Thread: Alfa Tau 3.1
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Old 11-16-08, 11:55 AM   #82
suBB
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Join Date: Dec 2005
Posts: 326
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nice work!!!

From a mission objective design perspective:

Hands down, this mod addresses a lot of design issues I face(d) in the MP map set I’m working on.

With units that compliment the western platforms, I could have reduced testing, coding and troubleshooting by 2/3!!!!!! And would have had this map set released by now!!

A great deal of time was spent coding AI to be smart, aggressive, tactical and to be just as responsive as humans and to compensate for lack of platforms.

I guess the AT mod accomplishes the same, even though AT can also reduce my mission design by 2/3, the RA mod seems to be more stable than AT3.1 and my understanding is AT3.1 is still WIP.

I can promise you that if I started from scratch and redesign the map set I’m working on (3 maps) for RA, I could have it done 5 times faster than where I am currently for LWAMi, I’m seriously considering redesign pending test results.

The presences of boomers from both sides fall directly in line with my criteria for MP covert / stealth transiting missions, which won’t just be single missions, but part of a series of MP maps tied to the same scenario. Kapitan knows where I’ve been heading with this and the RA mod makes it possible.

I guess in RA we’ll have to get use to some things like:

-Various modes of ordinance operation. I appreciate this because as an akula driver I choose load out based on tube assignment, leaving controllable weapons and ones I desire to reload assigned to inner tubes, expendable weapons and additional salvos in outer tubes. but RA gives you more flexability in this area(i think)

-UUV modes of operation, including a TV camera!!!!. I can use that for deep sea S&R / retrieval missions, which is also part of another design in the future. I haven’t fully tested the RA uuv just yet.

-UUV performance appears to be returned to normal compared to being toned down in LWAMI. I’m on the fence about this. With the UUV sensitivity restored, I’ve heard its like having a mobile tb-29. I’m sure the SSP would also be a contributing factor to uuv effectiveness in RA. Also, the fact that UUVS don’t generate TIWS could be a problem for a scenario that includes transiting – that’s a TBD. I’m sure uuv sensitivity will be welcomed in MP.

However, the fact that launch transients aren’t detectable doesn’t seem realistic. i've yet to read about anything in details were transients were detectable. I’ve yet to test this but I assume this is true for RA. If so, I’d like to see transients detectable.

Castouts’ workaround of Liquidfuses’ hyper acoustics mod sounds like a must have for the hard-core crowd, which allows you to hear the screws of various submarines on BB. Since it can be worked around for DW, I think that is definitely a must have for any mod.

Some things I need to test / conclude in RA:

1.. AI – fighting force or fodder?. lwami made them beefy, I guess AT has done the same. I’ll also need to create some test scenario where I make AI efficient and monitor the efficiency.

2.. SSP – I need to test SSP performance. So far the layers seem to work in SD. I was pretty happy with lwami. But If RA is at least that or better than that, this is good.

3.. UUV sensitivity vs SSP – just how good is good, or how bad is bad.

4.. other things I don’t know about RA

5.. demand of MP mission objective scenarios for RA - TBD
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