be in a team which launched a dynamic campaign supporting 3 simulations at the same time though a storyline, sims were Operation Flaspoint, Sub Command and FA18. Great experience and it was really funny to see how people could be proud of their side, and read the (good spirit) forum war and propaganda between two games ;)

So I'd really support a dynamic campaign project which could involve players from all the communities but it requires skills ! (and time...) could be a good thing to unite everyone around a common project ;)

Wilko 07-07-06 03:58 AM

That sounds great Phullbrick.. heaven help the team that got me though .. I am madly out of my depth but happy to just plug away, going to go find my spiral bound manual for 688I and have a read and see if that helps... I REALY would love a Collins class to go hunting in but a Kilo will do :hmm:


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