Thread: Hold at Risk
View Single Post
Old 01-27-08, 10:42 PM   #5
SeaQueen
Naval Royalty
 
Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by MarkShot
I don't see how you can make your scenario work.

Clearly, checking for counter detection is easy and would be a failure.

However, simply being in weapons range does not imply that the player has a good solution.

You would need something in the goal doctrine language to measure the distance between the plotted contact and the show truth contact versus some measure of the weapon performance relative to distance in order to measure how good the solution is. Then, it would mainly be an exercise in TMA and navigating for the player.
If there was some chance of having to destroy the SSBN once it'd been acquired, then maybe there should be a time limit after receiving the order to shoot. Actually... that'd make sense, you have 15 minutes to kill the submarine in the remote event the war turns hot. In that sense, you wouldn't necessarily have to have a trigger that'd say that you had a firing solution, however if you didn't have something fairly decent then in all likelyhood you'd fail the mission.

Quote:
As an MP mission it might be really interesting to see how well the RED player could derail the solutions of the BLUE player or attempt to make a detection.
It isn't that hard to throw off a firing solution. Changing course or speed will almost always do it. The thing is, a firing solution doesn't need to be that good. Since the torpedoes are guided, it only needs to be "in the ballpark" and sometimes not even that. With wire guidence it's not unheard of for people to just guide it almost all the way in.
SeaQueen is offline   Reply With Quote