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Old 08-07-19, 01:11 AM   #46
Herman
Ace of the Deep
 
Join Date: Jan 2005
Location: Canada
Posts: 1,184
Downloads: 269
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Quote:
Originally Posted by AzureSkies View Post
As of the moment, a high sea state already decreases the effective seeker range of cruise missiles.

So implementing a high sea state making it harder to detect the missiles themselves should be coming soon...
Sounds very promising. I was also wondering if severe sea states might actually inhibit missile engagements due to the sea-skimmers hitting high waves.

Quote:
Originally Posted by AzureSkies View Post
I'll also have to experiment to see if the sea state already naturally decreases ships' max speed. I don't know if you noticed, but in the sailing video, the velocity indicator of the ship was bobbing around on the map - the waves actually push and pull on the ship. Theoretically, this should naturally create the speed reduction seen IRL by high seas. But it doesn't seem to be showing up on the speed dial - but that may be because of how it determines speed.
Good to see the effect of sea state on speed. I urge some restraint on the number of calculations or updates. For example, if there is constant fluctuation in the sea state indicator due to constant revision of the final digit, then it can be more of a distraction than a help. i.e. if the state is 6.27 and the '.7' is forever an amorphous blur as it constantly goes up and down, then the precision really isn't helping the game. Is it really necessary to know sea state to that 100th level of precision?
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