Thread: A few new ideas
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Old 12-18-23, 06:57 AM   #114
Fidd
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Join Date: Apr 2005
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96. Variable alert behaviour

Rather than zigging being a configurable lobby setting, I think "variable alert behaviour" might be more interesting. Lets assume a u-boat is detected, it doesn't matter "how".

Case 1 A fairly immediate zig occurs, away from the detected u-boat. The escort moves towards the u-boat, and when it's over it's position, the convoy resumes it's previous course from that point on.

Case 2. A fairly immediate zig occurs, away from the detected u-boat. The escort moves towards the u-boat, and when it's over it's position, the convoy commences a new course +/- 30 degrees from that point on 3 minutes later.

Case 3. No zig occurs, away from the detected u-boat, but convoy changes speed upwards by 3-7 knots (to a maximum of 12??) The escort moves towards the u-boat, and when it's over it's position, the convoy resumes it's previous speed from that point on 6 minutes later?

Case 4. A fairly immediate zig occurs, and a speed change, away from the detected u-boat. The escort moves towards the u-boat, and when it's over it's position, the convoy resumes it's previous course and speed 7 minutes later..

Case 5. A fairly immediate zig may or may not occur, away from the detected u-boat. The nearest escort moves towards the u-boat, and when it's over it's position, the convoy resumes it's previous course from that point on. Other escorts join the 1st whilst it maintains hydrophone or ASDIC contact, eventually a destroyer replaces non-destroyer escorts over the detected/lost contact area, releasing corvettes and later sloops, back to the convoy, keeping the u-boat down until well astern of the convoy. The destroyer then returns.

If one could not forecast with certainty how the convoy and escorts will behave when under attack, in the way we can now with both zigging and non-zigging games, and any of the cases above (or similar options) occurred on a more random basis, then the game becomes more variable in outcome and occurrences, which I think improves replayability? By having it as a lobby setting, then those who wish to play without AI response variation could do so, but those who wish to have less predictable AI reactions could likewise do so. This might be a useful intermediate step towards "playable escorts" where decision making as to the defence of the convoy was player organised, rather than purely AI driven.

Last edited by Fidd; 12-18-23 at 07:46 AM.
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