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Hold at Risk
During the Cold War, the stated goal of the US Navy was to destroy 80% of the Soviet submarine fleet in the first 15 minutes of a conflict turning hot. That's the number that drove US SSN requirements way up because it required that a large number of SSNs be dedicated to "holding at risk" the Soviet submarine fleet.
With that in mind, I've been playing around with an idea for a scenario where the goal is to hold an SSBN at risk, with only a small chance of actually having to destroy it. The thing is... what does that really mean within the context of DW and goal triggers? It has to mean more than just detection, because that doesn't necessarily mean you have the capability to destroy the SSBN at any time and place. So... I'm thinking that you'd have to also be able to satisfy some weapons related parameters. Since the doctrine language doesn't let you test the quality of your firing solution, though, I'm not entirely sure what the best way to do that is, though. The other thing is that it shouldn't allow you to lose contact. For example, if I'm seaching for my target and I find it, I haven't yet held it at risk. If I satisfy some weapons-related condition that I haven't figured out yet, but then at some point in the duration of the scenario, I either fail to satisfy it, or I lose contact then I haven't held it at risk. Then... suppose I reacquire the target and satisfy the weapon related parameter then I have held it at risk. It just seems like a very on-again-off-again kind of thing. Maybe it might be worth it to make several different goals, each one being to hold the target at risk for a different amount of time. What do you guys think? |
Also be inside lethal range (which will be much shorter than detection range, esp. in stock DW) and maybe avoid counterdetection as well.
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I don't see how you can make your scenario work.
Clearly, checking for counter detection is easy and would be a failure. However, simply being in weapons range does not imply that the player has a good solution. You would need something in the goal doctrine language to measure the distance between the plotted contact and the show truth contact versus some measure of the weapon performance relative to distance in order to measure how good the solution is. Then, it would mainly be an exercise in TMA and navigating for the player. As an MP mission it might be really interesting to see how well the RED player could derail the solutions of the BLUE player or attempt to make a detection. |
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EDIT: looking at the other posts since your response, it seems that leaving it to skipper discretion and letting him/her find out the hard way is the best way to go from a design standpoint. No guesswork that way; no artificial standard that may or may not be right when the ballon goes up. You know, since you're OK with "shooting" missions anyway. |
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