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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Feb 2005
Posts: 8
Downloads: 0
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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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#2 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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#3 | ||
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
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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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If you are going through hell... keep going (Winston Churchill) |
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#4 |
Engineer
![]() Join Date: Jan 2005
Location: Lithuania
Posts: 211
Downloads: 7
Uploads: 0
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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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#5 | |
Sailor man
![]() Join Date: Jan 2002
Location: Wisconsin, USA
Posts: 45
Downloads: 6
Uploads: 0
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It was on high counsel I once heard given to a young person, always do what you are afraid to do. --Ralph Waldo Emerson |
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#6 |
Gunner
![]() Join Date: May 2006
Posts: 99
Downloads: 0
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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 ![]() ![]() |
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#7 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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#8 | ||
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
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#9 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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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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#10 |
Watch
![]() Join Date: Apr 2005
Location: Australia
Posts: 20
Downloads: 0
Uploads: 0
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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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#11 |
Gunner
![]() Join Date: May 2006
Posts: 99
Downloads: 0
Uploads: 0
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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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#12 |
Navy Seal
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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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#13 |
Officer
![]() Join Date: Aug 2004
Location: Aussie
Posts: 249
Downloads: 30
Uploads: 0
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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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You take it easy... and have a nice day ![]() |
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#14 |
Navy Seal
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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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#15 | ||
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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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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