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Old 06-27-06, 03:30 PM   #1
northfromhere
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Default Shallow water missions on a diesel!

Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything that´s remotely close

I´ve already gone through Subguru site and finished what missions I liked there

Thanks in advance.
Take care.
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Old 06-28-06, 06:22 PM   #2
SeaQueen
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Quote:
Originally Posted by northfromhere
Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything that´s remotely close

I´ve already gone through Subguru site and finished what missions I liked there

Thanks in advance.
Take care.
Make your own. You can always ask questions here. You've got a lot of current operators and a theoretical ASW geek who works for the navy to draw on, you might as well take advantage of it.
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Old 06-29-06, 01:28 AM   #3
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Quote:
Originally Posted by SeaQueen
Quote:
Originally Posted by northfromhere
Sorry to be putting this here, but Im in a need of some Kilo missions, shallow water missions that are challenging, difficult and in poor conditions made in a realistic way. Or just anything that´s remotely close

I´ve already gone through Subguru site and finished what missions I liked there

Thanks in advance.
Take care.
Make your own. You can always ask questions here. You've got a lot of current operators and a theoretical ASW geek who works for the navy to draw on, you might as well take advantage of it.
Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "to much" from the start, taking a little the thrill away...

On answering the initial question, I dont' know of sites different that Subguru's one for missions to download, but maybe someone can pass you his own...
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Old 06-29-06, 02:33 AM   #4
DivingWind
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Some how I dont see very much activity around mission building! Especialy for SP. There should way more missions than those on Subguru.com!
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Old 06-29-06, 09:34 AM   #5
Enigma65
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Quote:
Originally Posted by DivingWind
Some how I dont see very much activity around mission building! Especialy for SP. There should way more missions than those on Subguru.com!
I think most people actually build and keep those missions for themselves, perhaps believing they are not good enough for release into the community. I've got several I play over and over because I've implemented quite a bit of random generation of objects and their spawing in different areas in order to give the mission replayability. When you don't play them for a while and then come back to them, it is just like playing a mission you never created because you don't know what is going to happen due to the random generation factor.
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Old 06-29-06, 11:49 AM   #6
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Mission makers do not need to be so shy Enigma .
Just upload them, we wont send feedback if you dont want us to. As long as its not hunting down a sub beneath the annual mitting of the fishing boats in their hundreds , it will be fine Im sure.
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Old 06-30-06, 07:49 PM   #7
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Originally Posted by Nexus7
Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "too much" from the start, taking a little the thrill away...
I don't believe it. If that's the case, then you probably didn't build enough randomness into the scenario. A good scenario plays differently every time you play it. How much you know or don't know ought to be irrelevent. Scenarios with too much plot and scripting aren't good scenarios. The whole point of playing a wargame is that the player makes up his own story.
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Old 07-01-06, 04:20 AM   #8
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Quote:
Originally Posted by SeaQueen
Quote:
Originally Posted by Nexus7
Making missions with the in game editor is real easy. Problem in making them yourself, of course, is that you're gonna know "too much" from the start, taking a little the thrill away...
I don't believe it. If that's the case, then you probably didn't build enough randomness into the scenario. A good scenario plays differently every time you play it. How much you know or don't know ought to be irrelevent. Scenarios with too much plot and scripting aren't good scenarios. The whole point of playing a wargame is that the player makes up his own story.
That could be, after all i didnt use the "probability of inclusion" value yet.
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Old 07-01-06, 07:58 AM   #9
SeaQueen
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Quote:
Originally Posted by Nexus7
That could be, after all i didnt use the "probability of inclusion" value yet.
That and the ability to make dynamic groups is the most useful thing in the game. I think.

You can use that to vary the speeds and depths of AI vehicals in the game. Also, if you know the distribution of targets (in an AOU for example) you can use it to reproduce that distribution.

If you apply it to dummy objects (for example, several Sonalysts HQs stuck WAAAAAY far away where nobody will mess with them) you can essentially generate random numbers. If you're clever I suspect you can generate them according to whatever distribution you want, at least to a certain approximation.

