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Old 02-03-08, 07:08 AM   #1
Kapitan
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Ok for those who want to try covert ops and incorperate it into your game playing a little bit of info for you to read.

Avalible here

http://www.commanders-academy.com/fi...nuals/Kap2.pdf
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Old 02-03-08, 03:20 PM   #2
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Hey,

Thank you very much for the document and for the acknowledgement, kapitan. I had a basic idea of the design for such missions but now I can use your guide as a roadmap making it easier and faster to create and complete the scenarios. Editing has taught me some new tricks in design & efficiency so stay tuned. The recent release of the beta has also taught me a great deal more about editing, limitations and workarounds, generating randomness, optimizing in-game dynamics and making AI smart and I can tell you with confidence that creating the missions we so desire won’t be difficult at all and when you include ROE, transiting, the requirement of staying alive, time sensitive objectives, intelligence gathering & updates, and in some situations where there is possibility(not a promise) of escalation, things get very interesting against live opponents in MP. Also I have a laptop so testing and debugging goes much faster than before.

In fact, if you haven’t tried it, the beta I recently released(in its own special way) includes some of the points you mentioned in your document, so I encourage you to try it, but keep in mind it’s for MP and LWAMI only. The main one I would like to bring up is stealth and I think the 688 is a good example of the work, planning & strategy behind maintaining and optimizing stealth as best as possible while in transit, especially when the odds are stacked against you like in map A and your main mission is to infiltrate and stay alive as the objective. Maintaining and optimizing stealth really applies to both sides, but more so for the 688 in this scenario over the set.

There is so much more to stealth than simply taking a seawolf class sub each time you play MP, or creeping along at 2 kts in an akula or 688, but it’s up to scenario designers to bring that to the light and I hope your document and my standard of mission design inspires others to create more of these kind of scenarios for MP that includes topics & points covered, respectively. When I’m done with this map set more than likely I’ll start working on a map set for the akula and varying hulls / classes & we’ll get into detail about that later, but the set will include everything you’ve read about from my threads about MP mission design and topics covered in your doc.

Also, do you have a RU gen_qtrs.wav by chance.. even ‘battlestations… battlestations..’ in native tongue would be nice, if possible.

Thanks again,

suBB
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Old 02-03-08, 04:52 PM   #3
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I dont as i goes, all it is is two tone bells ringing can probably find it on some other sites and maybe adapt it, il have a hunt around.
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Old 02-03-08, 04:55 PM   #4
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I am also working on an ASW exercise it involves live firing so its not take snaps of this that mission kill its real kill its for people who want a real feel but still want to shoot and sink, there will be others as well.
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Old 02-03-08, 07:41 PM   #5
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Quote:
Originally Posted by Kapitan
I dont as i goes, all it is is two tone bells ringing can probably find it on some other sites and maybe adapt it, il have a hunt around.
Cool.. :hmm: actually that would work perfectly.. Right now the workaround I have is the RU xo voice followed by text explaining the situation to the commander. But the alarm bells followed by the xo voice would work nicely. But if the sample is of poor audio quality then I rather not bother with it.

Thanks for the tip.
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Old 02-04-08, 07:48 PM   #6
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Good stuff, will go to my folder of dw secrets of sea.
I like that these docs just keep popping up like mushrooms in rain season. These make my life so much easier when im hunting that mutha fu kin enemy sub.
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