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Why Killing Enemy Submarines Is Not as Easy as It Use to Be
This is actually an article I just read on the bus. Figured this is a good forum for it since it has a few bits of interesting facts about (really) modern sub warfare, and could be contemplated when making present day mods/DLC.
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What I think would be fun as a campaign set for CW or a similar game would be something that captures doctrine differences through the year. US vs USSR during the Cold War. Or US from merchant hunting, to Cold War doctrine, to beyond. |
And then there is this:
http://nationalinterest.org/blog/the...americas-21590 Off board sensor have actually be discussed for year, look like they're about to move into design and validation. |
I have noticed people asking for more neutral or environmental entities in the game. I wonder if neutrals can be added where the AI does not recognize them as the enemy. Especially if it would incur another navy from attacking them.
Also, if "some" of those neutrals clandestinely reported the sighting of warships once out of the area. It might not be actionable intelligence, but with time it would show active ports or routes. For a submarine, a noisy environment might be a blessing, if the TMA personnel are up to it. Maybe we will make the press! :D |
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Neutral vessels would stay the hell away from warships (warned off as required), and constantly broadcast their neutrality to avoid being accidentally sunk. So it'd behoove them to have both sides aware of their position at all times. Friendly units, you'd know where they are at all times, like you do the P-3 Orions and NATO satellites, but you wouldn't come anywhere near them to prevent friendly fire incidents. A submarine's job is to remain hidden, unknown and alone most of the time. So, in practical terms, you would never find friendlies and neutrals within the same mission area as hostiles. And outside, you wouldn't have any interactions with them due to your job (and would never confuse them with enemies due to strategic intel), so at best blue and green icons would only clutter the strategic map. That kind of target identification gameplay is better suited to Harpoon-esque flashpoint scenarios, in which you might be carrying out operations in relatively small areas where non-combatants might be puttering about doing their thing. But a World War is very much not business as usual. Feel free to correct me if I'm wrong. I don't know much about the doctrines which would kick in during this kind of high-intensity conflict, but from the logical standpoint I can't see how surface groups wouldn't have ample exclusion zones around them, preventing non-mission (neutral/friendly) units from wandering in, in Cold Waters' context. |
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http://www.subsim.com/radioroom/showthread.php?t=232525 |
"No-fly zone", not ??
Whats Neutral??? Identification system will not answer - so catch a missile. No neutral are in war zone. |
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