I think sometimes that dynamic groups are underappreciated.
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Old 07-05-06, 11:51 PM   #10
mjr_health
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I have one,. It is a multiplayer but you can play as single player. Where to send.
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Old 07-06-06, 06:17 AM   #11
Ori_b
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Go to www.subguru.com to the custom DW scenarios, if i remember right - at the bottom of that page there is a link to send it to Bill.
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Old 07-06-06, 03:55 PM   #12
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I kind of loast interest in making missions for a bit as I thought people wanted detailed briefings etc whihc I struggled to come up with as well as a plot.

I am now looking at making littoral missions involving the Kilo and the FFG. I want them to be realistic as in it is a viable scenario in todays world but the only goals per se will be wheter you have hit the required target or not. I will use dynamic groups and some random triggers to introduce units etc.

One of my scenarios will be on the FFG in the Straits of Hormuz protecting shipping. I want Kilos to be created randomly as well as other threats. I'd like it so there would be a knife edge between open hostilities and just raised threat. Maybe it would be realistic to have a random event trigger where things change to an openly hostile situation where as before you were just observing the Iranians? Would this be accurate Sea Queen?
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Old 07-06-06, 04:01 PM   #13
Wilko
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i'd be real interested in that XabbaRus, sounds very good

mind you I have only just got the game and am completely overwelmed at this point
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Old 07-06-06, 04:17 PM   #14
XabbaRus
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I want to make SP scenarios that will last 3-5 hours, be fun with a decent amount going on.
I also want to make MP scenarios that will be fun but take no more than 2 hours.

I love the Kilo and so want to bushwhack someone in an FFG.
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Old 07-06-06, 06:55 PM   #15
SeaQueen
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Quote:
Originally Posted by XabbaRus
I kind of loast interest in making missions for a bit as I thought people wanted detailed briefings etc whihc I struggled to come up with as well as a plot.
You know... but I don't think detailed briefings are at all necessary. I also am not a big fan of worrying too much about a plot. The players should make their own plot. In my mind, you only need a plot in so far as it creates a reason for the player(s) to be there, and an order of battle. Missions where it's like... "jump through hoop A, then turn a somersault, followed by a triple back spring...." tend to bore me. In a wargame where I am the captain, I want to make the decisions about what to do next.

Quote:
Maybe it would be realistic to have a random event trigger where things change to an openly hostile situation where as before you were just observing the Iranians? Would this be accurate Sea Queen?
I don't know. I'm an analyst, not an operator, and one of the things we turn triple backsprings to avoid is modeling different possible political outcomes and their likelyhoods. I like well defined pieces of engineering. Modeling the political calculations of world leaders is absolutely futile. How often do you find yourself looking at world leaders and thinking, "What the hell was he thinking?"

While in reality, the way the political winds are blowing sometimes has a great deal to do with military decisions (war of all kinds is, after all, politics) when making scenarios, I think of it more as a background. It helps me decide what the players are trying to accomplish, why they're there, what kinds of forces are involved, whether they're shooting or not, but I don't know if it'd be a good idea to go into the whole "now the war is on, now the war is off" kind of thing. When I think about that, it's actually kind of boring.

Now.. here's what I think might be a fun way to play it.

It's a period of heightened tension, where you're not at war, but the different forces involved are acting aggressively (you'd need to figure out very carefully what "aggressively" means.) The US ROE is peacetime and the players know that. Now, create a random trigger so that there's some uncertainty in the ROE for the opposing side. That makes the intentions of the other side a little bit of a mystery. You don't really know if the war is on or not, so somehow you have to figure it out. I think there'd be a certain amount of realism to this one because as a general rule, democracies in general do not wage aggressive war. They usually let the other side shoot first, and THEN get aggressive. In this sense, democracies tend to wage defensive wars.

You should also make the goals work so that if you make a mistake, and engage when the other side is peacetime, you get nothing. I'd also make it so that there's only a small probability of the opposing forces being at wartime. That way, trigger happy people get penalized most of the time.

That's ALL the plot you need. Your goal is to get a supertanker across a finish line unharmed. That's enough complications right there. The only other thing you'd need to make it realistic is an intelligently put together opposing force. I can't tell you what that might be.

The probability of things turning hot or not has less to do with politics, though, and more to do with how often do you think people are willing to play it and without any shooting, without making it so simple as a coin flip.

Last edited by SeaQueen; 07-06-06 at 10:15 PM.
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