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Old 04-24-06, 09:06 PM   #4
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
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Quote:
Originally Posted by Sgian Dubh
And that's why in any MP game of this kind (where patience is required or where there is a part of the community that enjoys the execution of the game as much or more than the final last few minutes if frantic explosions) needs to have a way to penalize people for using, for instance, the "shotgun torpedo approach".

I have no problem with the shotgun torpedo tactic. It's real, kids. That's part of why they gave more torpedo tubes to the Seawolf. Bigger salvos means more dead stuff. That's the bottom line in Capt. Wayne Hughes, Fleet Tactics. It's a fact of contemporary naval warfare.

Here's my issue with these scenarios:

The essential problem with all of the scenarios I run across, though, is that they begin at the time when in a real ASW operation which they intend to mimic, the search problem is either over or is almost solved. In the name of making a scenario more exciting, everyone is right on the edge of being detected. They do this by making the distance and time scales are all wrong.

The shotgun torpedo tactic works. There's nothing wrong with it. Maximum salvo size is not a bad way of thinking at all. I'd argue that the kiddies have discovered what it took Wayne Hughes a whole book to argue in favor of. Once you find the bad guy, the scenario SHOULD be about countermeasures and weapons effectiveness. The problem is, that they choose distance scales for the scenario which simplify the search problem unrealistically.

The other thing is that let's suppose you shoot a maximum sized torpedo salvo at every TIW call. If you choose the distance scale right, the travel time required for the torpedoes to arrive at your location will be sufficiently large that if you employ a smart evasion tactic, you should be able to avoid almost all of these attacks unless you are very unlucky. It won't totally negate it (and it shouldn't) but it will make it a lot less effective.
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